gaming machines
The integration of rotating bodies with visible patterns, a lottery system, and specific game states in gaming machines addresses the need for enhanced entertainment value, improving player engagement and enjoyment through varied gameplay and rewards.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-10-21
- Publication Date
- 2026-03-10
AI Technical Summary
Existing gaming machines lack sufficient entertainment value, necessitating improvements to enhance player enjoyment.
Incorporation of rotating bodies with visible patterns, a lottery system for awarding special benefits, and specific game states with transition processes, including a start operation, stop operation, and bonus awarding mechanisms to increase game engagement.
Enhances game enjoyment by introducing varied gameplay experiences and potential rewards, increasing player interaction and excitement.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Known types of gaming machines include pachinko machines and slot machines, which are known to have a configuration in which an internal lottery is held when predetermined lottery conditions are met, and a bonus is awarded to the player depending on the result of the internal lottery.
[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 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 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 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 first specific state, a second specific state, and a third specific state are set as specific states in which a specific event advantageous to a player may occur, In the first specific state, in a game in which the lottery result by the lottery means is a predetermined result and a predetermined pattern combination corresponding to the predetermined result stops at a predetermined position visible through the display unit, the device is configured to be able to execute an end process of the specific state, In a game in which the lottery result by the lottery means in the second specific state is the predetermined result and the predetermined pattern combination stops at the predetermined position, a transition process to the third specific state can be executed; A means capable of determining whether to transition to the second specific state; a means for executing a process of transitioning to the second specific state when the result of the transition determination indicates that transition to the second specific state is possible; and Equipped with In the first specific state, after the result of the transition determination has become that the transition to the second specific state is possible, in a game in which the predetermined pattern combination stops at the predetermined position before the transition to the second specific state, it is configured to be possible not to execute the end process of the specific state, a means for executing a notification corresponding to a transition to the second specific state before the transition to the second specific state when the result of the transition determination indicates that a transition to the second specific state is possible; The result of the lottery by the lottery means is the predetermined result. If , the stop operation means Depending on the operation mode, The predetermined symbol combination can be stopped at the predetermined position In other words, The specified symbol combination cannot stop at the specified position. It is configured so that there are cases where The predetermined result includes a first predetermined result and a second predetermined result, In the first specific state, the lottery result by the lottery means is the first predetermined result, and in a game in which a first predetermined pattern combination corresponding to the first predetermined result stops at the predetermined position, a process for ending the specific state can be executed; In the first specific state, the lottery result by the lottery means is the second predetermined result, and in a game in which a second predetermined pattern combination corresponding to the second predetermined result stops at the predetermined position, a process for ending the specific state can be executed; In the first specific state, after the result of the transition determination has become that the transition to the second specific state is possible, in a game in which the first specific pattern combination stops at the predetermined position before the transition to the second specific state, it is configured to be possible not to execute the end process of the specific state, In the first specific state, after the result of the transition determination indicates that transition to the second specific state is possible, in a game in which the second specific pattern combination stops at the predetermined position before transition to the second specific state, it is configured to be possible not to execute the termination process of the specific state. It is characterized by: [Effects of the Invention]
[0008] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a front view of a slot machine according to an embodiment. [Figure 2] 1 is a perspective view of the slot machine with the front door closed. FIG. [Figure 3] 1 is a perspective view of the slot machine with the front door open. FIG. [Figure 4] FIG. [Figure 5] FIG. [Figure 6] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 7] 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the pay lines. FIG. [Figure 8] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 9] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 10]FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 11] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 12] FIG. 10 is a diagram illustrating an example of a winning mode. [Figure 13] FIG. 2 is a block diagram showing the electrical configuration of the main control device. [Figure 14] FIG. 2 is a block diagram showing the electrical configuration of the display control device. [Figure 15] 10 is a flowchart showing timer interrupt processing by the main control device. [Figure 16] 4 is a flowchart showing main processing by the main control device. [Figure 17] 10 is a flowchart showing normal processing by the main control device. [Figure 18] 10 is a flowchart showing lottery processing. [Figure 19] FIG. 10 is a diagram showing an example of a lottery table for a normal gaming state. [Figure 20] FIG. 10 is a diagram showing an example of a lottery table for a carryover state. [Figure 21] 10 is a flowchart showing a reel control process. [Figure 22] 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 23] 10 is a flowchart showing bonus state processing. [Figure 24] 10 is a flowchart showing an end determination process. [Figure 25] 10 is a flowchart showing a lottery table acquisition process. [Figure 26] FIG. 10 is a diagram showing an example of a lottery table for a BB first state. [Figure 27] FIG. 10 is a diagram showing an example of a lottery table for a BB second state. [Figure 28] FIG. 10 is a diagram showing an example of a lottery table for a BB third state. [Figure 29] 10 is a flowchart showing a priority setting process. [Figure 30]10 is a flowchart showing lottery result handling processing. [Figure 31] 10 is a flowchart showing the lottery process for transition to a favorable zone. [Figure 32] 10 is a flowchart showing the AT lottery processing. [Figure 33] 10 is a flowchart showing the process of acquiring the AT mode lottery table. [Figure 34] A figure showing an example of a favorable zone transition lottery table and an AT mode lottery table. [Figure 35] FIG. 10 is a diagram showing an example of a continuation rate lottery table. [Figure 36] This is a flowchart showing the processing for AT consecutive games. [Figure 37] FIG. 10 is a diagram showing an example of a stock lottery table. [Figure 38] A flowchart showing processing for starting the bonus AT. [Figure 39] FIG. 2 is a diagram for explaining an overview of an instruction monitor and a section indicator. [Figure 40] An explanatory diagram showing an overview of the push order notification display performed on the auxiliary display unit. [Figure 41] A flowchart showing the process for notifying the order of pressing buttons. [Figure 42] 10 is a flowchart showing a winning result response process. [Figure 43] 10 is a flowchart showing a number-of-games management process. [Figure 44] 10 is a flowchart showing an AT continuation setting process. [Figure 45] 10 is a flowchart showing a first section display process. [Figure 46] A flowchart showing processing for advantageous zone transition games. [Figure 47] FIG. 10 is a diagram showing an example of a ceiling game number table. [Figure 48] 10 is a flowchart showing a second section display process. [Figure 49] 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 50] 10 is a flowchart showing a performance setting process performed by a display control device serving as a sub-side control device. [Figure 51] 10 is a flowchart showing a start-up effect setting process. [Figure 52] 10 is a flowchart showing a continuous performance setting process. [Figure 53] A flowchart showing processing for bonus AT. [Figure 54] 10 is a flowchart showing a process for setting effects when all the devices are stopped. [Figure 55] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 56] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 57] 10A and 10B are diagrams illustrating an example of display effects by the auxiliary display unit. [Figure 58] This is a timing chart for explaining the relationship between the advantageous zone and BB. [Figure 59] This is a timing chart for explaining the relationship between the advantageous zone and BB. [Figure 60] This is a timing chart for explaining the relationship between the advantageous zone and BB. [Figure 61] 10 is a flowchart showing the bonus AT start processing in Modification Example 1. [Figure 62] FIG. 10 is a diagram illustrating an example of a transition permission lottery table. [Figure 63] This is a flowchart showing the processing for AT consecutive games. [Figure 64] A flowchart showing processing for bonus AT. [Figure 65] 10 is a diagram for explaining changes to the winning modes and lottery table in Modification 2. FIG. [Figure 66] 10 is a flowchart showing the AT lottery processing. [Figure 67] A flowchart showing processing for starting the bonus AT. [Figure 68] 10 is a flowchart showing a winning result response process. [Figure 69] 10A is a flowchart showing a process for notifying a winning suggestion, and FIG. 10B is a diagram showing an example of a pseudo winning suggestion notification lottery table. [Figure 70] 10 is a diagram for explaining the relationship between the display effects by the auxiliary display section and the stopping patterns of each reel. FIG. [Figure 71] FIG. 10 is a diagram for explaining changes to the winning modes and the lottery table in Modification 3. [Figure 72] This is a timing chart for explaining the relationship between the advantageous zone and BB. [Figure 73] 13 is a flowchart showing the process of acquiring the AT mode lottery table in Modification 4. [Figure 74] FIG. 10 is a diagram showing an example of an AT mode lottery table. [Figure 75] 10 is a flowchart showing an AT continuation setting process in the second embodiment. [Figure 76] 10 is a flowchart showing a second section display process. [Figure 77] A flowchart showing processing for advantageous zone transition games. [Figure 78] 10 is a flowchart showing the process of acquiring the AT mode lottery table. [Figure 79] FIG. 10 is a diagram showing an example of an AT mode lottery table. [Figure 80] 10 is a flowchart showing a main process. [Figure 81] This is a timing chart for explaining the relationship between the advantageous zone and BB. [Figure 82] This is a timing chart for explaining the relationship between the advantageous zone and BB. [Figure 83] 10 is a flowchart showing a second section display process in the first modification. [Figure 84] 10 is a diagram for explaining changes in the winning modes and the lottery table in Modification 2. FIG. [Figure 85](a) is a flowchart showing the processing for starting the bonus AT, and (b) is a flowchart showing the processing for the continuation chance. [Figure 86] 13 is a flowchart showing a main process in Modification 3. [Figure 87] 13 is a flowchart showing a second section display process in Modification 4. [Figure 88] 10A is a part of a flowchart showing the processing corresponding to the winning result, and FIG. 10B is a part of a flowchart showing the processing for the advantageous zone transition game. [Figure 89] This is a timing chart for explaining the relationship between the advantageous zone and BB. [Figure 90] In the third embodiment, (a) is a flowchart showing the AT continuation setting process, (b) is a diagram showing an example of the next BB lottery table, and (c) is a diagram showing an overview of the first BB and second BB. [Figure 91] 10 is a part of a flowchart showing a second section display process. [Figure 92] This is a timing chart for explaining the relationship between the advantageous zone and BB. [Figure 93] In the first modification, (a) is a flowchart showing the AT continuation setting process, and (b) is a diagram showing an example of the next BB lottery table. [Figure 94] 10A and 10B are diagrams showing various modified examples of the next BB lottery table in Modification 2. [Figure 95] A flowchart showing processing for advantageous zone transition games in variant example 3. [Figure 96] 10A is a flowchart showing the setting suggestion process, and FIG. 10B is a diagram showing an example of a suggestion lottery table. [Figure 97] In the fourth embodiment, (a) and (b) are diagrams for explaining changes in the winning mode and lottery table, and (c) is a flowchart showing processing for the advantageous zone transition game. [Figure 98] 10 is a flowchart showing a second section display process. [Figure 99]This is a timing chart for explaining the relationship between the advantageous zone and BB. [Figure 100] In the modified example, (a) is a flowchart showing the second section display process, (b) is a diagram for explaining the outline of the RT state, and (c) is a diagram for explaining the timing of the stop of the reach eye. DETAILED DESCRIPTION OF THE INVENTION
[0010] First Embodiment An embodiment of the present invention, which is applied to a reel-type gaming machine, specifically a slot machine, will be described in detail below with reference to the drawings. Figure 1 is a front view of the slot machine 10, Figure 2 is a perspective view of the slot machine 10 with the front door 12 closed, Figure 3 is a perspective view of the slot machine 10 with the front door 12 open, Figure 4 is a rear view of the front door 12, and Figure 5 is a front view of the cabinet 11.
[0011] As shown in Figures 1 to 5, the slot machine 10 has a housing 11 that forms its outer shell. The housing 11 is formed in a box shape with an open front as a whole, and is attached to so-called island equipment by nailing it when installed in an amusement hall.
[0012] A front door 12 is attached to the front side of the housing 11 in an openable and closable manner. A pair of upper and lower support shafts 13a and 13b are provided on the left side of the housing 11 when viewed from the front. The front door 12 is provided with bearings 14a and 14b at positions corresponding to the support shafts 13a and 13b. When the support shafts 13a and 13b are inserted into the bearings 14a and 14b, the front door 12 is rotatably supported relative to the housing 11 about an opening / closing axis extending in the vertical direction connecting the support shafts 13a and 13b. Rotation of the front door 12 allows the front open side of the housing 11 to be opened or closed. The front door 12 is locked and cannot be opened by a locking device 20 provided on its back surface. A key cylinder 21 integrated with the locking device 20 is provided at the upper right end of the front door 12. The locked state is released by operating a predetermined key on the key cylinder 21.
[0013] A game panel 25 that notifies the player of the game status is provided near the upper center of the front door 12. The game panel 25 has three vertically long display windows 26L, 26M, and 26R formed side by side, and the interior of the slot machine 10 can be seen through each of the display windows 26L, 26M, and 26R. The display windows 26L, 26M, and 26R may be combined into one common display window.
[0014] As shown in FIG. 3, the interior of the housing 11 is divided into two sections, upper and lower, by a partition plate 30, and a reel unit 31 constituting a variable display means is attached to the upper part of the partition plate 30. The reel unit 31 includes a left reel 32L, a center reel 32M, and a right reel 32R, each formed in a cylindrical (annular) shape. Each reel 32L, 32M, and 32R is rotatably supported so that its central axis coincides with the axis of rotation of the reel. The axes of rotation of the reels 32L, 32M, and 32R are arranged on the same axis extending substantially horizontally, and each reel 32L, 32M, and 32R corresponds one-to-one to each display window 26L, 26M, and 26R. Therefore, a portion of the surface of each reel 32L, 32M, and 32R is visible through the corresponding display window 26L, 26M, and 26R. Furthermore, when the reels 32L, 32M, and 32R rotate forward, the surfaces of the reels 32L, 32M, and 32R are projected through the respective display windows 26L, 26M, and 26R as if they were moving from top to bottom.
[0015] Here, the configuration of the reel unit 31 will be briefly described.
[0016] Each of the reels 32L, 32M, and 32R is connected to a stepping motor, and each of the reels 32L, 32M, and 32R can be rotated individually, i.e., independently, by driving each stepping motor. The stepping motor is set to rotate once by applying a drive signal (hereinafter also referred to as an excitation pulse) of, for example, 500 pulses, and this excitation pulse controls the rotational position of the stepping motor, i.e., the rotational position of the reel. Furthermore, the reel unit 31 is provided with a reel index sensor on each of the reels 32L, 32M, and 32R to detect when the reel has rotated once. Each time the reel index sensor detects that the reel has rotated once, it outputs a detection signal to the main control device 101, which will be described later. Therefore, the main control unit 101 can check and correct the angular position of each reel 32L, 32M, 32R for each rotation based on the detection signal of the reel index sensor and the number of excitation pulses output before the detection signal is input.
[0017] On the outer periphery of each reel 32L, 32M, 32R, a plurality of symbols are drawn along the long side (circumference direction) of the reel, serving as identification information. More specifically, 20 symbols are drawn at equal intervals. Therefore, to switch from one symbol to the next symbol at a predetermined position, 25 excitation pulses (= 500 pulses ÷ 20 symbols) must be output. Furthermore, the main control device 101 can determine which symbols are visible through the display windows 26L, 26M, 26R, and can stop a predetermined symbol at a position visible through the display windows 26L, 26M, 26R, based on the number of excitation pulses output after the reel index sensor detection signal is input.
[0018] Next, the symbols depicted on the reels 32L, 32M, and 32R will be described.
[0019] FIG. 6 shows the arrangement of symbols on the left reel 32L, center reel 32M, and right reel 32R. As shown in FIG. 6, 20 symbols are arranged in a row on each of the reels 32L, 32M, and 32R. Numbers ranging from 0 to 19 are assigned to the reels 32L, 32M, and 32R, respectively. However, these numbers are used by the main control device 101 to identify the symbols visible through the display windows 26L, 26M, and 26R, and are not actually assigned to the reels 32L, 32M, and 32R. However, these numbers will be used in the following explanation.
[0020] There are ten types of symbols: a "bell" symbol (e.g., the first symbol on the left reel 32L), a "replay" symbol (e.g., the zeroth symbol on the left reel 32L), a "red 7" symbol (e.g., the fourteenth symbol on the left reel 32L), a "watermelon" symbol (e.g., the second symbol on the left reel 32L), a "cherry" symbol (e.g., the eighth symbol on the left reel 32L), a "bar" symbol (e.g., the ninth symbol on the left reel 32L), a "white 7" symbol (e.g., the third symbol on the left reel 32L), a "youth" symbol (e.g., the eighteenth symbol on the left reel 32L), a "red shell" symbol (e.g., the fourth symbol on the left reel 32L), and a "white shell" symbol (e.g., the nineteenth symbol on the left reel 32L). As shown in Figure 6, the number and arrangement order of the various symbols are completely different on each of the reels 32L, 32M, and 32R.
[0021] Each of the display windows 26L, 26M, and 26R is formed so that only three of the 20 symbols on the corresponding reel are visible in their entirety. Therefore, when each of the reels 32L, 32M, and 32R is stopped, 3 x 3 = 9 symbols are visible through the display windows 26L, 26M, and 26R.
[0022] In the slot machine 10, the game result of each game is announced using a combination of three symbols, one for each of the reels 32L, 32M, and 32R, among the visible symbols. As described above, 3 × 3 = 9 symbols are visible, and as combinations of these three symbols, for example, as shown in Fig. 7, there are combinations of symbols that stop on an upper line L1 connecting the upper symbols of the reels 32L, 32M, and 32R, combinations of symbols that stop on a middle line L2 connecting the middle symbols of the reels 32L, 32M, and 32R, and combinations of symbols that stop on a lower line L3 connecting the lower symbols of the reels 32L, 32M, and 32R. There are also combinations of symbols that stop on a downward-sloping line L4 connecting the top symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the bottom symbol on the right reel 32R, and combinations of symbols that stop on an upward-sloping line L5 connecting the bottom symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the top symbol on the right reel 32R. There are also combinations of symbols that stop on a curved line L6 connecting the middle symbol on the left reel 32L, the top symbol on the middle reel 32M, and the top symbol on the right reel 32R. The above lines L1 to L5 are straight lines when the symbols are lined up, while the curved line L6 is a line that bends when the symbols are lined up. There are other combinations of symbols that stop on curved lines besides the curved line L6, but we will not explain them here.
[0023] Of these lines L1 to L6, some are activated by betting medals, and some are not, and when symbols stop in a predetermined combination on an activated line, i.e., an activated line, a win is achieved and a bonus is awarded in which a predetermined number of medals, which are game media, are paid out, or a bonus is awarded in which the game state is changed.On the other hand, when symbols stop in a predetermined combination on an inactivated line, a win is not achieved and the bonus is not awarded.
[0024] In the slot machine 10, among the above-mentioned lines L1 to L6, the bent line L6 is set as the activated line. More specifically, in the slot machine 10, there are cases where a game is started by betting three medals or two medals. When a game is started by betting three medals or two medals, only the bent line L6 is set as the activated line, and the other lines L1 to L5 are not set as activated lines. In the following description, the bent line L6 may be referred to as the activated line ML. Also, hereinafter, a game started by betting three medals is also referred to as a 3-bet game, a game started by betting two medals is also referred to as a 2-bet game, and a game started by betting one medal is also referred to as a 1-bet game. Note that in this embodiment, 1-bet games and 2-bet games are not set. That is, in this embodiment, only 3-bet games are set.
[0025] 8 and 9 are diagrams showing the correspondence between winning symbol combinations and the benefits awarded when a winning symbol combination is obtained.
[0026] The small prize winnings that result in medal payouts are the 1st small prize winning to the 27th small prize winning.
[0027] When the "Replay" symbol on the left reel 32L, the "Bell" symbol on the middle reel 32M, and the "Bell" symbol on the right reel 32R stop on the active line ML, the first small win is achieved. When the first small win is achieved, 15 medals are paid out.
[0028] As shown in Figure 10(a), when the symbol corresponding to the first small win stops on the activated line ML, the "bell" symbol stops on the upper line L1. Therefore, the player can easily understand that the small win corresponding to the bell has been achieved.
[0029] If the "bell" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the middle reel 32M, and the "white 7" symbol, the "white shell" symbol or the "young man" symbol on the right reel 32R stop on the active line ML, it will be a second small win. If the second small win is established, three medals will be paid out.
[0030] As shown in Figure 11(b), when the symbol corresponding to the second small win stops on the activated line ML, the "watermelon" symbol stops on the downward sloping line L4, so the player can easily understand that the small win corresponding to the watermelon has been achieved.
[0031] When the "bell" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "watermelon" symbol on the right reel 32R stop on the active line ML, the third small win is won. When the third small win is won, three medals are paid out.
[0032] As shown in Figure 11(c), when the symbol corresponding to the third small win stops on the activated line ML, the "watermelon" symbol stops on the upper line L1. Therefore, the player can easily understand that the small win corresponding to the watermelon has been achieved.
[0033] The 4th to 27th small wins are mainly so-called missed wins that are won when the 1st small win is missed. When the 4th to 27th small wins are won, one medal is paid out. For the 4th to 27th minor winning combinations, a winning combination is achieved when the corresponding combination of the "replay" symbol, "red 7" symbol, "BAR" symbol, "red shell" symbol, "white shell" symbol, "young man" symbol or "bell" symbol on the left reel 32L, the "white 7" symbol, "cherry" symbol, "red shell" symbol, "young man" symbol, "red 7" symbol, "watermelon" symbol, "replay" symbol, "BAR" symbol, "bell" symbol or "white shell" symbol on the middle reel 32M, and the "red 7" symbol, "white 7" symbol, "white shell" symbol, "young man" symbol, "watermelon" symbol, "red shell" symbol, "BAR" symbol or "replay" symbol on the right reel 32R stops on the active line ML. As shown in Figure 8, the combinations of symbols corresponding to the 4th to 27th small wins are set so that the "bell" symbols do not line up and stop on a straight line (L1 to L5), making it easy to understand that the small win corresponding to the bell has not been achieved.
[0034] Incidentally, in the configuration in which medals are paid out based on the winning of the above-mentioned 1st to 27th minor winning combinations, the paid out medals are a kind of benefit that is given according to the result of the game. In this specification, the paid out medals may also be referred to as "out balls," and the ratio of the number of paid out medals (out balls) to the number of inserted (betted) medals may also be referred to as "out ball rate."
[0035] The winning combinations that can be awarded with a replay privilege, which allows a player to play the next game without inserting a medal, are the 1st replay winning combination to the 11th replay winning combination. As shown in Figure 9, winning symbol combinations are set for the 1st replay winning combination to the 11th replay winning combination.
[0036] The first replay wins when the "replay" symbol on the left reel 32L, the "watermelon" symbol on the center reel 32M, and the "red 7," "white 7," "white shell" or "young man" symbol on the right reel 32R stop on the active line ML. As shown in FIG. 10(d), when the symbol corresponding to the first replay win stops on the active line ML, the "replay" symbols stop in line on the center line L2. This allows the player to easily understand that a replay win corresponding to the replay has been achieved.
[0037] A second replay win occurs when the "replay" symbol on the left reel 32L, the "bell" symbol on the center reel 32M, and the "bar" or "cherry" symbol on the right reel 32R stop on the active line ML. When the symbols corresponding to the second replay win stop on the active line ML, the "bar" symbols may stop aligned on the upward-sloping line L5, as shown in FIG. 12(a), or the "red 7" symbol, "bar" symbol, and the "red 7" symbol may stop on the upward-sloping line L5, in order from left to right, as shown in FIG. 12(b). When a second replay win occurs, the game state does not change, but the game state changes to a notification mode that is advantageous to the player, and the AT mode, in which the player can expect to win medals, is initiated. The AT mode will be described in detail later.
[0038] The third and fourth replays are adjustment replays in the event that multiple replays result in overlapping wins.
[0039] In the fifth replay, a win is achieved when the "bell" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "red 7", "white 7", "bar", "cherry", "white shell" or "young man" symbol on the right reel 32R stop on the activated line ML. As shown in FIG. 10(e), when the symbols corresponding to the fifth replay win stop on the activated line ML, the "watermelon" symbols stop on the upper row of the left reel 32L and the upper row of the middle reel 32M, but the "watermelon" symbol does not stop on the upper row of the right reel 32R (the "watermelon" symbol stops on the lower row of the right reel 32R), resulting in a stop pattern where the upper row watermelon is not in the "tenpai" state. Furthermore, when the symbol corresponding to the fifth replay win stops on the valid line ML, the "watermelon" symbol stops on the top row of the left reel 32L and the bottom row of the right reel 32R, but the "watermelon" symbol does not stop on the middle row of the middle reel 32M (the "watermelon" symbol stops on the top row of the middle reel 32M), resulting in a stopping pattern that is known as a right-downward watermelon tenpai miss.
[0040] In the sixth replay, a win is achieved when the "bell" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the middle reel 32M, and the "watermelon" symbol or the "red shell" symbol on the right reel 32R stop on the activated line ML. As shown in FIG. 10(f), when the symbols corresponding to the sixth replay win stop on the activated line ML, the "watermelon" symbols stop on the upper row of the left reel 32L and the upper row of the right reel 32R, but the "watermelon" symbol does not stop on the upper row of the middle reel 32M (the "watermelon" symbol stops on the middle row of the middle reel 32M), resulting in a stop pattern where the upper row watermelon is not in a tenpai state. Furthermore, when the symbol corresponding to the sixth replay win stops on the valid line ML, the "watermelon" symbol stops on the top row of the left reel 32L and the middle row of the middle reel 32M, but the "watermelon" symbol does not stop on the bottom row of the right reel 32R (the "watermelon" symbol stops on the top row of the right reel 32R), resulting in a stopping pattern that is known as a right-downward watermelon tenpai miss.
[0041] The seventh replay wins when the "watermelon" symbol on the left reel 32L, the "white 7" symbol, the "cherry" symbol, the "red shell" symbol or the "young man" symbol on the center reel 32M, and the "replay" symbol on the right reel 32R stop on the active line ML. As shown in Figure 11(a), when the symbol corresponding to the seventh replay win stops on the active line ML, the "watermelon" symbols stop in alignment on the center line L2.
[0042] The eighth replay wins when the "replay" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "watermelon" symbol or the "ark shell" symbol on the right reel 32R stop on the activated line ML. As shown in FIG. 11(b), when the symbols corresponding to the eighth replay win stop on the activated line ML, the "replay" symbols stop on the middle row of the left reel 32L and the middle row of the middle reel 32M, but the "replay" symbol does not stop on the middle row of the right reel 32R (the "bell" symbol stops on the middle row of the right reel 32R), resulting in a stop pattern where the so-called middle row replay is not ready.
[0043] The 9th replay is won when the "BAR" symbol on the left reel 32L, the "white 7", "BAR", "cherry", "red shell" or "young man" symbol on the center reel 32M, and the "red 7", "white 7", "BAR", "cherry", "white shell" or "young man" symbol on the right reel 32R stop on the active line ML. The 11th replay is won when the "BAR" symbol on the left reel 32L, the "BAR" symbol on the center reel 32M, and the "bell", "watermelon" or "red shell" symbol on the right reel 32R stop on the active line ML. As shown in Figures 11(c) and 11(d), when a symbol corresponding to a 9th or 11th replay win stops on the pay line ML, a "cherry" symbol stops on the bottom row of the left reel 32L. If a 9th or 11th replay wins, and the player performs a stop operation aiming for a "cherry" symbol on the right reel 32R, the "cherry" symbol stops on the top row in the case of a 9th replay win, and the "cherry" symbol stops on the middle or bottom row in the case of an 11th replay win, making it possible to distinguish between a 9th replay win and an 11th replay win. A 10th replay win is achieved when a 9th or 11th replay win is not possible, i.e., when a miss occurs.
[0044] More specifically, the tenth replay win is achieved when the ninth replay win is won but the ninth replay win cannot be achieved, or when the eleventh replay win is won but the eleventh replay win cannot be achieved. In other words, when the tenth replay win is achieved, it is difficult to distinguish whether the ninth replay win or the eleventh replay win has been achieved. In other words, in order to determine whether the ninth replay or the eleventh replay win has been achieved, it is necessary to operate the left reel 32L aiming for "cherry."
[0045] The state transition winning events that only result in a transition of the gaming state include the 1st BB winning event, the 2nd BB winning event, and the JAC winning event.
[0046] When the "white 7" symbol on the left reel 32L, the "white shell" symbol on the center reel 32M, and the "cherry" symbol on the right reel 32R stop on the activated line ML, the first BB win is achieved. When the first BB win is achieved, the game state transitions to the first BB state. As shown in Figure 11(e), when the symbols corresponding to the first BB win stop on the activated line ML, the "white 7" symbols stop in a line on the center line L2.
[0047] When the "white 7" symbol on the left reel 32L, the "white shell" symbol on the middle reel 32M, and the "BAR" symbol on the right reel 32R stop on the pay line ML, a second BB win is achieved. When the second BB win is achieved, the game state transitions to the second BB state. As shown in FIG. 11(f), when the symbols corresponding to the second BB win stop on the pay line ML, the "white 7" symbol stops in the middle row of the left reel 32L and the middle reel 32M, and the "red 7" symbol stops in the middle row of the right reel 32R.
[0048] The JAC win can only be achieved during the first BB state or the second BB state. A JAC win occurs when the "red shell" symbol on the left reel 32L, the "white shell" symbol on the center reel 32M, and the "white 7" symbol on the right reel 32R stop on the active line ML. When a JAC win is achieved, the game state transitions to the JAC state. As shown in Figure 12(c), when the symbols corresponding to the JAC win stop on the active line ML, the "white 7" symbols stop in a line sloping to the right L5.
[0049] 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.
[0050] 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.
[0051] Stop switches 42-44 are connected to stop detection sensors 42a-44a (FIG. 15), respectively, and the stop detection sensors 42a-44a are connected to main control device 101, which will be described later. Main control device 101 determines that stop switches 42-44 have been operated based on the detection signals from the stop detection sensors 42a-44a. Specifically, when stop switches 42-44 have not been operated, stop detection signals of LOW signals are output from stop detection sensors 42a-44a, and when stop switches 42-44 are operated, the detection signals switch from LOW to HI. Main control device 101 determines that stop switches 42-44 have been operated by detecting this signal switch. When main control device 101 determines that stop switches 42-44 have been operated, it controls the reel corresponding to the operated switch to stop spinning.
[0052] 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.
[0053] 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.
[0054] 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.
[0055] 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.
[0056] 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.
[0057] A first credit insertion switch 56 is provided below and to the left of the display windows 26L, 26M, and 26R for inserting a predetermined number of virtual medals, which are credited as gaming media, at one time out of the specified number of medals for the game. The specified number is set depending on the progress of the game. For example, when the specified number of medals for the game is set to three and the specified number is set to three, operating the first credit insertion switch 56 causes three virtual medals to be inserted, provided that there are credits. When the specified number of medals is set to two and the specified number is set to two, operating the first credit insertion switch 56 causes two virtual medals to be inserted, provided that there are credits. When the specified number is set to three or two and the specified number is set to three, operating the first credit insertion switch 56 causes three virtual medals to be inserted, provided that there are credits. When the specified number is set to three or two and the specified number is set to two, operating the first credit insertion switch 56 causes two virtual medals to be inserted, provided that there are credits. Furthermore, a second credit insertion switch 57 is provided to the left of the first credit insertion switch 56. The second credit insertion switch 57 is used to insert one virtual medal. The credit insertion switches 56, 57, together with the medal insertion slot 45, constitute an input means for inputting game media. Furthermore, while the medal insertion slot 45 involves the player directly inserting medals, the credit insertion switches 56, 57 merely involve the insertion of virtual medals based on stored memory. Considering this, they can also be said to constitute indirect input means for indirectly inputting game media. Note that the slot machine 10 does not have a credit insertion switch because two virtual medals are inserted.
[0058] The first credit insertion switch 56 is set to have a larger operation surface operated by the player than the second credit insertion switch 57, and the first credit insertion switch 56 is easier to operate than the second credit insertion switch 57. Therefore, it is expected that a player will normally proceed with a game by operating the first credit insertion switch 56. In other words, it is expected that a player will normally insert a set specific number of coins out of the specified number to play a game.
[0059] To the right of the first credit insertion switch 56 and the second credit insertion switch 57, there is provided an effect switch 66 which is operated when an effect occurs.
[0060] 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.
[0061] 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.
[0062] Below the display windows 26L, 26M, and 26R on the gaming panel 25 and to the right of the payout number display unit 62, there is provided an instruction monitor 68 having a push order indicator that notifies the operation order of the stop switches 42 to 44, and an interval indicator that notifies the operation order and indicates an advantageous interval that is an interval in which the winning rate of minor winning combinations can be changed and the game can proceed in an advantageous situation for the player. The instruction monitor 68 will be described in detail later.
[0063] 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.
[0064] On the front door 12, below the game panel 25 and below the stop switches 42 to 44, there is provided a lower display section 69 on which the model name of the gaming machine is written or which may constitute a predetermined display screen. The lower display section 69 may be configured as a liquid crystal display section, or the lower display section 69 may be provided with an operating means for effecting the game, or the entire lower display section 69 may be an operating means that can operate the lower display section 69.
[0065] 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. That is, 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 clear various stored information of the slot machine 10 and change the winning probability.
[0066] Above the reel unit 31, a main control device 101 for controlling the overall game is attached to the cabinet 11.
[0067] 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.
[0068] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagrams of FIGS.
[0069] 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.
[0070] Various sensors are connected to the input side of the main control device 101, including the reel unit 31 (more specifically, a reel index sensor that individually detects when each reel 32L, 32M, and 32R has made one rotation), a start detection sensor 41a that detects the operation of the start lever 41, stop detection sensors 42a to 44a that individually detect the operation of each stop switch 42 to 44, an inserted medal detection sensor 45a that detects medals inserted through the medal insertion slot 45, a payout detection sensor 51a that detects medals paid out from the hopper device 51, a first credit insertion detection sensor 56a that individually detects the operation of the first credit insertion switch 56, a second credit insertion detection sensor 57a that individually detects the operation of the second credit insertion switch 57, a settlement detection sensor 59a that detects the operation of the settlement switch 59, a reset detection sensor 72a that detects the operation of the reset switch 72, and a setting key detection sensor 73a that detects when a setting key is inserted into the setting key insertion hole 73 and turned ON, and signals from these various sensors are output to the CPU 102 via the input / output port 104.
[0071] 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.
[0072] 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.
[0073] 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.
[0074] 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.
[0075] 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.
[0076] 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.
[0077] 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) in the event that 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 15) 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.
[0078] 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.
[0079] 14, 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.
[0080] 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.
[0081] The input side of the display control device 81 is connected to the effect switch 66 (more specifically, an effect switch detection sensor that detects the operation of the effect switch 66). The various display units 60 to 62, 68 may also be configured to be driven and controlled by the display control device 81.
[0082] 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 that is started when the power is turned on, timer interrupt processing that is started periodically (every 1.49 msec in this embodiment), and NMI interrupt processing that 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, namely the timer interrupt processing and the main processing, out of these processes.
[0083] FIG. 15 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.
[0084] 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.
[0085] Here, the power outage process will be outlined.
[0086] 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.
[0087] 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.
[0088] 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.
[0089] That is, in step S104, a watchdog timer clearing process is performed to initialize the value of the watchdog timer for monitoring for malfunctions. In step S105, an interrupt end declaration process is performed to enable the CPU 102 itself to set the next timer interrupt. In step S106, a stepping motor control process is performed to drive the stepping motors that are the reel drive motors for each of the reels 32L, 32M, and 32R to rotate. In step S107, a sensor monitoring process is performed to read the status of various sensors (see FIG. 15) such as the stop detection sensors 42a to 44a, the inserted medal detection sensor 45a, and the payout detection sensor 51a connected to the input / output port 104 and to monitor whether the read results are normal. In step S108, a timer calculation process is performed to subtract the values of each counter and timer. In step S109, a counter process is performed to count the number of medals bet and the number of medals paid out and output the count results to the external centralized terminal board 121.
[0090] In step S110, a command output process is performed to transmit various commands, such as a lottery result command (described later), to the display control device 81. In step S111, a segment data setting process is performed to set the segment data to be displayed in the credit display unit 60, the remaining payout number display unit 61, the payout number display unit 62, and the instruction monitor 68. In step S112, a segment data display process is performed to supply the segment data set in the segment data setting process to each display unit 60-62, 68 and display the corresponding numbers, symbols, etc. In step S113, a port output process is performed to output data corresponding to the I / O device from the input / output port 104. In step S114, the values of each register saved to the backup area in the previous step S101 are restored to the corresponding register in the CPU 102. Thereafter, in step S115, an interrupt enable process is performed to enable the next timer interrupt, and this series of timer interrupt processes is terminated.
[0091] Next, the main processing of main control device 101 will be described with reference to the flowchart of Fig. 16. The main processing is executed when power is restored from a power outage or when power switch 71 is turned on.
[0092] In step S201, as an initialization process for driving, the value of the stack pointer is set in the CPU 102, and an interrupt mode that allows interrupt processing is set, and then various settings are made for registers in the CPU 102, I / O devices, etc.
[0093] When these initialization processes are completed, in step S202, it is determined whether the reset switch 72 has been operated, more specifically, whether an ON signal has been received from the reset detection sensor 72a. If the reset switch 72 has been operated at the time of this power-on (recovery), in step S203, a RAM clear process is performed to erase all data stored in the RAM 106.
[0094] If the reset switch 72 is not operated in step S202, or after the RAM clear process in step S203 is executed, it is determined in step S204 whether the setting key is inserted into the setting key insertion hole 73 and turned ON, more specifically, whether an ON signal is received from the setting key detection sensor 73a. If the setting key is turned ON when the power is turned ON this time (at recovery), the process proceeds to step S205, and initialization process for the advantageous zone information is executed.
[0095] Here, in the slot machine 10, there are cases where a winning combination with different benefits is achieved depending on the operation order of the stop switches 42 to 44, and the operation order may be notified by the instruction monitor 68 or the like. A distinction is made between an advantageous zone in which the operation order may be notified and a normal zone in which the operation order is not notified, and the initialization process for the advantageous zone information in step S205 is a process for erasing all information relating to such advantageous zones. In other words, the initialization process for the advantageous zone information is performed, and the advantageous zone is set to the normal zone.
[0096] In the next step S206, a winning probability setting process is carried out.
[0097] The winning probability setting process will now be outlined. The slot machine 10 is provided with six winning probabilities, from "Setting 1" to "Setting 6." The winning probability setting process is a process for determining which winning probability the internal process will be based on. In the winning probability setting process, the setting value is updated by one each time the reset switch 72 is operated. For example, each time the reset switch 72 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, when the setting key detection sensor 73a is turned OFF, the setting value is confirmed. The setting value at that time is set as the current setting value, and the winning probability setting process is terminated. Upon completion of the winning probability setting process, the display on the credit display unit 60 also terminates. The set value set in the process for setting the winning probability is stored and held in RAM 106 until the next process for setting the winning probability is started.
[0098] If it is determined in step S204 that the setting key has not been turned on, or after the processing of step S206 has been performed, it is determined in step S207 whether or not the power outage flag has been set. If the power outage flag has not been set, normal processing is executed in step S208 to perform main control related to the game.
[0099] On the other hand, if the power outage flag is set in step S207, the power restoration process shown in step S209 and subsequent steps is performed. The power restoration process is a process for restoring the state of the slot machine 10 to the state before the power was cut off. Therefore, in the power restoration process, it is first necessary to check whether the data in the RAM 106 is normal.
[0100] Therefore, in step S209, it is determined whether the RAM judgment value is normal. Specifically, the checksum value of RAM 106 is checked to see if it is normal, that is, whether the checksum value taking into account the RAM judgment value is 0. If the checksum value taking into account the RAM judgment value is 0, the data in RAM 106 is determined to be normal.
[0101] If the RAM determination value is abnormal in step S209, that is, if the checksum value is not 0, it is highly likely that the data in RAM 106 has been corrupted. Therefore, in such a case, an error display process is performed in step S210. As the error display process, interrupt processing is first prohibited and all output ports in the input / output port 104 are cleared, thereby controlling all actuators connected to the input / output port 104 to an OFF state. After that, an error display is performed to notify the hall manager or the like that an error has occurred, and this state is maintained until the reset switch 72 is turned ON.
[0102] If it is determined in step S209 that the RAM determination value is normal, the process proceeds to step S211, where the value of the stack pointer saved in the backup area is written to the stack pointer of the CPU 102, and the state of the stack is restored to the state before the power was cut off. Next, in step S212, a power restoration command informing the execution of the power restoration process is sent to the display control device 81. Thereafter, in step S213, the game is stopped as a gaming state and automatic settlement setting saving process is performed, and in step S214, various sensors such as the start detection sensor 41a are initialized. After the above process is completed, in step S215, the power outage flag is reset and the process returns to the address before the power was cut off. Specifically, the process returns to the timer interrupt process described above, and the watchdog timer clear process (step S104) is executed.
[0103] Next, the normal processing executed in step S208 of the main processing will be described with reference to the flowchart of Fig. 17. The normal processing is processing for carrying out main control relating to the game.
[0104] First, in step S301, an interrupt permission process is performed to permit the next timer interrupt. In step S302, a pre-start process is performed to enable a game. In the pre-start process, the process waits until the display control device 81 and the like have completed initialization. When the initialization of the display control device 81 and the like has completed, a game management process shown in steps S303 to S312 is performed.
[0105] As part of the game management process, in step S303, 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 S304, a start waiting process is performed.
[0106] In the start waiting process, it is determined whether any replay winnings were achieved in the previous game. If any replay winnings were achieved, an automatic insertion process is performed to automatically insert virtual medals in the same number as the previous bet number, and the start waiting process is terminated. Specifically, for example, if a replay winning is achieved in a 3-bet game, a process to automatically insert three virtual medals is performed.
[0107] In the automatic insertion process, virtual medals are inserted without reducing the number of virtual medals displayed on the credit display unit 60. In other words, if any replay wins were achieved in the previous game, the player can play the current game without reducing the number of medals owned or inserting any more medals. If no replay wins were achieved, a sensor abnormality confirmation process is performed to check whether any abnormalities have occurred in the sensor reading results obtained in the sensor monitoring process step 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.
[0108] After the medal return process is completed or if the settlement switch 59 has not been operated, it is determined whether medals have been inserted or the credit insertion switches 56, 57 have been operated between the previous start waiting process and the current start waiting process, and if either has been done, a medal insertion process is carried out to change the number of bets, etc., and the start waiting process is terminated. Also, if neither medals have been inserted nor the credit insertion switches 56, 57 have been operated between the previous start waiting process and the current start waiting process, the start waiting process is terminated.
[0109] After the start waiting process is completed, in step S305, it is determined whether the number of medals bet has reached the specified number. As already explained, in this slot machine 10, only a 3-bet game can be implemented, and the specified number is set to 3. If the number of bets has not reached the specified number, the process returns to the start waiting process in step S304, and the processes from the sensor abnormality confirmation process onwards are carried out.
[0110] If the number of bets has reached the specified number, a bet command including information on the number of bets that resulted in a positive determination in step S305 is set as an output target to the display control device 81, which serves as a sub-side control device, in step S306. The command set here is output to the display control device 81 in step S110 of the timer interrupt processing. Upon receiving the bet command, the display control device 81 executes processing for notification based on the bet operation (for example, notification that a game start condition has been met or notification of the lottery result of a previous game), and controls the speaker 64 and auxiliary display unit 65.
[0111] After executing the process of step S306, it is determined in step S307 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 S304, and the processes from the sensor abnormality confirmation process onwards are performed.
[0112] On the other hand, if the start lever 41 is operated, this means that a start command has been issued to start the game, since the game can be started by operating the start lever 41 when a specified number of medals have been bet. In this case, in step S308, an active line setting process is performed to set the combination of lines corresponding to the bet number as the active line. In other words, only the bent line L6 is set as the active line. In step S309, the medal path switching solenoid 46a is switched to a non-excited state to prohibit bet acceptance. Thereafter, the lottery process in step S310, the reel control process in step S311, and the medal payout process in step S312 are executed in this order, and then the process returns to step S303.
[0113] Next, the lottery process in step S310 will be described with reference to the flowchart in FIG.
[0114] In step S401, a random number is acquired to be used when determining whether a winning combination has been achieved. In this slot machine 10, when the start lever 41 is operated, the hardware circuitry latches the value of the free-run counter at that time. The free-run counter generates a random number between 0 and 65535, and after the CPU 102 confirms the operation of the start lever 41, it stores the value latched by the hardware circuitry in the RAM 106. This configuration makes it possible to quickly acquire a random number when the start lever 41 is operated, thereby avoiding problems such as synchronization. The hardware circuitry of this slot machine 10 latches the value of the free-run counter each time the start lever 41 is operated.
[0115] After obtaining the random number, in step S402, a lottery table for determining whether a winning combination has been achieved is obtained. In this slot machine 10, the game states are broadly divided into a normal game state and a bonus game state, and a lottery table is set for each game state. The lottery table obtaining process will be described in detail when explaining the game states, but here, the state before transitioning to the bonus game state will be described.
[0116] That is, if the current game has not won a bonus such as the first BB or the second BB and is in a normal game state, a lottery table for the normal game state is acquired in step S402. Fig. 19 shows the lottery table for the normal game state acquired in the normal game state. Index values IV are set in the lottery table, and each index value IV is uniquely associated with a winning combination and is also set with a point value PV.
[0117] After obtaining the lottery table, in step S403, the index value IV is set to 1, and in the following step S404, 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 obtained in step S401 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.
[0118] Then, in step S405, a win / loss determination is made for the combination corresponding to the index value IV. In the win / loss determination for the combination, it is determined whether the judgment value DV has exceeded 65535. If it has exceeded 65535, in step S406, a process is executed to set the win flag for the game result corresponding to the index value IV determined to be positive in step S405 in the win flag storage area 106a. For example, if the judgment value DV exceeds 65535 when IV=23, the second small win flag and the third small win flag are set in step S406. Also, if the judgment value DV exceeds 65535 when IV=25, the first BB win flag and the first replay win flag are set in step S406, and if the judgment value DV exceeds 65535 when IV=26, the second BB win flag and the first replay win flag are set in step S406.
[0119] 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 S303 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.
[0120] In the state where the first BB hit flag or the second BB hit flag is carried over, the lottery table for the carryover state is referenced and the lottery process of the game is performed. In the lottery table for the carryover state (FIG. 20), each index value IV and point value PV are set so that the first BB and the second BB are not won.
[0121] In addition, rather than preparing a separate lottery table for the carryover state, in step S406 when the 1st BB winning flag or the 2nd BB winning flag is carried over, if a role other than those corresponding to the 1st BB and the 2nd BB (lip overlap 1st BB, lip overlap 2nd BB) is won, the corresponding winning flag may be set, and if a role other than those corresponding to the 1st BB and the 2nd BB is not won, the corresponding winning flag may not be set.
[0122] 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=25, the first BB winning flag and the first replay winning flag may not be set, and in a state where the first BB winning flag is carried over, if the judgment value DV exceeds 65535 when the index value IV=11, the first small win flag, the fourth small win flag, the fifth small win flag and the eighth small win flag may be set.
[0123] If the judgment value DV does not exceed 65535 in step S405, this means that the hand corresponding to the index value IV has not been obtained. In this case, the index value IV is incremented by 1 in step S407, and the following step S408 determines whether or not there is a hand corresponding to the index value IV, i.e., whether or not there is a target for judgment of whether or not there is a winning or losing combination. Specifically, it determines whether or not the index value IV incremented by 1 exceeds the maximum value of the index value IV set in the lottery table. If there is a target for judgment of whether or not there is a winning or losing combination, the process returns to step S404, and the judgment of whether or not the hand is a winning or losing combination continues. At this time, in step S404, 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 S405, the winning or losing combination is judged based on the judgment value DV.
[0124] Incidentally, when determining whether a winning combination is achieved using the lottery table shown in FIG. 19, i.e., when playing in normal game mode, the probability of winning normal lip A (probability of winning when IV = 1) is approximately 1 in 27.3. The probability of winning normal lip B (probability of winning when IV = 2) and normal lip C (probability of winning when IV = 3) are approximately 1 in 26.2. The probability of winning chance eye A (probability of winning when IV = 4) is approximately 1 in 164, the probability of winning chance eye B (probability of winning when IV = 5) is approximately 1 in 262, and the probability of winning chance eye C (probability of winning when IV = 6) is approximately 1 in 16,400. The tables are set so that chance eye B is more likely to win than chance eye C, and chance eye A is more likely to win than chance eye B. The probability of winning Cherry A (probability of winning when IV = 7) is approximately 1 in 107. The probability of winning Cherry B (probability of winning when IV = 8) is approximately 1 in 215, and the probability of winning Cherry C (probability of winning when IV = 9) is approximately 1 in 13,100, so that Cherry B is easier to win than Cherry C, and Cherry A is easier to win than Cherry B. The probability of winning a common bell (probability of winning when IV = 10) is approximately 1 in 6,560. The probability of winning a normal push bell 1, normal push bell 2, pinch push bell 1, pinch push bell 2, middle normal push bell 1, middle normal push bell 2, middle reverse push bell 1, middle reverse push bell 2, reverse pinch bell 1, reverse pinch bell 2, reverse push bell 1, reverse push bell 2 (hereinafter collectively referred to as push order bells) (probability of winning when IV = 11 to 22) is approximately 1 in 18.2. The probability of winning a watermelon (probability of winning when IV = 23) is approximately 1 in 219. The probability of winning the first BB of a lip duplicate (probability of winning when IV = 25) is approximately 1 in 20.1. The probability of winning the second BB of a lip duplicate (probability of winning when IV = 26) is approximately 1 in 6.7. The probability of winning either the first BB of a lip duplicate or the second BB of a lip duplicate (probability of winning when IV = 25, 26) is approximately 1 in 5 combined, which is set higher than the probability of winning other roles (replays, small roles, IV = 1 to 24).In normal game mode, the system is set so that duplicate 1-piece combinations (IV = 24) and JAC (IV = 27) do not win (the corresponding point value PV is set to 0). In normal game mode, the probability of not winning any combination (the probability of a losing result) is 0.
[0125] In the lottery table for the carryover state (FIG. 20) acquired when the first BB or second BB has been won, the winning probabilities of the RIP Duplicate 1 BB and RIP Duplicate 2 BB corresponding to the first BB or second BB are different from those in the lottery table for the normal gaming state, but the other lottery probabilities are the same in the normal gaming state and the carryover state. That is, in the lottery table for the carryover state, the probability of winning the RIP Duplicate 1 BB and RIP Duplicate 2 BB (the probability of winning when IV=25, 26) is zero. In addition, in the lottery table for the carryover state, since the RIP Duplicate 1 BB or RIP Duplicate 2 BB is not won, the probability of not winning any of the roles (the probability of a losing result) is approximately 1 in 5.02. The lottery table for the normal gaming state and the lottery table for the carryover state are acquired according to the state in the processing of step S402 described above.
[0126] By the way, in normal game mode, excluding the increase or decrease in the 1st BB state or the 2nd BB state, you can expect a decrease of about 1.92 medals per game (net increase of about minus 1.92 medals), and in carryover mode, excluding the increase or decrease in the 1st BB state or the 2nd BB state, you can expect a decrease of about 2.52 medals per game (net increase of about minus 2.52 medals).
[0127] After the winning flag is set in step S406, or if it is determined in step S408 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 S409, 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.
[0128] In the following step S410, 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 S401 to S408, a process of notifying the push order combination, etc. are performed. The lottery result response process will be described in detail later.
[0129] After executing the processing of step S410, a lottery result command is set in step S411. 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.
[0130] Then, in step S412, a stop information setting process is executed to set symbols that can be stopped on each of the reels 32L, 32M, and 32R based on the lottery results of this game. In the stop information setting process, stop symbol information corresponding to the winning combinations that can be won is set based on the win flags set in step S406. For example, if the push order bell 1 is won (won when IV = 11) and the first small role win flag, the fourth small role win flag, the fifth small role win flag, and the eighth small role win flag are set, stop symbol information is set so that symbols corresponding to the first small role win, the fourth small role win, the fifth small role win, and the eighth small role win can be stopped on each of the reels 32L, 32M, and 32R. Also, if the watermelon is won (won when IV = 23) and the second small role win flag and the third small role win flag are set, stop symbol information is set so that symbols corresponding to the second and third small role wins can be stopped on each of the reels 32L, 32M, and 32R.
[0131] In the following step S413, when multiple pieces of stoppable symbol information are set in step S412, a priority setting process is executed to set their priorities. This priority setting process will be explained in detail later, but basically, 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.
[0132] For example, in a situation where the first BB has been won (the first BB win flag is set, and the game in which the first BB was won or the first BB win has been carried over), if a watermelon is also won and stop symbol information corresponding to the first BB win and the second and third small role wins has been set, the priority is set so that the second and third small role wins take priority over the first BB win. Also, in a situation where the second BB has been won (the second BB win flag is set, and the game in which the second BB was won or the second BB win has been carried over), if a normal replay A is also won and stop symbol information corresponding to the second BB win and the first and second replay wins has been set, the priority is set so that each replay win takes priority over the second BB win.
[0133] Here, if a replay wins, the winning symbol combinations are set so that one of the winning replays will always win. In other words, if a replay wins, a replay win is always achieved, and no missed wins will occur. Therefore, when the stop symbol information for replay and bonus is set, one of the set replay wins is always achieved, and a bonus win will never be achieved. In this embodiment, the first BB or second BB is won by winning the replay overlap first BB or the replay overlap second BB. When the replay overlap first BB or the replay overlap second BB is won, not only the first BB or the second BB but also the first replay win is achieved. Therefore, in a game in which the first BB or the second BB is won, the first replay win is achieved, not the first BB or the second BB.
[0134] After executing the process of step S413, the first section display process is executed in step S414, 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.
[0135] Next, the reel control process in step S311 will be described with reference to the flowchart in FIG.
[0136] In the reel control process, first, in step S501, 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 S409. In the following step S502, a spin start process is performed to start the rotation of each of the reels 32L, 32M, and 32R.
[0137] 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.
[0138] Following the spin start process, in step S503, 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 S504, 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 S503, 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 S505. 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 S506 to S512 is performed to stop the spinning reel.
[0139] In step S506, 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 S507, 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 provided 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 S507, 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 S508, 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 S509, it is determined whether the symbol number of the reached symbol on the reel to be stopped this time and the symbol number of the stopped symbol are equal. If they are equal, a reel stop process is performed in step S510 to stop the reel rotation. Then, in step S511, 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 S512, and the process returns to step S503.
[0140] Here, the second stop information setting process is a process of changing the stop information stored in the stop information storage area 106b of the RAM 106 after the reels have stopped. In the second stop information setting process, the stop information is changed based on the set win flag and the stop outcome of the stopped reels. In the slot machine 10, for example, when a win occurs when IV=11 to 22, that is, when the push order bell is won (see Figures 19 and 20), 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.
[0141] 22 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. For example, when the center push bell 1 is won, if the stop switches 42-44 are operated in the order of left → center → right, left → right → center, center → right → left, right → left → center, or right → center → left, the stop information is set so that the 12th small win, the 13th small win, or the 16th small win is achieved, and if they are operated in the order of center → left → right, the stop information is set so that the 1st small win can also be achieved in addition to the 12th small win, the 13th small win, and the 16th small win. However, even if the stop information is set in this way, depending on the operation timing of the stop switches 42-44, the corresponding win may not be achieved.
[0142] A brief description will be given of the arrangement of symbols on each reel 32L, 32M, and 32R. In the slot machine 10, the reels 32L, 32M, and 32R can be stopped after sliding a maximum of four symbols from the timing of the operation of the stop switches 42 to 44. Therefore, when symbols of the same kind are arranged on each reel 32L, 32M, and 32R with a spacing of four symbols or less, when a winning symbol is formed, the winning symbol can be stopped on an active line regardless of the timing of the operation of the stop switch 43. On the other hand, when symbols are arranged so that they form a section spaced five symbols or more apart, the player must operate the stop switches 42 to 44 while aiming at the symbol to stop it on an active line.
[0143] An example will be explained below in which the middle push bell 1 is won and the stop switches 42 to 44 are operated in the order of left → middle → right. In such a case, the reels 32L, 32M, and 32R are stopped to achieve the 12th small win, the 13th small win, or the 16th small win as described above.
[0144] The 12th minor winning symbol on the left reel 32L is a "red 7" symbol and a "BAR" symbol. The 13th minor winning symbol on the left reel 32L is a "red shell" symbol and a "white shell" symbol. The 16th minor winning symbol on the left reel 32L is a "replay" symbol and a "young man" symbol. The 12th, 13th, and 16th minor winning symbols on the left reel 32L are arranged so that the spacing between symbols is four symbols or less. Therefore, when the left stop switch 42 is operated first, regardless of the timing of the operation, one of the 12th, 13th, and 16th minor winning symbols will stop on the active line (middle row). In this slot machine 10, when multiple target symbols are operated at a timing when they can be stopped, stop control is performed so that the symbol with the fewest slip frames stops on the active line. That is, for example, if the left stop switch 42 is operated at the timing when the first "bell" symbol on the left reel 32L reaches the bottom row, it is possible to stop the fourth "red shell" symbol (2-frame slip) which is the 13th small win symbol and the fifth "replay" symbol (3-frame slip) which is the 16th small win symbol in the middle row, but the stop control of the left reel 32L is performed so that the fourth "red shell" symbol with the fewest slip frames stops in the middle row. In this case, although there is still room for the 13th small win symbol to be established, the 12th small win symbol and the 16th small win symbol will not be established.
[0145] When the 13th small winning symbol of the left reel 32L stops in the middle row, the stop information second setting process changes the stop information so that the 13th small winning symbol can be achieved.
[0146] The 13th minor winning symbol on the center reel 32M is a "replay" symbol. On the left reel 32L, the "replay" symbols are arranged so that the interval between each "replay" symbol is four symbols or less. Therefore, in this case, regardless of the operation timing of the center stop switch 43, stop control is performed so that the "replay" symbol stops on the upper row of the center reel 32M.
[0147] The 13th minor winning symbol on the right reel 32R is a "white shell" symbol and a "young man" symbol. The "white shell" and "young man" symbols are arranged on the right reel 32R so that the spacing between them is at least five symbols. In other words, depending on the timing of operation of the right stop switch 44, the 13th minor winning symbol, the "white shell" symbol or the "young man" symbol, may or may not be able to stop on the upper row. If the right stop switch 44 is operated at a time when it is possible to stop the symbol on the upper row, the 13th minor winning symbol is established, and if the right stop switch 44 is operated at a time when it is not possible to stop the symbol on the upper row, a so-called missed win occurs.
[0148] Here, when the "red shell" symbol stops in the middle row of the left reel 32L and the "replay" symbol stops in the top row of the middle reel 32M, it is possible that the middle push bell 1 is won and the 13th small win is achieved, as described above, and there is also a possibility that the middle push bell 2 is won and the 15th small win is achieved. In other words, the 15th small win symbol in the middle push bell 2 is the same as the 13th small win symbol on the left reel 32L and the middle reel 32M. And, on the right reel 32R, the 13th small win symbol is the "white shell" symbol and the "young man" symbol, while the 15th small win symbol is the "red 7" symbol and the "white 7" symbol, which are different. In particular, on the right reel 32R, the 13th small win symbol and the 15th small win symbol are arranged so that if the right stop switch 44 is operated at the timing when the 13th small win symbol can be stopped on an active line, the 15th small win symbol cannot be stopped on an active line, and if the right stop switch 44 is operated at the timing when the 15th small win symbol can be stopped on an active line, the 13th small win symbol cannot be stopped on an active line. Therefore, assuming that it is not known whether the middle order push bell 1 or the middle order push bell 2 has been won, even if the left reel 32L and the middle reel 32M are stopped and a stop pattern is formed in which there is a possibility of winning the 13th small win symbol and the 15th small win symbol, it is not possible to aim for that and win.
[0149] Next, we will explain an example in which the middle push bell 1 is won and the stop switches 42 to 44 are operated in the order of middle → left → right. In this case, the reels 32L, 32M, and 32R are stopped to achieve the first small win, the 12th small win, the 13th small win, or the 16th small win.
[0150] Here, in this embodiment, in the priority setting process (step S413) of the lottery process (FIG. 18), when multiple small winning combinations have their winning flags set, the priority is set based on either the number of symbols priority control or the number of coins priority control. That is, as described above, for example, when a bonus and a small winning combination (the first to 27th small winning combinations that may result in medal payout) are won in combination, the winning of the small winning combination is set to be prioritized, and when a bonus and a replay are won in combination, the winning of the replay is set to be prioritized. On the other hand, when multiple small winning combinations are won in combination, the priority is set by either the number of symbols priority control, in which small winning combinations that have the same number of medals to be paid out as a prize when they are won are grouped, and the winning of the small winning combination of the group with the largest number of symbols associated as the winning combination of each group is set to be prioritized, or the number of coins priority control, in which the winning of the small winning combination of the group with the largest number of medals to be paid out as a prize when they are won is set to be prioritized.
[0151] For example, we will explain the case of the first small win, the 12th small win, the 13th small win, and the 16th small win, which are associated with the operation order of center → left → right in the middle order push bell 1. When the first small win is achieved, 15 medals are paid out, whereas when the 12th small win, the 13th small win, or the 16th small win is achieved, 1 medal is paid out. In this case, the small wins that have the same number of medals paid out as a bonus when they are won are grouped into a first group (first small win) that will pay out 15 medals, and a second group (12th, 13th, and 16th small wins) that will pay out 1 medal. In the symbol number priority control, for example, the winning symbols of the first group on the middle reel 32M (the first small win symbol on the middle reel 32M) are "replay" symbols, four of which are provided on the middle reel 32M, and the winning symbols of the second group on the middle reel 32M (the 12th small win symbol, the 13th small win symbol, and the 16th small win symbol on the middle reel 32M) are "replay" symbols and "ark shell" symbols, five of which are provided on the middle reel 32M, and since there are more winning symbols in the second group, the small win symbol of the second group is set to be achieved preferentially. In contrast, in the number priority control, the small win symbol of the first group, which has a larger number of medals paid out, is set to be achieved preferentially. In other words, when the middle push bell 1 is operated in the order of middle → left → right, if the number of symbols priority control is applied, it will be controlled so that the 12th small prize, the 13th small prize or the 16th small prize will be won, whereas if the number of coins priority control is applied, it will be controlled so that the 1st small prize will be won.
[0152] When the center push bell 1 is selected and the stop switches 42-44 are operated in the order center → left → right corresponding to the first minor win, if the symbol number priority control is applied, the first minor win symbol on the center reel 32M is a "bell" symbol, the 12th and 13th minor win symbols are "replay" symbols, and the 16th minor win symbol is a "white 7" symbol. In this case, if the center stop switch 43 is operated first, and it is possible to stop the "bell" symbol and the "replay" or "white 7" symbol simultaneously on the active line (upper row), stop control is performed to prioritize stopping the "replay" or "white 7" symbol on the active line. Since the "replay" and "white 7" symbols are arranged so that the spacing between them is four symbols or less, regardless of the operation timing, one of the 12th, 13th, and 16th minor win symbols will stop on the active line. As described above, the remaining left reel 32L and right reel 32R are controlled to stop in order to maximize the number of small winning combinations that can be won in relation to the symbols that have already stopped. In other words, when the middle push bell 1 is won, if the symbol number priority control is applied, even if the middle stop switch 43 is operated first, there is no room for the first small winning combination, and the 12th, 13th, or 16th small winning combination will be achieved.
[0153] In contrast, when the center push-button bell 1 is won and the stop switches 42-44 are operated in the order center → left → right corresponding to the first minor win, if the number-priority control is applied, if the center stop switch 43 is operated first, and if it is possible to stop the "bell" symbol and the "replay" or "white 7" symbol simultaneously on the active line (upper row), the stop control is performed to prioritize the "bell" symbol as the first minor win symbol and stop it on the active line. Because the "bell" symbols are arranged so that the spacing between them is four symbols or less, the first minor win symbol will stop on the active line regardless of the operation timing. Regarding the first minor win, not only the center reel 32M but also the left reel 32L and the right reel 32R are arranged so that the spacing between them is four symbols or less, so it is possible to stop the first minor win symbol on the active line regardless of the operation timing. Therefore, if the middle push bell 1 is won and the buttons are operated in the order of middle → left → right, and number priority control is applied, the first small prize will be won regardless of the timing of the operation.
[0154] Not limited to the above-mentioned middle order push bell 1, in each push order bell, in the operation order corresponding to the first small role, not only the first small role but also the 4th small role to the 27th small role that will be one medal payout are set in a plurality of (Fig. 22). And, in any push order bell, in the operation order corresponding to the first small role, it is set so that the number of winning symbols of the group different from the first small role is larger.
[0155] In this embodiment, in the normal game state or the carryover state of 1st BB to 2nd BB, the symbol number priority control is basically applied, and the priority order between each small role is set. In other words, in the normal game state or the carryover state of 1st BB to 2nd BB, even if the operation order at the time of winning the push order bell matches the first small role winning, which has a large number of payout medals, the symbol number priority control will prioritize the winning of the 4th to 27th small roles, which will pay out one other medal, rather than the first small role.
[0156] By the way, when the common bell is won, the first small win flag is set, and the other 4th to 27th small win flags, which pay out one medal, are not set. Therefore, when the common bell is won, even if the number of symbols priority control is applied, the first small win is established regardless of the operation order and operation timing.
[0157] Returning to the explanation of the reel control process, if it is determined in step S511 that all reels 32L, 32M, and 32R have stopped, a payout determination process is performed in step S513. 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.
[0158] After the payout determination process, bonus state process is executed in step S514. The bonus state process includes processes such as transitioning to a bonus state such as the first BB state or the second BB state based on the winning result. This bonus state process will be explained in detail later. In the following step S515, winning result response process is executed. This winning result response process includes processes such as transitioning the display mode based on the winning result. This winning result response process will be explained in detail later.
[0159] After the winning result processing is performed, a second interval display processing is executed in step S516. The second interval display processing is processing related to display control of the instruction monitor 68, and this processing will be explained in detail later. Thereafter, in step S517, a winning result command is set so that the display control device 81 knows the winning combination in the current game, and the reel control processing is terminated.
[0160] Next, the medal payout process in step S312 will be outlined.
[0161] In the medal payout process, it is determined whether the payout number set in the payout information storage area is 0. If the payout number is 0, it means that it was determined in the previous payout determination process that no small winning combination was achieved. In such a case, it is determined whether any of the 1st replay winning combination to the 11th replay winning combination was achieved, based on the winning combination set in the payout determination process. If none of the replay winning combinations has been achieved, the medal payout process is terminated as is, and if any of the replay winning combinations has been achieved, a replay setting process is performed to change the play mode to replay mode, and the medal payout process is terminated. Note that in the start waiting process (step S304) described earlier, if it is determined that the current play mode is replay mode, an automatic insertion process is performed.
[0162] 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.
[0163] <Bonus state processing> The bonus state process in step S514 in the reel control process will be described with reference to the flowchart in Figure 23. As described above, the bonus state process is a process that is started between the payout determination process (step S513) and the winning result process (step S515) in the reel control process (Figure 21).
[0164] First, in step S601, it is determined whether the current gaming state is a bonus state, i.e., whether the current gaming state is the first BB state or the second BB state. Whether the current gaming state is the first BB state or the second BB state can be determined by the presence or absence of a first BB state flag or a second BB state flag that are set in the various flag storage area 106d of RAM 106 when transitioning to the first BB state or the second BB state. That is, in step S601, if neither the first BB state flag nor the second BB state flag is set, it is determined that the current state is not the first BB state or the second BB state, and the process proceeds to step S602.
[0165] In step S602, it is determined whether the first BB hit flag or the second BB hit flag is set, and whether either BB has been hit. If neither BB hit flag is set, the bonus state processing ends. If either BB hit flag is set, the process proceeds to step S603.
[0166] In step S603, it is determined whether a first BB win or a second BB win has occurred. If neither of the BB wins has occurred, the process proceeds to step S604, where it is determined whether a first BB carryover flag or a second BB carryover flag has been set in the various flag storage area 106d of the RAM 106. The first BB carryover flag is a flag that allows the CPU 102 to determine whether a first BB win has been carried over, and the second BB carryover flag is a flag that allows the CPU 102 to determine whether a second BB win has been carried over. That is, in this embodiment, information on whether a first BB win has been carried over and information on whether a second BB win has been carried over are respectively stored, and the CPU 102 can determine which BB win is being carried over. If either of the BB carryover flags is set, the bonus state process ends.
[0167] If none of the BB carryover flags are set, the BB carryover flag corresponding to the winning BB is set in the various flag storage area 106d in step S605, and then the bonus state process is terminated. More specifically, in step S605, if the first BB winning flag is set, the first BB carryover flag is set, and if the second BB winning flag is set, the second BB carryover flag is set.
[0168] If it is determined in step S603 that the first BB win or the second BB win has been achieved, the process proceeds to step S606. In step S606, a process of inputting "140" into the BB counter provided in the various counter area 106e is executed. The BB counter is a counter for defining the upper limit payout number in each BB state. That is, by inputting "140" into the BB counter in step S606, the first BB state or the second BB state is set to end when 140 or more medals are paid out. In step S607, the first BB hit flag or the second BB hit flag is cleared.
[0169] Then, in step S608, the carryover flag corresponding to the currently won BB is cleared. That is, when the first BB win is achieved and the first BB carryover flag is set, the first BB carryover flag is cleared; when the first BB carryover flag is not set, the flag remains in its current state. Also, when the second BB win is achieved and the second BB carryover flag is set, the flag is cleared; when the second BB carryover flag is not set, the flag remains in its current state. Note that when the first BB carryover flag or the second BB carryover flag is set, that means that the win was not achieved in the first BB or second BB winning game, and when the first BB carryover flag or the second BB carryover flag is not set, that means that the win was achieved in the first BB or second BB winning game.
[0170] Thereafter, in step S609, the BB status flag corresponding to the currently won BB is set in the various flag storage area 106d. That is, if the first BB win is achieved, the first BB status flag is set, and if the second BB win is achieved, the second BB status flag is set. As a result, from the next game onwards, the determination in step S601 will be affirmative.
[0171] In the following step S610, a process is executed to set a corresponding BB winning game flag in the various flag storage area 106d. That is, if the first BB winning is achieved, the first BB winning game flag is set, and if the second BB winning is achieved, the second BB winning game flag is set. Each BB winning game flag is a flag that the CPU 102 uses to know that a BB winning has been achieved in the current game, and is a flag that is cleared at the end of one game (at the start of the next game). After the process of step S610 is executed, the bonus state process is terminated.
[0172] If the determination in step S601 is affirmative, ie, the state is the first BB state or the second BB state, the process proceeds to step S611, where an end determination process is performed as a process during the first BB state or the second BB state.
[0173] The termination determination process in step S611 will now be described with reference to the flowchart in FIG.
[0174] In step S701, it is determined whether the JAC state flag is set in the various flag storage area 106d, thereby determining whether the current bonus state is the JAC state. The JAC state is a state that is entered when the game lottery result is a JAC win (a win occurs when IV=27) and a JAC win is established, and continues until a predetermined number of small wins (8 times in this embodiment) are established or until a predetermined number of games (12 times in this embodiment) are played.
[0175] If the state is not a JAC state, the JAC winning flag is set in step S702, and it is determined whether or not the state is a JAC winning state. If the state is a JAC winning state, the process proceeds to step S703.
[0176] In step S703, it is determined whether or not a JAC win has been achieved as a result of this game. If a JAC win has not been achieved, the process proceeds to step S704, where it is determined whether or not a JAC carryover flag has been set in the various flag storage area 106d. The JAC carryover flag is a flag that allows the CPU 102 to determine whether or not a JAC win has been carried over. That is, in this embodiment, not only the first BB win and second BB win, which trigger a transition to the bonus state, but also the JAC win, which triggers a transition to the internal state during the bonus state, can be carried over to the next game or later. If the JAC carryover flag is not set, a process of setting the JAC carryover flag is executed in step S705.
[0177] If it is determined in step S703 that a JAC win has been achieved, the process proceeds to step S706. In step S706, a process is executed in which "8" is input into the JAC first counter provided in the various counter area 106e, and "12" is input into the JAC second counter. The JAC first counter is a counter for determining the upper limit number of small wins in the JAC state, and the JAC second counter is a counter for determining the upper limit number of games in the JAC state. In other words, the JAC state is set to end after eight small wins or 12 games. Thereafter, in step S707, the JAC win flag is cleared, and in step S708, the JAC carryover flag is cleared, and in step S709, the JAC state flag is set. Note that if the JAC carryover flag is not set in step S708, that state is maintained. As a result, the internal state during the bonus state transitions to the JAC state, and a positive determination is made in the next step S701.
[0178] If it is determined in step S702 that the JAC has not been won, if it is determined in step S704 that the JAC carryover flag is set, or after the processing of step S705 or step S709 has been executed, the process proceeds to step S710. In step S710, it is determined whether or not a small win has been achieved in the current game. If a small win has been achieved, in step S711, the number of medals paid out based on the current win is subtracted from the BB counter. Note that a case where it is determined in step S710 that a small win has been achieved is when a small win has been achieved in a situation other than the JAC state.
[0179] If it is determined in step S701 that the game is in the JAC state, the process proceeds to step S712. In step S712, it is determined whether or not a small win has been achieved in the current game. If a small win has been achieved, in step S713, 1 is subtracted from the JAC first counter, and in step S714, the number of medals paid out based on the current win is subtracted from the BB counter. If it is determined in step S712 that a small win has not been achieved, or after the process of step S714 has been executed, in step S715, 1 is subtracted from the JAC second counter. Then, in step S716, it is determined whether or not the JAC first counter or the JAC second counter is 0. If either counter is 0, in step S717, the other JAC counter is also cleared to 0, and the JAC state flag is cleared. This ends the JAC state, and in the next step S701, a negative determination is made.
[0180] If a negative decision is made in step S710 or step S716, or after the processing of step S711 or step S717 is executed, the process proceeds to step S718. In step S718, it is determined whether the BB counter is equal to or less than 0 and the end condition of the bonus state is met. If the end condition is not met, the end decision process is terminated.
[0181] If the end condition is met, the BB state flag currently in effect is cleared in step S719. Thereafter, in step S720, a process is executed to set a BB end game flag corresponding to the BB state to be ended this time in the various flag storage area 106d, and then the end determination process is ended. That is, if the first BB state is to be ended, the first BB end game flag is set, and if the second BB state is to be ended, the second BB end game flag is set. Each BB end game flag is a flag that allows the CPU 102 to know that the BB state has been established in the current game, and is a flag that is cleared when one game ends (when the next game starts).
[0182] That is, in this embodiment, the states in the bonus state are set as a state where the JAC has not been won (BB state 1), a state where the JAC has been won but before the JAC has been won (BB state 2), and a JAC state (BB state 3). When the bonus state is entered, the state transitions from the BB state 1 to the BB state 2, or to the BB state 3 without passing through the BB state 2, and when the BB state 3 ends, the state transitions to the BB state 1. Then, when the upper limit payout number of the BB state is reached, the BB state ends regardless of whether it is in the BB state 1 to BB state 3. That is, the BB state ends even if the upper limit number of small winnings or the upper limit number of games has not been reached in the JAC state.
[0183] As a result of the transition of the internal state during the bonus state, the lottery probability for each game during the bonus state changes. Here, the lottery table acquisition process performed in the lottery process for each game (FIG. 18) will be explained based on the flowchart in FIG. 25. The lottery table acquisition process is performed in step S402 of the lottery process.
[0184] In step S801, it is determined whether or not the BB state flag is set, and if not, it is determined whether or not the BB carry-over flag is set in step S802. If neither the BB state flag nor the BB carry-over flag is set, it is in the normal gaming state, and in this case, in step S803, a lottery table for the normal gaming state is acquired, and then this acquisition process is terminated. Also, even if the BB state flag is not set, if the BB carry-over flag is set, it is in one of the BB carry-over states, and in this case, in step S804, a lottery table for the carry-over state is acquired, and then this acquisition process is terminated.
[0185] In the BB state, an affirmative determination is made in step S801, and the process proceeds to step S805. In step S805, it is determined whether or not the JAC carryover flag is set. If the JAC carryover flag is set, the state is the BB second state, and in this case, a lottery table for the BB second state is acquired in step S806, and then this acquisition process is terminated. If the JAC carryover flag is not set, it is determined in step S807 whether or not the JAC state flag is set. If neither the JAC carryover flag nor the JAC state flag is set, the state is the BB first state, and in this case, a lottery table for the BB first state is acquired in step S808, and then this acquisition process is terminated. If the JAC state flag is set, the state is the BB third state, and in this case, a lottery table for the BB third state is acquired in step S809, and then this acquisition process is terminated.
[0186] These BB state 1 lottery table to BB state 3 lottery table will be described with reference to Fig. 26 to Fig. 28. Fig. 26 shows an example of the BB state 1 lottery table, Fig. 27 shows an example of the BB state 2 lottery table, and Fig. 28 shows an example of the BB state 3 lottery table.
[0187] In the BB1 state, the probability of winning a JAC (when IV = 27) is approximately 1 in 3.0. The probability of winning a common bell (when IV = 10), a push-order bell (when IV = 11-22), and a watermelon (when IV = 23) are all the same as in the normal game mode and the carryover state: approximately 1 in 6,560 for a common bell, approximately 1 in 1.5 for a push-order bell, and approximately 1 in 219 for a watermelon. In the BB1 state, the point value PV for index values 1-9 and 24-26 is set to 0, and various replays, duplicate 1-coin combinations, and duplicate 1st and 2nd BBs are not wins. Incidentally, the BB1 state is designed to prevent misses. In the BB 1 state, you can expect a decrease of approximately 2.92 medals per game (net increase of approximately minus 2.92 medals).
[0188] As described above, if a JAC is won in the BB1 state and the JAC win is carried over, the game transitions to the BB2 state. In the BB2 state, the winning probabilities for the common bell, push order bell, and watermelon are the same as in the BB1 state, but the game is set up so that each replay can be won, and the probability of winning any of the replays (the probability of winning when IV = 1 to 9) is approximately 1 in 3.0. In other words, when the BB2 state is entered, the point value PV for a JAC win in the BB1 state is allocated to the point value PV for a replay win, and the game is set up so that a losing result cannot occur in the BB2 state. In other words, because a losing result cannot occur in the BB2 state and because small winning combinations and replays are controlled to win prizes over the JAC, which is a type of bonus, a JAC win is basically not possible. If a JAC win is not achieved in a game in which a JAC win occurred in the BB1 state, the bonus state ends without the JAC win being achieved.
[0189] In this embodiment, when the push order bell is won in the BB second state, if the operation order of the stop switches 42 to 44 is the operation order associated with the first small win, the first small win can be achieved.
[0190] Here, as mentioned above, when there are overlapping wins between minor winning combinations, the priority may be set based on the number of symbols priority control, or the priority may be set based on the number of coins priority control, and in the normal game mode or carryover mode, the priority is basically set using the number of symbols priority control.
[0191] More specifically, in the priority setting process of step S413 in the lottery process (Fig. 18), if it is determined in step S901 that the JAC carryover flag is not set, the priority is set based on the number of symbols priority control in step S902, as shown in the flowchart of Fig. 29. Therefore, when the push order bell is won, even if the operation order of the stop switches 42 to 44 is the operation order associated with the first small combination winning, the 4th small combination winning to the 27th small combination winning, which are the group in which one medal is paid out, are prioritized and the first small combination winning is not achieved.
[0192] On the other hand, if it is determined in step S901 that the JAC carryover flag is set, the priority is set based on the number priority control in step S903. Therefore, when the push order bell is won, if the operation order of the stop switches 42 to 44 is the operation order associated with the first small win, the first small win, which is a group in which 15 medals are paid out, is established in priority over the fourth to 27th small wins, which are each in which one medal is paid out, and the first small win is established.
[0193] After the processing of step S902 or step S903 is executed, other priority setting processing is performed in step S904, and then this setting processing is terminated. In step S904, priority setting is performed among bonus, small combination, and replay. These priorities are as described above, with small combination taking priority over bonus, and replay taking priority over small combination to establish a win.
[0194] In this way, if you win a JAC in the BB 1 state and avoid that JAC win, you will enter the BB 2 state, and when you win the push order bell, you will be able to win the 1st small prize. In the BB 2 state, you can expect a decrease of about 1.15 medals per game (net increase minus about 1.15 medals).
[0195] In contrast, if a JAC win is achieved in a game in which a JAC win occurs in the BB1 state, the game transitions to the BB3 state. In the BB3 state, the winning probability of the common bell (the probability of winning when IV = 10) is set to approximately 1 in 8.9, which is higher than in the BB1 and BB2 states. In contrast, in the BB3 state, the point value PV for index values IV = 11 to 22 is set to 0, so the push order bell is not won. In addition, in the BB3 state, the point value PV for index values IV = 1 to 9 and 25 to 27 is also set to 0, so the corresponding roles are not won. In the BB3 state, the probability of a losing result in which no role is won is approximately 1 in 5.7. In the BB3 state, a loss of approximately 0.66 medals can be expected per game (net increase minus approximately 0.66 medals).
[0196] As described above, if the common bell is won, the first small win, which pays out 15 coins, is achieved regardless of the operation order of the stop switches 42-44. In other words, in the BB3 state, the first small win is achieved with a probability of approximately 1 in 8.9. In contrast, in the BB2 state, even if the push-order bell is won, the first small win cannot be achieved unless the operation order matches the operation order associated with the first small win among the six possible operation orders. Therefore, if the push-order bell is won with a probability of approximately 1 in 1.5, the first small win is achieved with a probability of 1 in 6, resulting in a probability of approximately 1 in 9.0. In other words, the BB3 state is a state in which the main first small win, which triggers an increase in medals, is more likely to be achieved than other states.
[0197] However, in the BB 2 state, there is a case where the push order bell operation sequence corresponding to the first small win is announced (push order announcement). In this case, it is possible to achieve the first small win in the BB 2 state with about a 1.5 chance. Furthermore, if the push order announcement is made in the BB 2 state and it becomes possible to achieve the first small win when the push order bell is won, an increase of about 7.91 medals can be expected per game (a net increase of about 7.91 medals), and a large increase in medals can be expected. Below, we will explain the gameplay that utilizes the push order announcement.
[0198] <Lottery result processing> First, the lottery result response process performed in step S410 will be described with reference to the flowchart in Fig. 30. The lottery result response process is a process performed after the lottery process for each game has been performed, and is a process for performing a lottery to transition to an AT mode (assist time mode, navigation mode, specific state) as a mode in which a push order notification occurs based on the lottery result of the game.
[0199] More specifically, first, in step S1001, it is determined whether or not an advantageous zone flag is set in the various flag storage area 106d. As described above, in this slot machine 10, regarding whether or not a push order notification or the like occurs, advantageous zones in which the push order notification or the like may occur and normal zones in which the notification may not occur are set. The advantageous zone flag is a flag that allows the CPU 102 to determine whether the current game is in an advantageous zone, and is a flag that is set when a transition to an advantageous zone occurs and is cleared when a transition to a normal zone occurs.
[0200] If the advantageous zone flag is not set, it means that the current game is in the normal zone, and in this case, advantageous zone transition lottery processing is executed in step S1002.
[0201] In the advantageous zone transition lottery process, as shown in the flowchart of FIG. 31, the lottery result of the current game is grasped in step S1101. Then, in step S1102, an advantageous zone transition lottery table is obtained from the various table storage area 105a of the ROM 105. As shown in FIG. 34, the advantageous zone transition lottery table has a transition rate to the advantageous zone (probability of winning the advantageous zone transition lottery) set according to the lottery result of each game. As shown in FIG. 34, the trigger roles for the lottery to transition to the advantageous zone are set as follows: normal lip A, normal lip B, normal lip C, chance eye A, chance eye B, chance eye C, cherry A, cherry B, cherry C, common bell, push order bell, watermelon, duplicate 1-piece role, lip duplicate 1st BB, lip duplicate 2nd BB, and JAC. In other words, in the normal game state, carryover state, and BB 1 to BB 3 states, all possible winning results are set as trigger roles for the lottery to transition to the advantageous zone.
[0202] After obtaining the lottery table in step S1102, a process for obtaining a random number for the advantageous zone transition lottery is executed in step S1103. The random number for the advantageous zone transition lottery is generated using a dedicated counter in the various counter area 106e, which is updated at a predetermined interval, and the most recent updated value of the counter is obtained in step S1103. Then, in step S1104, an advantageous zone transition lottery is executed, and in step S1105, it is determined whether or not the transition lottery has been won. If not, the advantageous zone transition lottery process is terminated. Incidentally, in this embodiment, the lottery table is set so that any trigger combination has a 100% probability of winning the advantageous zone transition lottery. In this case, if it is determined that the game result grasped in step S1101 is a trigger combination for the transition lottery (not a losing result), it is possible to omit the processes in steps S1102 to S1105.
[0203] If it is determined in step S1105 that the player has won the transfer lottery, then in step S1106, after executing the process of setting the advantageous interval winning game flag in the various flag storage areas 106d, the advantageous interval transfer lottery process ends. The advantageous interval winning game flag is a flag for the CPU 102 to recognize that the player has won the transfer lottery to the advantageous interval in the current game.
[0204] Returning to the explanation of the lottery result corresponding process, if it is determined in step S1001 that the advantageous interval flag is set, or after executing the advantageous interval transfer lottery process in step S1002, the process proceeds to step S1003. In step S1003, it is determined whether the AT mode winning flag or the AT mode flag is set in the various flag storage areas 106d. The AT mode winning flag is a flag that is set when the player wins the transfer lottery to the AT mode, and the AT mode flag is a flag that is set when transferring to the AT mode. That is, in step S1003, it is determined whether the situation where the transfer to the AT mode has already been determined or the transfer has already been completed. If neither flag is set in step S1003 and the transfer to the AT mode has not yet been determined, then in step S1004, the AT lottery process is executed. On the other hand, if either flag is set in step S1003, then in step S1005, the AT consecutive win process is executed.
[0205] <AT lottery process> First, the AT lottery process in step S1004 will be described while referring to the flowchart in FIG. 32.
[0206] First, in step S1201, it is determined whether any of the BB state flags is set to determine whether it is in the BB state. If it is in the BB state, the AT lottery process ends as it is. That is, in this embodiment, in the first BB state and the second BB state, the transfer lottery to the AT mode is not performed.
[0207] If it is not in the BB state, the lottery result of this game is ascertained in step S1202, and then in step S1203, a process of acquiring the AT mode lottery table is executed.
[0208] In the AT mode lottery table acquisition process, a lottery table according to the current situation is acquired from the various table storage area 105a of the ROM 105. That is, as shown in Fig. 33, it is determined whether or not the advantageous zone flag is set in step S1301. If the advantageous zone flag is not set and it is a normal zone, the AT mode lottery table for the normal zone is acquired in step S1302, and then this acquisition process is terminated.
[0209] If it is in an advantageous zone, in step S1303 it is determined whether or not the CZ mode flag is set in the various flag storage area 106d. In this embodiment, normal mode and CZ mode are provided as states in an advantageous zone before winning the AT mode transition lottery, and CZ mode is set as a mode in which it is easier to win the AT mode transition lottery than normal mode. The CZ mode flag is a flag that allows the CPU 102 to know that the current mode is CZ mode, and is set when transitioning to CZ mode.
[0210] If the CZ mode flag is not set in the advantageous zone where the AT lottery processing is performed, it means that the current mode is normal mode. In this case, in step S1304, the AT mode lottery table for normal mode is acquired, and then this acquisition processing is terminated. If the CZ mode flag is set in step S1303, it means that the current mode is CZ mode. In this case, in step S1305, the AT mode lottery table for CZ mode is acquired, and then this acquisition processing is terminated.
[0211] As shown in Figure 34, these AT mode lottery tables are set so that the probability of winning the AT mode transition lottery increases in the order of AT mode lottery table for normal section → AT mode lottery table for normal mode → AT mode lottery table for CZ mode, with the AT mode lottery table for normal section having the lowest probability of winning the AT mode transition lottery and the AT mode lottery table for CZ mode having the highest probability of winning the AT mode transition lottery. More specifically, in the normal section, only Cherry C and Watermelon are set as trigger results that can win the AT mode transition lottery, and other lottery results are set so that the AT mode transition lottery cannot be won. In contrast, in the advantageous section, all lottery results except for the common bell, push order bell, duplicate 1-coin role, lip duplicate 1st BB, lip duplicate 2nd BB, and JAC are set as trigger results that can win the AT mode transition lottery. For example, chance eye B is more likely to win the AT mode transition lottery than chance eye A, and chance eye C is even more likely to win the AT mode transition lottery than chance eye B. In general, the lower the winning probability (appearance rate) of the game lottery result, the easier it is to win the AT mode transition lottery. Also, for normal lip A and cherry A, the winning probability of the AT mode transition lottery differs depending on the setting value set in the winning probability setting process (step S206), and the higher the setting value set to increase the payout rate (the higher the setting value), the easier it is to win the AT mode transition lottery.
[0212] In addition, in the normal section, the AT mode transition lottery may be held even with these common bells or push order bells, and the game results that trigger the AT mode transition lottery are not limited to those described above. For example, the superiority of the CZ mode may be ensured by different types of game results that trigger the AT mode transition lottery between the normal mode and the CZ mode. In this case, it is preferable that the CZ mode has more types of game results that trigger the AT mode transition lottery. Furthermore, in this case, the winning probability of the AT mode transition lottery itself may be the same between the normal mode and the CZ mode. Multiple CZ modes may be provided, and different AT mode transition lottery tables may be set for each CZ mode, such that in one CZ mode, winning the AT mode transition lottery is more likely to occur with a chance eye, and in another CZ mode, winning the AT mode transition lottery is more likely to occur with a cherry.
[0213] Returning to the explanation of the AT lottery processing, after the AT mode transition lottery table is acquired in step S1203, the AT mode transition lottery is executed in step S1204. Note that in the AT mode transition lottery, as in the advantageous zone transition lottery, random numbers for the lottery are acquired from the various counter areas 106e, and the lottery is performed using these random numbers. This lottery configuration is the same for the other lotteries described below, and the explanation thereof will be omitted.
[0214] In step S1205, it is determined whether or not the lottery for transition to AT mode has been won. If the lottery for transition to AT mode has been won, in step S1206 it is determined whether or not the advantageous zone flag has been set. If the advantageous zone flag has not been set and the AT mode transition lottery in the normal zone has been won, processing is executed to set the advantageous zone winning game flag in step S1207. If the advantageous zone flag has been set in step S1206, or after the advantageous zone winning game flag has been set in step S1207, processing is executed to set the AT mode winning flag in step S1208.
[0215] In the following step S1209, a continuation rate lottery process is executed to set the continuation rate of the current AT mode. In this embodiment, a continuation rate lottery is held at a predetermined trigger during the AT mode. If the continuation rate lottery is won, the AT mode continues. If the continuation rate lottery is lost, the AT mode may end. The continuation rate lottery process in step S1209 is a process for determining the probability of winning the continuation rate lottery. In the continuation rate lottery process, the continuation rate selected may vary depending on the game result that triggered the current win to transition to the AT mode. In this embodiment, the continuation rates of the AT mode are set to 60% continuation mode, 70% continuation mode, 80% continuation mode, and 90% continuation mode, and one of these continuation modes is selected by lottery. In step S1209, the continuation rate is determined by lottery based on a continuation rate lottery table obtained from the various table storage area 105a of the ROM 105. As shown in Figure 35, the continuation rate lottery table is set so that, for example, if chance eye A triggers a win to transition to AT mode, the 70% continuation mode is most likely to be selected, and if chance eye B triggers a win to transition to AT mode, the 60% continuation mode is most likely to be selected.
[0216] After the continuation rate lottery process is executed in step S1209, a continuation rate flag corresponding to the lottery result is set in step S1210. That is, if the 60% continuation mode is selected, a 60% flag is set in the various flag storage area 106d. Similarly, if the 70% continuation mode is selected, a 70% flag is set, if the 80% continuation mode is selected, an 80% flag is set, and if the 90% continuation mode is selected, a 90% flag is set.
[0217] In step S1211, a lottery process for the number of premonition games is executed. The premonition mode is a mode in which an indication effect is displayed on the auxiliary display unit 65, speaker 64, etc. to indicate that the AT mode transition has been won before the AT mode transition winning notification effect is made. The premonition mode is set to continue for a maximum of 32 games, and the number of premonition games between 0 and 32 is determined by lottery in the lottery process in step S1211.
[0218] In step S1212, the number of premonition games determined in step S1211 is input to the premonition counter in the various counter area 106e, and in step S1213, a process is executed to set a premonition flag in the various flag storage area 106d. The premonition counter is a counter that is decremented by one for each game played in the premonition mode, and the premonition flag is a flag that allows the CPU 102 to know that the premonition mode has been set. Then, in step S1214, a process is executed to set a premonition command as an output target to the display control device 81, and then the AT lottery process is terminated. The premonition command is a command that allows the display control device 81 to know that the premonition mode has been set, and includes information on the number of games remaining until the ceiling counter reaches 0 in the premonition mode, i.e., information on the number of games in the premonition mode.
[0219] If it is determined in step S1205 that the AT mode transition lottery has not been won, the process proceeds to step S1215. In step S1215, it is determined whether or not the advantageous zone flag is set. If it is in the advantageous zone, the process proceeds to step S1216, where the ceiling counter in the various counter area 106e is decremented by 1. The ceiling counter specifies the maximum number of games that can be played without winning the AT mode transition lottery from a predetermined setting trigger. The ceiling counter is decremented by 1 for each game, and when it reaches 0, transition to the AT mode is confirmed without winning the AT mode transition lottery. That is, in step S1217, based on the processing result of step S1216, it is determined whether or not the ceiling counter has reached 0. If it has reached 0, the process proceeds to step S1208, where the AT mode win flag is set. The processes from step S1208 onwards are as described above.
[0220] If a negative judgment is made in step S1215 or step S1217, processing for the pseudo premonition mode is performed in steps S1218 to S1224. In this embodiment, a pseudo premonition mode (a mode in which a so-called false presentation occurs) is set in which, although the same or similar suggestive presentation as in the premonition mode occurs, the presentation mode ends without an AT mode winning notification presentation that ultimately allows transition to the AT mode. That is, in step S1218, it is determined whether or not a pseudo premonition flag for the CPU 102 to identify the pseudo premonition mode has been set in the various flag storage area 106d, and if it has already been set, the AT lottery processing is terminated.
[0221] When the suspected precursor flag is not set, it is determined by lottery whether to set the suspected precursor mode in step S1219. Regarding such a lottery, for example, the less likely (lower appearance rate) the result of the game lottery is, the more likely it is to win the lottery for transitioning to the suspected precursor mode. In the subsequent step S1220, it is determined whether the lottery for the suspected precursor in step S1219 is won. If not, the AT lottery processing is terminated as it is. If the lottery for the suspected precursor is won, the number of games in the suspected precursor mode is determined by lottery in step S1221. Regarding such a lottery, for example, when winning the lottery for transitioning to the suspected precursor mode with a result that is more likely to win (higher appearance rate) as the lottery result of the game, a suspected precursor mode with a relatively long number of games is set. Then, in step S1222, the process of inputting the number of games in the suspected precursor mode determined in step S1221 into the suspected precursor counter provided in the various counter area 106e is executed. After that, in step S1223, the suspected precursor flag is set, and in step S1224, after executing the process of setting the suspected precursor command as the output target to the display control device 81, this AT lottery processing is terminated. The suspected precursor counter is a counter for the CPU 102 to grasp the number of games in the suspected precursor mode, and the suspected precursor command is a command for the display control device 81 to grasp that the suspected precursor mode has been set. It includes information on the remaining number of games in the suspected precursor mode. In the display control device 81, a lottery for generating a suggestive effect is performed according to the remaining number of games in the suspected precursor mode.
[0222] <AT consecutive winning processing> Next, regarding the AT consecutive winning processing executed in step S1005, it will be described while referring to the flowchart of FIG. 36. As already described, the AT consecutive winning processing is a process executed in a situation where the AT mode winning flag and the AT mode flag are set, and is a process for adding (stocking) the number of sets of the AT mode executed from a predetermined start timing to an end timing as one set.
[0223] That is, in step S1401, it is determined whether or not the BB state is being established by determining whether or not any of the BB state flags are set. If the BB state is not being established, in step S1402, it is determined whether or not a transition permission flag is set in the various flag storage area 106d. The transition permission flag is a flag that allows a BB win to be established in the AT mode, and is used by the CPU 102 to determine whether or not the win permission condition (transition permission condition) is established. If the transition permission flag is set, the AT consecutive win processing ends as is.
[0224] If it is determined in step S1401 that the state is BB, or if it is determined in step S1402 that the transition permission flag is not set, the process proceeds to step S1403. In step S1403, the lottery result of the current game is determined. Then, in steps S1404 to S1414, a process of acquiring a stock lottery table from the various table storage area 105a is executed.
[0225] That is, in step S1404, it is determined whether the AT mode flag is set, and if not, in step S1405, it is determined whether the AT notification flag is set in the various flag storage area 106d. The AT notification flag is a flag that allows the CPU 102 to know that the AT mode winning notification effect has been executed, and is a flag that indicates that winning the lottery to transition to the AT mode or reaching the ceiling has already been notified. In this embodiment, after the AT mode winning notification effect is executed, the AT mode is started when the game lottery result becomes a result that triggers a predetermined start (normal reply A to C). That is, a situation in which the AT mode flag is not set and the AT notification flag is not set means that the AT mode winning flag is set but the AT mode winning notification effect has not yet been executed, and a situation in which the AT mode flag is not set and the AT notification flag is set means that the AT mode winning notification effect has been executed but the AT mode has not yet started. If a negative judgment is made in step S1405, a stock lottery table for use before the AT winning notification is obtained in step S1406, and if a positive judgment is made in step S1405, a stock lottery table for use before the AT transition is obtained in step S1407.
[0226] Furthermore, if it is determined in step S1404 that the AT mode flag is set, it is determined in step S1408 whether or not the BB state flag is set. If it is not set, it is determined in step S1409 whether or not the BB carryover flag is set. A situation in which the BB carryover flag is not set in step S1409 mainly refers to a situation before a BB win occurs in AT mode. If a negative determination is made in step S1409, a stock lottery table for no BB carryover is acquired in step S1410, and if a positive determination is made in step S1409, a stock lottery table for BB carryover is acquired in step S1411.
[0227] If it is determined in step S1408 that the state is BB, it is determined in step S1412 whether the JAC carryover flag is set. If the JAC carryover flag is not set and the state is BB 1 or BB 3, a stock lottery table for no JAC carryover is acquired in step S1413, and if the JAC carryover flag is set and the state is BB 2, a stock lottery table for JAC carryover is acquired in step S1415.
[0228] As shown in Figure 37, when comparing the stock lottery tables before the AT winning notification (step S1406) and before the transition to the AT after the AT winning notification (step S1407), the stock lottery is set so that it is easier to win the stock lottery after the AT winning notification and before the transition to the AT than before the AT winning notification. Therefore, in the configuration in which the stock lottery is held in the premonition mode before the AT mode winning notification after the AT mode winning is selected, and after the AT mode winning notification and before the AT mode starts, it can be said that the stock lottery is more favorable after the AT winning notification than before. This is because, in order to eliminate the frustration of players when the AT mode takes a long time to start, in the premonition mode, it is difficult for players to determine whether or not the transition to the AT mode will occur, whereas before the transition after the winning notification, it is known that the transition to the AT mode will occur, and the player is waiting for the AT to start.
[0229] Furthermore, before transition to the BB state, when comparing the state without the BB carryover flag (step S1410) with the state with the BB carryover flag (step S1411), it is set so that it is easier to win the stock lottery without the BB carryover than with the BB carryover. In the BB state, it is set so that it is easier to win the stock lottery in the BB2 state with the JAC carryover flag than in the BB1 state or the BB2 state without the JAC carryover flag.
[0230] After obtaining the various stock lottery tables, a stock lottery is executed in step S1415, and it is determined in step S1416 whether or not the stock lottery has been won. If the stock lottery has been won, a process of incrementing the stock counter provided in the various counter area 106e by 1 is executed in step S1417. Then, in step S1418, a process of setting the stock command as an output target to the display control device 81 is executed, and the AT consecutive win processing is terminated. The stock counter is a counter that allows the CPU 102 to grasp the number of consecutive sets in the AT mode, and the stock command is a command for causing the display control device 81 to grasp information that the stock lottery has been won. If it is determined in step S1416 that the stock lottery has not been won, the AT consecutive win processing is terminated. Note that the stock lottery may be set so that multiple sets of stocks can be won. In that case, a value corresponding to the number of sets may be added to the stock counter, and information about the number of sets may be included in the stock command.
[0231] In the lottery result response process (FIG. 30), after executing the AT consecutive win process in step S1005, the bonus AT start process is executed in step S1006. The bonus AT start process is a process for executing a notification (transition permission notification) that a BB winning may be established and the winning permission condition has been established.
[0232] <Bonus AT start processing> That is, in the bonus AT start processing, as shown in the flowchart of FIG. 38, in step S1501, it is determined whether or not it is in the BB state. If it is in the BB state, the bonus AT start processing is terminated as it is. In the following step S1502, it is determined whether or not the BB hit flag is set. If the BB hit flag is not set, transition cannot yet be permitted, so the bonus AT start processing is terminated as it is. In the following step S1503, it is determined whether or not the AT mode flag is set, and if it is not set, the bonus AT start processing is terminated as it is.
[0233] If a BB win occurs during the AT mode, in step S1504, it is determined whether the lottery result of this game is a losing result and whether the game is capable of achieving a BB win. Incidentally, in this embodiment, if the first BB or second BB is won, it will be a double win with the first replay (double first BB, double second BB), so the first BB win or second BB win cannot be achieved in a game in which the first BB or second BB win occurs. In other words, a game capable of achieving a BB win is a game after the BB win in which the lottery result of the game is a losing result. If the result is not a losing result, the bonus AT start processing is terminated. If the result is a losing result, in step S1505, a process is executed to set a transition permission flag in the various flag storage area 106d. Then, in step S1506, a process is executed to set a winning permission command to be output to the display control device 81, and then the bonus AT start processing is terminated. The processing of the display control device 81 upon receiving the winning permission command will be described in detail later. In step S1504, if the lottery result of this game is not a losing result, the process for starting the bonus AT is ended.
[0234] Returning to the explanation of the lottery result response process (FIG. 30).
[0235] After executing the processing of step S1004 or step S1006, it is determined in step S1007 whether the lottery result of this game was a push order role win. A push order role is a result that includes not only the push order bell but also normal lip A, normal lip B, and normal lip C. Normal lip A, normal lip B, and normal lip C are all results that can be won in multiple replays, and the replay that establishes a win can vary depending on the operation order of stop switches 42 to 44.
[0236] Specifically, in the case of normal replay A, normal replay B, and normal replay C, when the center stop switch 43 is operated first, the reels 32L, 32M, and 32R are stopped so that the second replay win is achieved, and when the left stop switch 42 or the right stop switch 44 is operated first, the reels 32L, 32M, and 32R are stopped so that the first replay win is achieved. However, in these normal replay A, normal replay B, and normal replay C, regardless of which of the overlapping replay wins is achieved, the bonus awarded is a replay, and only the type of replay that is achieved differs. In other words, in the case of normal replay A, normal replay B, and normal replay C, the replay win is achieved regardless of the operation order of the stop switches 42 to 44, but the game results in different stop numbers depending on the operation order. Normal Rip A, Normal Rip B, and Normal Rip C are triggers for starting the AT mode, and the AT mode starts in a game where the AT mode winning flag is set and a second replay winning is possible.
[0237] If it is determined in step S1007 that the push order role has been won, it is determined in step S1008 whether the AT mode win flag or the AT mode flag is set. If either flag is set, the push order notification process is executed in step S1009, and then the lottery result response process is terminated. If a negative determination is made in step S1007 or step S1008, the lottery result response process is terminated.
[0238] <Outline of push order notification> Prior to explaining the push order notification process executed in step S1009, we will provide an overview of the push order notification executed by the instruction monitor 68 and the push order notification effect executed by the auxiliary display unit 65. Note that the push order notification and push order notification effect can also be referred to as push order navigation, sequence notification, or mode notification, for example. The instruction monitor 68 is connected to the main control unit 101, and the push order notification is performed by the main control unit 101. In contrast, the auxiliary display unit 65 is connected to the display control unit 81, and the push order notification effect is performed by the display control unit 81.
[0239] First, the configuration of this instruction monitor 68 will be described with reference to Fig. 39. Fig. 39(a) is a front view of the instruction monitor 68, and Fig. 39(b) is a diagram for explaining the relationship between the display mode and display content of the instruction monitor 68.
[0240] As shown in FIG. 39(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.
[0241] 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 "."
[0242] 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.
[0243] 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. 39(b), if the player can win an advantageous winning mode by operating the stop switches 42 to 44 in the order of "left" → "center" → "right," the sixth display segment N6 and the seventh display segment N7 will light up to display "1." Also, if the player can win an advantageous winning mode by operating the stop switches 42 to 44 in the order of "right" → "left" → "center," 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 will light up 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.
[0244] 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 mode flag is set. The eighth display segment N8 is also turned off when the AT mode ends and the game moves from the favorable zone to the normal zone.
[0245] In other words, an advantageous zone (advantageous state, specific state) is a zone in which it becomes easier for the player to win in an advantageous manner by making it easier to notify the operation order of the push order bell, etc., and the eighth display segment N8 is a zone indicator (specific notification means) that lights up during the specific zone in which the player can actually benefit from the push order notification in the advantageous zone, and turns off during the normal zone which is not an advantageous zone, or during the non-specific zone which is not an advantageous zone even if it is an advantageous zone.
[0246] 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.
[0247] 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.
[0248] Next, the push order notification effect performed on the auxiliary display unit 65 will be described with reference to Fig. 40. Here, the push order notification effect on the auxiliary display unit 65 will be described using the example of a case where the push order combination is won when the operation order to be notified this time is center → right → left.
[0249] As shown in FIG. 40(a), in the auxiliary display unit 65, of the three button displays arranged in parallel corresponding to the stop switches 42 to 44, the button display corresponding to the stop switch that should be operated first (in the figure, the middle button display corresponding to the middle stop switch 43) is marked with the number 1 and displayed larger than the other button displays. In addition, each button display is displayed in a color corresponding to the winning combination (yellow for a bell, blue for a replay, etc.). This allows the player to recognize the winning combination in the current game and that the stop switch that should be operated first is the middle stop switch 43. In addition, in the auxiliary display unit 65, the right button display is displayed with the number 2 and the left button display is displayed with the number 3, indicating that the stop switch that should be operated next is the right stop switch 44 and the stop switch that should be operated last is the left stop switch 42.
[0250] When the player operates the middle stop switch 43, as shown in Figure 40(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.
[0251] When the player operates the right stop switch 44, as shown in Figure 40(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.
[0252] 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.
[0253] <Press order notification processing> Next, the push order notification process executed in step S1009 will be described with reference to the flowchart of FIG.
[0254] First, in step S1601, it is determined whether the AT mode flag is set. If the AT mode flag is not set, it means that the transition to AT mode has not yet occurred after the AT mode was selected. In this case, in step S1602, it is determined whether the AT notification flag is set. If the AT mode flag is not set and the AT notification flag is not set, it means that the AT mode transition lottery has been selected, but the game is still in premonition mode. In this case, no push order notification is generated in this game, and the push order notification processing is terminated. If the AT notification flag is set, proceed to step S1603.
[0255] In step S1603, it is determined whether the lottery result of this game is one of normal RIP A to normal RIP C. If it is not normal RIP A to normal RIP C but a push order bell, the actual push order notification process is terminated. If it is one of normal RIP A to normal RIP C, an AT start flag is set in the various flag storage area 106d in step S1604. The AT start flag is a flag that allows the CPU 102 to know that the AT mode will start from this game. Then, in step S1605, the instruction monitor 68 is controlled so that a push order notification corresponding to the second replay win is performed. Then, in step S1606, a process is executed to set a push order command including information on the operation order corresponding to the second replay win as an output target to the display control device 81, and then the actual push order notification process is terminated. When the display control device 81 receives this push order command, it displays a push order notification corresponding to the second replay win, such as the order in which the middle stop switch 43 should be operated first, a display such as "Aim from the middle!!" and voice guidance, and also controls the auxiliary display unit 65 and speaker 64 to notify the player of the pattern corresponding to the second replay win.
[0256] If it is determined in step S1601 that the AT mode flag is set, the process proceeds to step S1607. In step S1607, it is determined whether the lottery result of this game is a push order bell. If it is not a push order bell, the push order notification process is terminated. If it is a push order bell, it is determined in step S1608 whether the transition permission flag is set. If the transition permission flag is not set, it is determined in step S1609 whether it is in one of the BB states. If it is determined in step S1608 that the transition permission flag is set, or if it is determined in step S1609 that the transition permission flag is not set but the BB state is not, the process proceeds to step S1610, where the instruction monitor 68 is controlled so that a push order notification corresponding to the first small win is performed according to the type of this push order bell. Then, in step S1611, a process is executed to set a push order command including information on the operation sequence corresponding to the first small win as an output target to the display control device 81, and then the push order notification process is terminated. The display control device 81 that receives this push order command controls the auxiliary display unit 65 and speaker 64 so that the push order notification effect corresponding to the first small win is performed. On the other hand, if the transition permission flag is not set and the state is BB, the push order notification process ends without notification of the push order when the push order bell is won, even if the AT mode is in effect.
[0257] <Winning result processing> Next, the winning result response process performed in step S515 of the reel control process will be described with reference to the flowchart in Figure 42. In the winning result response process, processing is performed to start or end the AT mode etc. depending on the game result.
[0258] First, in step S1701, a game count management process is performed. In the game count management process, processing is performed to manage the number of games played in the CZ mode and the number of games played in the premonition mode.
[0259] More specifically, as shown in the flowchart of FIG. 43, in step S1801, it is determined whether the first BB state flag or the second BB state flag is set. If either of the BB states is present, the game count management process is terminated. In other words, if a transition to the BB state occurs during the CZ mode or the premonition mode, the number of games played in the premonition mode or the CZ mode is not managed. If neither of the BB states is present, the process proceeds to step S1802, where it is determined whether the CZ mode flag is set. If the CZ mode flag is set, the CZ counter is decremented by 1 in step S1803. Then, in step S1804, it is determined whether the CZ counter has reached 0. If it has reached 0, the CZ mode flag is cleared in step S1805, and a CZ end command is set to be output to the display control device 81. Clearing the CZ mode flag ends the CZ mode and transitions to normal mode.
[0260] After executing the process of step S1805, a process for setting the ceiling number of games is executed in step S1806. In the process for setting the ceiling number of games, one of the predetermined values between 100 and 999 is input into the ceiling counter. Which value is input into the ceiling counter is determined by lottery. The process for setting the ceiling number of games will be described in detail later.
[0261] If a negative determination is made in either step S1802 or step S1804, or after the processing of step S1806 has been executed, the process proceeds to step S1807. In step S1807, it is determined whether or not the premonition flag or the pseudo premonition flag is set. If neither flag is set, the number-of-games management process is terminated. If either flag is set, the process proceeds to step S1808, where the premonition counter or the pseudo premonition counter is decremented by 1. That is, in step S1808, if the premonition mode is selected, the premonition counter is decremented by 1, and if the pseudo premonition mode is selected, the pseudo premonition counter is decremented by 1.
[0262] After executing the processing of step S1808, in step S1809, it is determined whether the premonition flag is set and whether the premonition counter has reached 0. That is, if the number of premonition games in the premonition mode reaches 0, the process proceeds to step S1810, where the process clears the premonition flag. Then, in step S1811, the AT notification flag is set, and in step S1812, the process sets the AT winning notification command to be output to the display control device 81, and the number-of-games management process ends. By setting the AT notification flag, the above-mentioned push order notification process performs processing to generate a push order notification for the second re-play win. Furthermore, upon receiving the AT winning notification command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 to perform an AT mode winning notification effect as a notification that the AT mode transition lottery has been won and transition to the AT mode is permitted.
[0263] If the premonition counter is not 0 or the pseudo premonition flag is set instead of the premonition flag in step S1809, the process proceeds to step S1813. In step S1813, it is determined whether the pseudo premonition counter is 0 and the pseudo premonition flag is set. If a positive determination is made in step S1813, a process is executed in step S1814 to clear the pseudo premonition flag, and then the number-of-games management process is terminated. This ends the pseudo premonition mode. On the other hand, if a negative determination is made in step S1813 and the pseudo premonition counter is not 0 or is 0 but the premonition flag is set instead of the pseudo premonition flag, the number-of-games management process is terminated.
[0264] Returning to the description of the winning result corresponding process, after executing the game count management process in step S1701, in step S1702, it is determined whether the AT start flag is set. As described above, the AT start flag is a flag set in a game where a second replay winning is possible when shifting to the AT mode. More specifically, it is a flag set at the start of a game that wins in normal replays A to C in a situation where the AT notification flag is set. If the AT start flag is set, in step S1703, the AT mode winning flag is cleared, in step S1704, the AT notification flag is cleared, and in step S1705, the AT start flag is cleared. Then, in step S1706, the AT mode flag is set, and in step S1707, a continuation flag is set in the various flag storage area 106d. The continuation flag is a flag for determining to continue the AT mode during a predetermined continuation determination of the AT mode.
[0265] In the AT continuation setting process, as shown in the flowchart of Figure 44, in step S1901, it is determined whether any BB winning game flag is set, thereby determining whether any BB winning has been achieved in the current game. As described above, the BB winning game flag is a flag that is set in the bonus state process that is performed immediately before the winning result corresponding process.
[0268] In this embodiment, the determination of whether to continue the AT mode is made from the time of winning the BB until the time the BB ends. More specifically, if the conditions for continuing the AT mode are not met by the time the BB ends, the AT mode ends, and if the conditions for continuing the AT mode are met at the time the BB ends, the AT mode continues at least until the end of the next BB state. In other words, step S1901 is a process for determining whether or not the timing for making a determination of whether to continue the AT mode is included.
[0269] If a BB win is achieved in this game, in step S1902 it is determined whether the stock counter is 0. If the stock counter is 1 or more, in step S1903 a process is executed to subtract 1 from the stock counter, and in step S1904 a process is executed to set a continuation command as an output target to the display control device 81, and then the AT continuation setting process is terminated. Upon receiving the continuation command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 so that a continuation effect corresponding to the continuation of the AT mode is performed in the BB state in which the current win has occurred.
[0270] If the stock counter is 0 in step S1902, a continuation lottery process is executed in step S1905. In this process, whether or not to continue the AT mode is determined by lottery based on a continuation rate lottery that is held when the AT mode transition lottery is won. That is, if the 60% flag is set and the mode is 60% continuation mode, the continuation lottery in step S1905 has a 60% chance of winning, and if the 90% flag is set and the mode is 90% continuation mode, the continuation lottery in step S1905 has a 90% chance of winning, and so on.
[0271] In step S1906, it is determined whether or not the continuation lottery in step S1905 has been won. If the continuation lottery has been won, the process proceeds to step S1904, a continuation command is set, and the AT continuation setting process ends. If the continuation lottery has not been won, the continuation flag is cleared in step S1907, and then a process is executed in step S1908 to set a non-continuation command as an output target to the display control device 81, and the AT continuation setting process ends. The display control device 81, which has received the non-continuation command, controls the auxiliary display unit 65 and speaker 64 so that a non-continuation effect corresponding to the non-continuation of the AT mode is performed in the BB state in which the current win has occurred. For example, if a BB win is achieved without winning the stock lottery after switching to AT mode, and the continuation lottery in step S1905 is not won, the continuation flag that was set when switching to AT mode is cleared in step S1907.
[0272] If it is determined in step S1901 that the game is not a BB winning game, it is determined in step S1909 whether any BB state flag is set, thereby determining whether the game is in the BB state. If the game is in the BB state, it is determined in step S1910 whether the continuation flag is set. If the continuation flag is not set, this means that non-continuation was determined at the time of the BB winning in steps S1907 and S1908 above, and the corresponding effect is being performed. In this case, it is determined in step S1911 whether the stock counter is 0. If the continuation flag is not set and the stock counter is 1 or more, this means that non-continuation was determined at the time of the BB winning, but the stock lottery was won in the lottery result corresponding processing (AT consecutive win processing) during the BB state. In this case, the continuation flag is set in step S1912, and the continuation command is set as an output target to the display control device 81 in step S1913, and then the AT continuation setting processing is terminated. When the display control device 81 receives a continuation command during the BB state, it controls so that the non-continuation effects on the auxiliary display unit 65 and speaker 64 are rewritten to continuation effects and executed. If the continuation flag is set in step S1910 or if the stock counter is 0 in step S1911, the AT continuation setting process ends immediately.
[0273] If it is determined in step S1909 that the game is not in the BB state, it is determined in step S1914 whether any of the BB end game flags is set, thereby determining whether the current game is the end game of the BB state. As described above, the BB end game flag is a flag that is set in the bonus state process that is performed immediately before the winning result process.
[0274] If it is not an end game, the AT continuation setting process is terminated. If it is an end game, the process of clearing the transition permission flag is executed in step S1915. In the following step S1916, it is determined whether the continuation flag is set, and if it is set, the AT continuation setting process is terminated. In this case, the AT mode continues even after the BB state ends, and after the BB is won, the winning permission flag is set and the BB win is established, so that an affirmative determination is made in step S1901 and a continuation determination is then made.
[0275] On the other hand, if it is determined in step S1916 that the continuation flag is not set, the AT mode flag is cleared in step S1917. Then, in step S1918, the AT end command is set as an output target to the display control device 81, and then this AT continuation setting process is terminated. Upon receiving the AT end command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 to notify that the AT mode is ending.
[0276] <Management of number of games and difference in number of coins in advantageous zones> Next, the first interval display process and the second interval display process will be described, which are used to control the eighth display segment N8 as an interval display device and to manage the number of games and the difference in number of coins in the advantageous interval.
[0277] <First section display process> First, the first interval display process will be described with reference to Fig. 45. The first interval display process is a process carried out in step S414 of the lottery process (Fig. 18), 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.
[0278] In step S2001, it is determined whether the eighth display segment N8 as a section indicator is being displayed, more specifically, whether the eighth display segment N8 is being lit. As already explained, when the eighth display segment N8 is being lit, it indicates that it is a specific section of the advantageous section where at least the notification conditions for the push order notification to occur are met. If the determination in step S2001 is negative and it is determined that the eighth display segment N8 is being turned off, the process proceeds to step S2002.
[0279] In step S2002, it is determined whether an advantageous zone flag is set in the various flag storage area 106d. If the advantageous zone flag is set, it is determined in step S2003 whether an advantageous zone winning game flag is set. The advantageous zone winning game flag is set when the advantageous zone transition lottery is won in the advantageous zone transition lottery process described above, and is a flag that the CPU 102 uses to identify the winning game. If the advantageous zone winning game flag is set, processing is executed to clear the advantageous zone winning game flag in step S2004. Then, in step S2005, the advantageous zone flag is set. Setting the advantageous zone flag results in a transition from the normal zone to the advantageous zone. Then, in step S2006, processing is executed to count the number of games in the advantageous zone, more specifically, to start measuring the advantageous zone game number AG in the various counter area 106e. The advantageous zone game number AG corresponds to a means for determining the number of games played in the advantageous zone, and processing is executed to increment it by one for each game in the advantageous zone.
[0280] In the next step S2007, processing for an advantageous zone transition game is executed. The processing for an advantageous zone transition game is processing related to an instruction function performed in a game in which a transition to an advantageous zone has occurred.
[0281] <Processing for advantageous zone transition games> The processing for the advantageous zone transition game will be explained based on the flowchart of Figure 46.
[0282] In step S2101, it is determined whether any BB carryover flag is set. If the BB carryover flag is set, in step S2102, a ceiling game number table is obtained from the various table storage area 105a. As shown in FIG. 47, the ceiling game number table is set so that one ceiling game number is randomly determined between 100 games and 999 games, and game numbers that are likely to be selected in approximately 100-game increments, such as 100 games, 200 games, 300 games, ..., 999 games, are set. In addition, in the ceiling game number table, the ceiling game number that is likely to be selected varies depending on the set value, and it is set so that the higher the set value (the higher the set value for ball payout rate), the more likely a shorter ceiling game number is to be selected.
[0283] After obtaining the ceiling game number table in step S2102, a lottery process for the ceiling game number is executed in step S2103. Then, the ceiling game number determined by lottery is entered into the ceiling counter in step S2104, and the process for this advantageous zone transition game is terminated. As described above, the ceiling counter is decremented by 1 for each game in the AT lottery process, and when it reaches 0, the AT mode win flag is set without winning the AT mode transition lottery.
[0284] Incidentally, the processing of steps S2102 to S2104 is the processing for setting the ceiling number of games, and in step S1806 in the above-mentioned number of games management processing (Figure 43), the processing for obtaining the ceiling number of games table (step S2102), the processing for drawing lots for the ceiling number of games (step S2103), and the processing for inputting the ceiling counter (step S2104) are executed.
[0285] In addition, the ceiling game number table obtained in step S2102 may be different from the ceiling game number table obtained in step S1806, and more specifically, the ceiling game number set in the advantageous zone transition game and the ceiling game number set upon the end of CZ mode may be different game numbers, for example, the ceiling game number set upon the end of CZ mode may be more likely to be set at a lower number of games than the ceiling game number set in the advantageous zone transition game, or vice versa.
[0286] If it is determined in step S2101 that the BB carryover flag is not set, it is determined in step S2105 whether any of the BB state flags are set. If any of the BB state flags is set and the transition to the advantageous zone occurred during the BB state, a transition completed flag is set in the various flag storage area 106d in step S2106, and then the ceiling game number is set in steps S2102 to S2104, and then the processing for the advantageous zone transition game is terminated.
[0287] In this embodiment, the advantageous zone may be terminated when a BB win is achieved or when the BB state ends. The transition flag is a flag that prevents the advantageous zone from ending when the BB state ends if the advantageous zone is transitioned during the BB state. In other words, if the advantageous zone can be terminated when a BB win is achieved or when the BB state ends, even if the advantageous zone ends with a BB win and then re-transitions to the advantageous zone during the BB state, a trigger for the advantageous zone to end, such as the BB end, may occur. Therefore, it is necessary to distinguish between a case where the advantageous zone ends when a BB win is achieved (a re-transition to the advantageous zone during the BB state) and a case where the advantageous zone does not end when a BB win is achieved (no transition to the advantageous zone occurs during the BB state), and the transition flag is a flag that allows the CPU 102 to distinguish between these two cases.
[0288] On the other hand, if a transition to the advantageous zone occurs without a BB win being carried over and without being in the BB state, the process of setting the CZ mode flag is executed in step S2107. Then, in step S2108, 32 is input to the CZ counter, and the process for the advantageous zone transition game is terminated.
[0289] In other words, if you transition to an advantageous zone while carrying over a BB win or while in the BB state, you transition to normal mode, and if you transition to an advantageous zone while not carrying over a BB win and not in the BB state, you transition to CZ mode, and the mode when transitioning to an advantageous zone differs depending on whether you have carried over a BB win and whether you are in the BB state. And because the probability of winning the AT mode transition lottery is higher in CZ mode than in normal mode, it is more advantageous for the player to transition to an advantageous zone when they are not carrying over a BB win or while in the BB state, that is, before winning a BB win or in a BB winning game, rather than transitioning to an advantageous zone while carrying over a BB win or while in the BB state.
[0290] Returning to the explanation of the first section display process, if the advantageous section flag is set in step S2002, the process proceeds to step S2008. In step S2008, it is determined whether the AT mode flag or the CZ mode flag is set. As already explained, after the AT mode winning notification effect is performed, the AT mode flag is set, thereby creating a state in which a push order notification can occur when a push order role is won, and the notification start condition of the section display is established. Furthermore, in the slot machine 10, the notification start condition of the section display is not only a state in which a push order notification can occur when a push order role is won, but also a transition to the CZ mode, which makes it easier to win the lottery for transitioning to the AT mode in which a push order notification can occur. Note that a configuration in which a push order notification can occur in the CZ mode may be adopted, and the transition to the CZ mode itself may be considered as a state in which a push order notification can occur when a push order role is won, thereby establishing the notification start condition.
[0291] If it is determined in step S2008 that the AT mode flag or the CZ mode flag is set, the eighth display segment N8 is turned on in step S2009 to start displaying the section indicator. In addition, when the main control device 101 turns on the eighth display segment N8 as a section indicator to start displaying it, it outputs a sound output command to the display control device 81 so that a predetermined sound effect (for example, a mechanical "gag!" sound) 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. Note that, when displaying the eighth display segment N8 starts, a configuration may be adopted in which an effect is generated in the auxiliary display unit 65 or another display unit. In this case, a corresponding command may be output to the display control device 81, and the display control device 81 may control the auxiliary display unit 65, etc., so that a corresponding effect is generated.
[0292] If it is determined in step S2001 that the eighth display segment N8 is being displayed as a zone indicator, it is determined in step S2010 whether or not the system is in normal mode. If it is in normal mode, processing is executed in step S2011 to end the display during the advantageous zone. Specifically, processing is executed to switch the eighth display segment N8 from a lit state to an unlit state. On the other hand, if it is determined in step S2010 that the system is not in normal mode, the display during the advantageous zone continues. Specifically, processing is executed to continue the situation in which the eighth display segment N8 is lit.
[0293] If it is determined in step S2003 that the advantageous zone winning game flag is not set, if the game is an advantageous zone winning game (after the processing of step S2007 is executed), if the situation is such that a push order notification may occur or the situation is not such that it is easy to win the transition lottery to the state where the push order notification occurs (if it is determined in step S2008 that neither the AT mode flag nor the CZ mode flag is set), or if the display of the zone indicator is terminated in step S2011, the process proceeds to step S2012. Also, after executing the display start processing in step S2009 or after determining that the mode is normal in step S2010, it is determined in step S2013 whether the CZ mode flag is set, and if the CZ mode flag is set, the process also proceeds to step S2012. In step S2012, a process of adding 1 to a first role ratio counter provided in the various counter area 106e is executed. The first role ratio counter is a counter for counting the number of games in which a push order notification does not occur, i.e., the number of games in the normal zone and the non-specific zone.
[0294] Also, if it is determined in step S2013 that the AT mode flag is set instead of the CZ mode flag, the process proceeds to step S2014. In step S2014, a process of adding 1 to the role ratio second counter provided in the various counter area 106e is executed. The role ratio second counter is a counter for counting the number of games in which a push order notification can be generated, that is, the number of games in a specific section.
[0295] After the processing of step S2012 or step S2014 is executed, a role ratio calculation process is executed in step S2015. 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 of calculating the proportion of the number of games in which a push order notification may occur out of the total number of games. Then, in step S2016, a process is executed to display the calculation result of step S2015 on the role ratio monitor 77.
[0296] 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.
[0297] In step S2016, the result of the calculation process in step S2015 is output to the role ratio monitor 77, and the display of each display section 77a to 77e on the role ratio monitor 77 is controlled so that a four-digit number is displayed on the role ratio monitor 77. Specifically, a number smaller than 1 and having four decimal places, such as "0.5012," is displayed on the role ratio monitor 77 as the ratio of the number of games in which a push order notification may occur to the total number of games. After the process of step S2016 is executed, the first section display process is terminated.
[0298] Note that the configuration may be such that the display of the role ratio monitor 77 is controlled after the calculation process of step S2015 has been performed to round off the number to the fifth decimal place. Furthermore, since the first display unit 77a of the role ratio monitor 77 basically displays "0", the first display unit 77a may not be provided, or the first display unit 77a may be configured to always display "0" by printing or the like. Furthermore, it is preferable that a decimal point is displayed by printing or the like between the first display unit 77a and the second display unit 77b.
[0299] <Second section display process> Next, the second section display process will be described with reference to the flowchart in Fig. 48. As already explained, the second section display process is a process that is carried out in step S516 of the reel control process, and is carried out at the end of one game after medal payout (payout determination process) and transition of the game state based on the winning result (bonus state process, winning result response process) have been carried out.
[0300] In step S2201, it is determined whether or not the advantageous zone flag is set. If it is not set, the second zone display process is terminated. If the advantageous zone flag is set, in step S2202, a process is executed to count the number of games in the advantageous zone. Specifically, a process is executed to add 1 to the number of games in the advantageous zone AG. After the process of step S2202 is executed, in step S2203, an update process is executed for the advantageous zone increase / decrease number MY (MY counter) provided in the various counter area 106e.
[0301] In the MY update process in step S2203, provided that the result of the current game is not a replay win, the number of coins inserted (number of coins bet) is subtracted from the number of coins paid out, and the subtraction result is added to the number of coins increased or decreased in the advantageous zone MY, thereby updating the number of coins increased or decreased in the advantageous zone MY.
[0302] After executing the MY update process in step S2203, a remaining game count management process is executed in step S2204, followed by a remaining coin management process in the following step S2205. The remaining game count management process is a process for managing whether the advantageous zone will reach its upper limit (1500 games) with the current remaining number of games based on the number of games remaining in the AT mode, etc. The remaining game count management process determines whether the advantageous zone will reach its upper limit (1500 games) with the current remaining number of games, for example, if the number of games in the advantageous zone (AG) is 1450 at the start of the AT mode, even if the AT mode continues in this state, the upper limit (1500 games) of the advantageous zone will be reached before the AT mode termination condition (consumer at least one BB) is met. If this is the case, a first excess flag is set in the various flag storage area 106d as a flag for identifying this situation. The remaining coin management process is a process for managing whether the advantageous zone will reach its upper limit (2400 coins) with the current remaining number of games based on the number of games remaining in the AT mode, etc. In the remaining payout number management process, for example, when the AT mode starts, if the advantageous zone increase / decrease number MY is 2300, even if the AT mode continues as it is, it is determined whether the upper limit increase number of the advantageous zone will be reached before the AT mode termination condition (BB upper limit payout number = 140) is met. If this is the case, a second excess flag is set in the various flags storage area 106d as a flag to identify the situation.
[0303] In the following step S2206, it is determined whether the number of games in the advantageous zone AG has reached the upper limit of 1500, or whether the number of coins in the advantageous zone increase / decrease MY has reached the upper limit of 2400. If either of these conditions for forced termination is met, in step S2207, the number of games in the advantageous zone AG and the number of coins in the advantageous zone increase / decrease MY are cleared to 0. In the following step S2208, a process is performed to terminate the display of the eighth display segment N8 as a zone indicator. Then, in step S2209, a process is performed to initialize parameters and information such as various flags and counters in the advantageous zone, and then this second zone display process is terminated.
[0304] More specifically, the data initialization process in step S2209 is a process that resets flags and counters set upon transition to the current advantageous zone and flags and counters set during the current advantageous zone to their initial values. For example, if the advantageous zone flag, AT mode win flag, AT mode flag, continuation flag, etc. are not cleared but are set, these flags are cleared. Furthermore, if the advantageous zone game count AG, the advantageous zone increase / decrease number MY, the premonition counter for the premonition mode, the counter for the number of continuation games in the CZ mode, etc. are greater than 0, all of these counters are reset to 0. In other words, the initialization process initializes all variables and parameters that affect the performance of the push order notification for the advantageous zone as a favorable state using the push order notification, and is a process that clears RAM for such variables and parameters.
[0305] Incidentally, the initialization process for the information for the advantageous zone in step S205 in the main process also clears RAM for variables or parameters for the advantageous zone, similar to step S2209.
[0306] If it is determined in step S2206 that the number of games in the advantageous zone AG has not reached the upper limit and the number of coins increased or decreased in the advantageous zone MY has not reached the upper limit increase number, the process proceeds to step S2210, where it is determined whether any BB winning game flags are set, thereby determining whether any BB winning has occurred in this game. If any BB winning has occurred, it is determined in step S2211 whether any of the AT mode winning flags, AT mode flags, and various CZ mode flags are set. In other words, the processes of steps S2210 and S2211 are processes for determining whether or not a BB winning game has occurred in normal mode and before the AT mode winning has occurred.
[0307] If the game is in normal mode and is a BB winning game before the AT mode is won, the process proceeds to step S2207, and steps S2207 to S2209 are performed to terminate the advantageous zone, followed by the second zone display process. In contrast, if the game is in normal mode and is not a BB winning game before the AT mode is won, the advantageous zone is not terminated and the second zone display process is terminated. That is, in this embodiment, the game in which the BB winning is achieved may or may not trigger the end of the advantageous zone depending on the internal mode within the advantageous zone. If the BB winning occurs before the AT mode is won during normal mode in the advantageous zone, it triggers the end of the advantageous zone. However, if the BB winning occurs during a mode other than normal mode or before the AT mode is won during normal mode, it does not trigger the end of the advantageous zone. This draws attention to the timing (internal mode) at which the BB winning is achieved, enabling a novel gameplay experience that is significantly different from conventional slot machines, where players simply win the BB and receive the bonus associated with the BB.
[0308] If it is determined in step S2210 that the game is not a BB winning game, it is determined in step S2212 whether any of the BB end game flags are set, thereby determining whether the current game is the end game of the BB state. If it is the end game of the BB state, it is determined in step S2213 whether the continuation flag is set. As described above, the continuation flag is set when transitioning to the AT mode, and is cleared at the start of the bonus AT state if the AT mode is to be discontinued.
[0309] If it is a BB winning game in a situation where the continuation flag is set, the advantageous zone is not ended and the zone display second process is ended as it is. Also, if it is a BB ending game in a situation where the continuation flag is not set, proceed to step S2214 and determine whether or not the transition completed flag is set. The transition completed flag is a flag that is set when there is a transition to an advantageous zone during the BB state (step S2106). If the transition completed flag is set, in step S2215, the transition completed flag is cleared and the zone display second process is ended. In this case, the advantageous zone does not end.
[0310] On the other hand, if the game is a BB end game in a situation where the continuation flag is not set and the transition flag is not set, the processing for the end of the advantageous zone in steps S2207 to S2209 is performed, and then the second zone display processing is terminated.
[0311] That is, in this embodiment, depending on whether the continuation conditions of the AT mode are met, the end of the BB state may or may not trigger the end of the advantageous zone, and if the BB state ends in a situation where the continuation conditions of the AT mode are not met, it will trigger the end of the advantageous zone, and if the BB state ends in a situation where the continuation conditions are met, it will not trigger the end. In this way, when the continuation conditions of the AT mode are not met, not only does the BB state end, but the advantageous zone also ends, so that extreme situations of advantageous degree, such as the advantageous zone ending immediately after an advantageous state such as a bonus AT state due to the overlap of the BB state and the AT mode, are consecutive, and the advantageous degree of the bonus AT state stands out, and the difference in advantageous degree makes it possible to suitably increase the attention to the bonus AT state.
[0312] <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 49.
[0313] In this slot machine 10, as shown in FIG. 49, 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.
[0314] In the normal zone, for example, if the player wins the lottery to move to the advantageous zone by winning the second minor role (watermelon), the advantageous zone begins in the game in which the game result that triggered the winning is realized (the game is the advantageous zone moving game), and measurement of the number of games played in the advantageous zone (counting the number of advantageous zone games AG) begins from that game. Note that the above-mentioned processing for the advantageous zone moving game (Figure 46) is processing that is performed after moving to the advantageous zone in the game that has moved to the advantageous zone based on the watermelon winning.
[0315] Then, if the lottery for transitioning to AT mode is won during the advantageous zone, and a winning notification and the AT mode flag are set, creating a situation in which a push order notification can occur, the eighth display segment N8 lights up, as this indicates that the conditions for starting the display of the zone indicator have been met.
[0316] After that, while the eighth display segment N8 is lit, a push order notification is generated using the first display segment N1 to the seventh display segment N7. In this case, the push order information ("1" to "6") is displayed by the first display segment N1 to the seventh display segment N7 as described above, and the player can understand the push order based on this push order information. In the push order notification, the push order information begins to be displayed when the start lever 41 is operated in the game, and ends when the third reel is stopped and turned on in the game. If the game is not the final game of the advantageous zone, when the third reel is stopped and turned on, only the display of the push order information by the first display segment N1 to the seventh display segment N7 ends, and the display of the advantageous zone by the eighth display segment N8 continues. Then, if a push order combination is won again in the next game or later, the push order information corresponding to that push order combination is displayed by the first display segment N1 to the seventh display segment N7.
[0317] When the number of continuing games in the advantageous zone reaches the upper limit, or the number of medal increases in the advantageous zone reaches the upper limit increase number, and it becomes the final game of the advantageous zone, the eighth display segment N8 also goes out, and the notification of the advantageous zone ends. In this embodiment, in the final game of the advantageous zone, the eighth display segment N8 goes out when medal payout ends (by the second zone display process, which is the process after the payout determination process). Note that if medal payout is not performed in the final game, the eighth display segment N8 goes out when the third reel stop OFF operation is performed. This allows the player to clearly understand that the game in question was the final game of the advantageous zone.
[0318] As described above, the number of games in the advantageous zone is counted from the game that wins the lottery to move to the advantageous zone, while the push order notification only occurs while the eighth display segment N8 is lit. In other words, even if the zone is advantageous, the push order notification does not occur in the zone where the eighth display segment N8 is off (non-specific zone). In other words, by checking whether the eighth display segment N8 as a zone indicator is lit or not, it is possible to clearly understand that within the advantageous zone, at least, the zone where the benefit of the push order notification can be enjoyed (specific zone, substantially increased zone). This prevents a difference in the degree of advantage between a player who quits the game without knowing that the benefit of the push order notification is available and the successor player who takes his seat after him. In other words, when the eighth display segment N8 is not lit, the push order notification does not occur, so it is possible to end the game gracefully.
[0319] <Performance setting processing> Next, the effect setting process executed by the CPU 181 of the display control device 81 will be described with reference to the flowchart of Fig. 50. The effect setting process is initiated by the CPU 181 at predetermined intervals (for example, every 2 msec).
[0320] In the effect setting process, first, in step S2301, it is determined whether or not a new command has been received from main control device 101. If a new command has been received, in step S2302, a process is executed to store the received command in RAM 183. RAM 183 is provided with a command storage area, which is configured as a ring buffer capable of individually storing multiple commands and from which previously stored commands can be read.
[0321] If a negative determination is made in step S2301, or after the processing of step S2302 has been executed, it is determined in step S2303 whether the newly received command is a betting command. A betting command is a command output from the main control device 101 in response to a betting operation, such as a betting command set in step S306 of the normal processing. If it is a betting command, a betting effect setting process is executed in step S2304. In the betting effect setting process, processing is performed to control the auxiliary display unit 65 and speaker 64 so that an effect based on the current betting operation is performed.
[0322] If a negative determination is made in step S2303, or after the processing of step S2304 has been executed, it is determined in step S2305 whether the newly received command is a start command. A start command is a command output from the main control device 101 based on the operation of the start lever 41, and includes a lottery result command set in step S411 of the lottery processing, as well as a premonition command, pseudo premonition command, stock command, prize permission command, push order notification command, etc. set in the lottery result response processing (Fig. 30). If the command is one of these start commands, a start effect setting processing is executed in step S2306.
[0323] If a negative determination is made in step S2305, or after the processing of step S2306 has been executed, it is determined in step S2307 whether the newly received command is a command at the time of each stop operation. A command at the time of each stop operation is a command output from main control device 101 based on the stop operation of each of reels 32L, 32M, and 32R, and is a stop command set in step S505 of the reel control processing (FIG. 21). If the stop command is a stop command at the time of each stop operation, a process for setting the effect at each stop operation is executed in step S2308. In the process for setting the effect at each stop operation, processing is performed to control auxiliary display unit 65 and speaker 64 so that an effect based on the current stop operation is performed.
[0324] If a negative decision is made in step S2307, or after the processing of step S2308 has been executed, in step S2309 it is determined whether the newly received command is an all stop command. An all stop command is a command output from the main control device 101 when all reels 32L, 32M, and 32R have stopped, and includes the winning result command set in step S517 of the reel control processing (FIG. 21), as well as the AT start command, CZ end command, AT winning notification command, continuation command, non-continuation command, AT end command, etc. set in the winning result response processing (FIG. 42). If the command is one of these all stop commands, in step S2310 an all stop effect setting process is executed.
[0325] If a negative decision is made in step S2309, or after the processing of step S2310 has been executed, other processing is executed in step S2311, and then the effect setting processing is terminated. In step S2311, settings are made for effects based on commands from the main control device 101 other than when betting, starting, or stopping (for example, effects based on operation of the settlement switch 59), effects based on signals from sensors connected without going through the main control device 101 (such as an effect switch detection sensor), settings for error notification, etc.
[0326] The start effect setting process and the all stop effect setting process will be explained below. Note that the explanation of each effect setting process will be given with reference to the outline diagrams of the display effects in Figs. 55 to 57.
[0327] <Start-up performance setting process> The start-time effect setting process in step S2306 will be described with reference to the flowchart in FIG.
[0328] In step S2401, a display mode setting process is performed. In this process, it is determined whether the display mode currently set on the main control device 101 side is normal mode, CZ mode, or AT mode, and the display effect of the auxiliary display unit 65 is set to the corresponding display mode. Specifically, the various flag storage area 183a of the RAM 183 on the display control device 81 side also has areas for setting a CZ mode flag and an AT mode flag as flags for identifying the display mode, and the corresponding flag is set when each mode starts and cleared when it ends. In step S2401, these various mode-compatible flags are identified to identify the current display mode, and the auxiliary display unit 65, speaker 64, upper lamp 63, etc. are controlled to perform the corresponding effect.
[0329] In the next step S2402, it is determined whether the lottery result of the game to be started this time is a press order role win based on the received lottery result command. If the press order role win is a press order role win, in step S2403 it is determined whether a press order notification command has been received. If a press order notification command has been received, in step S2404 it is determined whether the lottery result of the current game is any of normal lip A to normal lip C. If the press order notification command is set in a game that is normal lip A to normal lip C, this means that the game is the start of the AT mode, and in this case, the auxiliary display unit 65, speaker 64, etc. are controlled so that a press order notification effect corresponding to the second replay win is performed in step S2405.
[0330] If a negative judgment is made in step S2404, it means that the lottery result for this game is a push order bell win, and in this case, the auxiliary display unit 65, speaker 64, etc. are controlled so that a push order notification performance corresponding to the first small prize win is performed in step S2406.
[0331] If it is determined in step S2402 that the result of the current game is not a push order role win, it is determined in step S2407 whether the result of the current game is a specific role win. A specific role is a lottery result known as a rare role that is unlikely to appear (to win) as a result of the lottery for each game. In this embodiment, chance eye A to chance eye C, cherry A to cherry C, and watermelon are set as the specific roles. As shown in FIG. 34, in the AT mode transition lottery triggered by these lottery results, it is set so that the AT mode transition is more likely to be won than when a lottery result other than the specific role is triggered. If the result of the current game is a specific role win, in step S2408, a specific role notification process is executed. In the specific role notification process, control is exercised so that a specific role notification indicating that the result of the current game is one of the above specific roles is performed on the auxiliary display unit 65 and the speaker 64. As a specific role notification, for example, as shown in Fig. 55(b), an effect is set in which three exclamation mark characters are displayed on the auxiliary display unit 65 in correspondence with the three stop switches 42 to 44. As described above, since the probability of winning the AT mode transition varies depending on the type of specific role, there is a high level of interest in the type of specific role, and when a specific role notification is made as described above, it is thought that an attempt will be made to determine which result has been won.
[0332] Here, among the specific combinations, Cherry A and Cherry B, and Cherry C, there is a difference between them: if the former wins Cherry A and Cherry B, a 9th replay win, which is a weak cherry replay, is possible, whereas if the latter wins Cherry C, a 9th replay win, which is a weak cherry replay, and an 11th replay win, which is a strong cherry replay, are possible. Furthermore, there is a commonality in that any of Cherry A to Cherry C can win a 10th replay win, which is a cherry spill replay. In other words, if the 9th or 10th replay win is achieved, there is a possibility of winning any of Cherry A to Cherry C, and if the 11th replay win is achieved, it is confirmed that Cherry C has won. In this case, to determine whether a win has occurred among Cherry A, Cherry B, or Cherry C, a player must aim for the symbol corresponding to the 11th replay win. If the symbol stops on a payline, a Cherry C win can be determined. If the symbol does not land on a payline despite the aim, a Cherry A or Cherry B win can be determined. On the left reel 32L, the symbol corresponding to the 11th replay win is a "BAR" symbol. In other words, in this case, a player can determine whether a Cherry C win has occurred by aiming for at least the 9th "BAR" symbol on the left reel 32L and performing a stop operation. Incidentally, if the left stop switch 42 is operated between the time when the 5th "REPLAY" symbol on the left reel 32L reaches the middle row and the time when the 8th "BAR" symbol on the left reel 32L reaches the middle row, a "BAR" symbol can be stopped in the middle row of the left reel 32L.
[0333] Incidentally, when operating in this manner, the "white 7" symbol corresponding to the 1st BB or 2nd BB cannot be stopped on an active line on the left reel 32L, and the "red shell" symbol corresponding to JAC cannot be stopped on an active line on the left reel 32L.
[0334] If a negative judgment is made in step S2403 or step S2407, or after the processing of step S2405, step S2406, or step S2408 has been executed, the process proceeds to step S2409. In step S2409, continuous effect setting processing is executed. Then, in step S2410, bonus AT processing is executed, and in step S2411, processing for setting other start-up effects is performed, and then the start-up effect setting processing is terminated. In step S2411, for example, processing is performed to set an effect suggesting the lottery result in response to the start of the game, or to turn off the lamp around the start lever 41 to notify that the operation has been accepted, etc.
[0335] <Continuous performance setting process> The continuous effect setting process of step S2409 will be described with reference to the flowchart of FIG. 52. The continuous effect setting process is a process for executing continuous effects in the premonition mode or pseudo-premonition mode before the number of games played reaches 0. Continuous effects are a series of effects performed over multiple games, and the result of the series of effects is either a favorable result or an unfavorable result. The result notification is set to be performed in, for example, the final game of the series of effects. More specifically, for example, in a continuous effect as a showdown effect in which a protagonist character faces off against an enemy character, the showdown effect is performed over multiple games, and the result notification is a favorable result notification when the protagonist character wins, and an unfavorable result notification when the protagonist character loses. For example, in a continuous effect that notifies the player of a win in the AT mode, a favorable result notification indicates that the player has won the AT mode, and an unfavorable result notification indicates that the player has not won the AT mode.
[0336] In the continuous effect setting process, first, in step S2501, it is determined whether or not the currently received start command includes a premonition command. If a premonition command is included, in step S2502, the number of premonition games in the premonition mode included in the premonition command is input into the continuous effect counter provided in the various counter area 183b. The continuous effect counter is a counter that allows the CPU 181 to grasp the number of remaining games in the premonition mode or pseudo-premonition mode and the start game of the continuous effect. When the continuous effect counter reaches a value corresponding to the start of the continuous effect, the continuous effect starts. After the process of step S2502 is executed, in step S2503, a premonition flag is set in the various flag storage area 183a. The premonition flag is a flag that allows the CPU 181 to grasp that the premonition mode is in progress.
[0337] If it is determined in step S2501 that a premonition command has not been received, it is determined in step S2504 whether or not the currently received start command includes a pseudo premonition command. If a pseudo premonition command is included, in step S2505, the number of pseudo premonition games in the pseudo premonition mode included in the pseudo premonition command is input into the continuous effect counter. Then, in step S2506, a pseudo premonition flag is set in the various flags storage area 183a. The pseudo premonition flag is a flag that allows the CPU 181 to know that the pseudo premonition mode is in progress.
[0338] If a negative decision is made in step S2504, or after the processing of step S2503 or step S2506 has been executed, the process proceeds to step S2507. In step S2507, it is determined whether or not the premonition flag or pseudo premonition flag is set. If either of these flags is set, the continuous performance counter is decremented by 1 in step S2508. Then, in step S2509, it is determined whether or not the continuous performance counter is a number corresponding to continuous performance. In this embodiment, for example, continuous performance is set to be performed over four games. In this case, in step S2509, if the continuous performance counter is 0 to 4, it is determined that the number corresponds to continuous performance.
[0339] If the continuous effect counter is a number corresponding to the continuous effect, in step S2510, it is determined whether or not the premonition flag is set. If the premonition flag is set, the process proceeds to step S2511, where a premonition effect table is obtained from the various table storage area 182a. Then, in step S2513, the effect data for the corresponding continuous effect is identified from the premonition effect table and the continuous effect counter, the corresponding effect data is obtained from the effect data storage area 182b of ROM 182, and processing is performed to set it as the current continuous effect. The effect data for the continuous effect identified from the premonition effect table is effect data indicating that the continuous effect will continue into the next game if the continuous effect counter is 1 to 3, and effect data indicating that the current continuous effect will end with an announcement of a favorable result if the continuous effect counter is 0.
[0340] If it is determined in step S2510 that the premonition flag is not set, i.e., if the pseudo premonition flag is set, the process proceeds to step S2512. In step S2512, a pseudo premonition effect table is obtained from the various table storage area 182a. Then, in step S2513, effect data for the corresponding continuous effect is identified from the pseudo premonition effect table and the continuous effect counter, the corresponding effect data is obtained from the effect data storage area 182b of ROM 182, and processing is performed to set the same as the current continuous effect. The effect data for the continuous effect identified from the pseudo premonition effect table is effect data indicating that the continuous effect will continue into the next game or that it will not continue if the continuous effect counter is 1 to 3, and effect data indicating that the current continuous effect will end with an unfavorable result notification if the continuous effect counter is 0.
[0341] After the processing of step S2513, it is determined in step S2514 whether the continuous performance counter is 0. If the continuous performance counter is 0, the premonition flag or pseudo premonition flag is cleared in step S2515, and then the continuous performance setting processing is terminated. If a negative determination is made in step S2507, step S2509, or step S2514, the continuous performance setting processing is terminated.
[0342] <Bonus AT processing> Next, the bonus AT processing executed in step S2410 will be explained based on the flowchart of FIG.
[0343] In step S2601, it is determined whether or not the AT mode is in progress. If the AT mode is not in progress, the bonus AT processing is terminated. If the AT mode is in progress, it is determined in step S2602 whether or not the BB state is in progress. A state in the AT mode but not in the BB state means a state of waiting for the start of the bonus AT, more specifically, a state from the start of the AT mode until a BB win occurs, a state where the BB state has temporarily ended and the next BB win is being waited for, or a state where permission to win is being waited for after a BB win has occurred. In this case, in step S2603, control is performed so that a presentation for the BB win waiting state is performed on the auxiliary display unit 65 and speaker 64. The presentation for the BB win waiting state is set as a presentation corresponding to the lottery result of each game (a presentation suggesting the lottery result), as well as a presentation in a manner different from the presentations in other states so that the player can clearly recognize that the bonus AT is being waited for.
[0344] In the following step S2604, it is determined whether or not a winning permission command has been received. As already explained, the winning permission command is a command output from the main control device 101 in a game in which it is possible to win any BB while waiting for the start of the bonus AT. More specifically, it is a command output when the lottery result of the game is a loss while waiting for the start of the bonus AT in which any BB has been won. If the winning permission command has been received, in step S2605, a BB winning permission notification process is executed. In the BB winning permission notification process, as a BB winning permission notification that lets the player know that it is time to achieve a BB winning, for example, as shown in FIG. 55(a), the auxiliary display unit 65 notifies the player of the type of BB that has been won, and displays an image of a male character shouting, "Go for it!!" When announcing the type of BB that has been won, for example, when the first BB has been won, the first BB notification should display the stopping result that will result in the first BB winning (the stopping result where the ``white 7'' symbols line up on the middle line L2), and when the second BB has been won, the second BB notification should display the stopping result that will result in the second BB winning (the stopping result where the ``white 7'', ``white 7'', and ``red 7'' symbols line up on the middle line L2 from left to right).
[0345] If it is determined in step S2602 that the game is in the BB state and the current state is the bonus AT state, the process proceeds to step S2606. In step S2606, a process of adding 1 to the BB counter provided in the various counter area 183b is executed. The BB counter is a counter that allows the CPU 181 to grasp the number of games in the bonus AT mode, and more specifically, is a counter that determines the presentation content of each game when announcing whether the AT mode will end with the end of the current BB state in a situation where the game is in the AT mode and the BB state.
[0346] Here, an overview of the presentation during the bonus AT state in this embodiment will be explained with reference to Figures 56 and 57.
[0347] In this embodiment, a battle presentation between the main character and the enemy character is performed in the bonus AT state, and if the AT mode continues, a continuation presentation is performed in which the main character defeats all of the enemy characters and wins, and if the AT mode ends, an end presentation is performed in which the main character is defeated without defeating all of the enemy characters. For example, in the first game of the bonus AT state, as shown in Figure 56(a1), the main character is displayed with a machine gun, and then, as shown in Figure 56(a2), three zombie enemy characters are displayed. In this case, if all three zombies are defeated by the end of the battle presentation, a continuation presentation is performed, and if even one zombie remains, an end presentation is performed.
[0348] For example, in the second game in the bonus AT state, as shown in Fig. 56(b1), the main character is shown attacking with a machine gun, and then as shown in Fig. 56(b2), the number of enemy characters is reduced by one (defeated) as a result of the attack. Also, in the third game in the bonus AT state, as shown in Fig. 56(c1), the main character launches another attack, and as shown in Fig. 56(c2), the number of enemy characters is reduced by another one.
[0349] Then, in the fourth game of the bonus AT state, either the continuation effect or the end effect is displayed to notify the result of the battle effect. In the case of a continuation effect, as shown in FIG. 57(a1), the main character's attack blows away the last enemy character, and as shown in FIG. 57(a2), the main character roars in victory and celebrates, with the word "WIN" displayed to clearly indicate that the result of the battle effect is a continuation effect. This allows the player to clearly understand that the AT mode will continue even after the current bonus AT state. In the case of an end effect, as shown in FIG. 57(b1), the enemy character attacks, and as shown in FIG. 57(b2), the main character falls face-up, with the word "LOSE" displayed to clearly indicate that the result of the battle effect is an end effect. This allows the player to clearly understand that the AT mode will end with the end of the current bonus AT state.
[0350] Returning to the explanation of the bonus AT processing, after executing the BB counter increment processing in step S2606, it is determined in step S2607 whether or not a continuation flag is set in the various flag storage area 183a. The continuation flag is set based on the receipt of a continuation command from the main control device 101 at the start of the bonus AT state (at the time of BB winning), and is cleared based on the absence of a continuation command at the start of the next bonus AT state, and is a flag that allows the CPU 181 to determine whether or not to continue the battle effects during the bonus AT state. If the continuation flag is set, in step S2608, a continuation effect table is obtained from the various table storage area 182a. Then, in step S2609, the effect data for the corresponding bonus AT state is identified from the continuation effect table and the BB counter, and the corresponding effect data is obtained from the effect data storage area 182b of the ROM 182, and processing is performed to set it as the current effect. As the effect data for the bonus AT state specified from the continuation effect table, the continuation effect shown in Figure 57(a) is set, especially when the BB counter is 4, which corresponds to the fourth game in which the result is announced.
[0351] On the other hand, if the continuation flag is not set in step S2607, it is determined in step S2610 whether or not a revival flag is set in the various flag storage area 183a. The revival flag is set based on the receipt of a continuation command from the main control device 101 during the bonus AT state (during the BB state), and is cleared based on the absence of a continuation command at the start of the next bonus AT state. If the revival flag is set, in step S2611, a revival effect table is obtained from the various table storage area 182a. Then, in step S2609, the effect data for the corresponding bonus AT state is identified from the revival effect table and the BB counter, and the corresponding effect data is obtained from the effect data storage area 182b of ROM 182, and processing is performed to set it as the current effect. As the effect data for the bonus AT state specified from the effect table for revival, in particular when the BB counter is 4 corresponding to the fourth game in which the result is announced, the end effect of Fig. 57(b) is set, and a revival effect is set in which the main character stands up and engages in battle again during the time period up until the bet operation at the start of the next game after the BB end game when the BB counter is a value greater than 4. For example, when the revival effect is set during the BB end game, as shown in Fig. 57(c1), in a game in which an AT mode end effect is performed, after the end of the AT mode and the number of games to be played in the AT mode and the number of medals acquired are announced, the above revival effect is performed as shown in Fig. 57(c2), and the player can clearly understand that the AT mode will continue.
[0352] If neither the continuation flag nor the revival flag is set in step S2710, a non-continuation effect table is obtained from the various table storage area 182a in step S2712. Then, in step S2609, effect data for the corresponding bonus AT state is identified from the non-continuation effect table and the BB counter, and corresponding effect data is obtained from the effect data storage area 182b of ROM 182, and processing is performed to set it as the current effect. As the effect data for the bonus AT state identified from the non-continuation effect table, especially when the BB counter is 4 corresponding to the fourth game in which the result is announced, the end effect of Figure 57(b) is set.
[0353] Here, the effect data acquired using the revival effect data table and the effect data acquired using the non-continuation effect data table are set so that the content is the same from the start game of the battle effect to the game in which the result is announced, and the data tables are set so that the same effect data is acquired. Therefore, the effect data can be shared.
[0354] After setting the effects for the bonus AT state in step S2609, it is determined in step S2613 whether the lottery result for this game is a JAC win. If a JAC win is determined, a JAC avoidance notification process is executed in step S2614. The JAC avoidance notification process is a process for issuing a notification to prevent a JAC win, and more specifically, a process for displaying a win avoidance notification on the auxiliary display unit 65, etc. As described above, a JAC win is achieved when the "red shell" symbol, "white shell" symbol, and "white 7" symbol stop on an active line from left to right. However, a JAC win can be avoided by operating the stop switch 42 at a timing when the "red shell" symbol cannot be stopped on the active line (middle row) of the left reel 32L. More specifically, a JAC win can be avoided by operating the stop switch 42 at a timing that avoids the timing between the 0th "replay" symbol on the left reel 32L reaching the middle row and the 4th "red shell" symbol reaching the middle row.
[0355] As shown in FIG. 55(b), the winning avoidance notification is set to display three exclamation mark characters on the auxiliary display unit 65 in correspondence with the three stop switches 42-44. As described above, even if the lottery result of each game is a win for a specific role, the notification of FIG. 55(b) is made as the specific role notification. The winning avoidance notification for avoiding the JAC winning has the same content as the specific role notification, and the effect data is shared. This is because the operation timing of the stop switches 42-44 for avoiding the JAC winning and the operation timing of the stop switches 42-44 for determining the type of specific role overlap. In other words, in this embodiment, if the stop operation of the stop switches 42-44 is performed at the operation timing for determining the type of specific role, the JAC winning can be avoided.
[0356] If a negative decision is made in step S2604 or step S2613, or after the processing of step S2605 or step S2614 has been executed, the process proceeds to step S2615. In step S2615, it is determined whether or not a stock command has been received. If a stock command has been received, a stock notification process is executed in step S2616. In the stock notification process, control is exercised so that a notification that the main control device 101 has won the stock lottery (see FIG. 36) is made on the auxiliary display unit 65 and the speaker 64. As a stock notification effect, for example, the auxiliary display unit 65 displays the words "V Stock!!" and the speaker 64 emits an intense electronic sound such as "Kyupipipipikuiiiin!", allowing the player to clearly understand that they have won the stock lottery. In addition, by making the stock notification effect as intense as described above, not only the player playing the gaming machine in question, but also players playing gaming machines installed nearby (for example, up to three machines away) can understand that the stock notification effect is being performed, thereby increasing the sense of superiority of the player playing the gaming machine in question. If a negative decision is made in step S2615, or after the processing of step S2616 is executed, the bonus AT processing is terminated.
[0357] <Performance setting process when all stops> Next, the all-stop effect setting process executed in step S2310 will be described with reference to the flowchart in Fig. 54. The all-stop effect setting process is a process for setting the effect to be executed when one game ends.
[0358] In step S2701, it is determined whether or not an AT winning notification command has been received. If an AT winning notification command has been received, in step S2702, AT mode winning notification processing is executed. In the AT mode winning notification processing, for example, the auxiliary display unit 65 displays "AT GET!!” is displayed and a corresponding sound effect is output from the speaker 64.
[0359] If it is determined in step S2701 that an AT win notification command has not been received, it is determined in step S2703 whether or not an AT start command has been received. If an AT start command has been received, AT mode start notification processing is executed in step S2704. In the AT mode start notification processing, the auxiliary display unit 65 and speaker 64 are controlled so that an AT mode start effect is performed according to the continuation rate of the AT mode that is being started this time. For example, in the AT mode start effect, text such as "AT START!!" is displayed on the auxiliary display unit 65, and the color of the text display and the text display effect is changed according to the continuation rate.
[0360] Here, in this embodiment, after transitioning to AT mode, transition to bonus AT state is permitted, and then, when the bonus AT state ends without a continuation flag, the advantageous zone ends once, but when transitioning back to the advantageous zone, it is set to CZ mode. Then, if the AT mode transition lottery is not won within the set number of games, the CZ mode is set to normal mode, and a series of advantageous states are executed while transitioning between each state and mode from the start of AT mode to the end of CZ mode. The above-mentioned AT mode start effect is an effect for starting such a series of advantageous states.
[0361] If it is determined in step S2703 that an AT start command has not been received, it is determined in step S2705 whether or not an AT end command has been received. If an AT end command has been received, an AT mode end notification process is executed in step S2705. In the AT mode end notification process, the auxiliary display unit 65 and speaker 64 are controlled so that an AT mode end effect (see Figure 57 (c1)) is performed to notify the player that the AT mode is ending and to notify the player of the number of games continued and the number of medals won in the AT mode that is ending.
[0362] After the AT mode end notification process is executed in step S2705, the CZ mode start notification process is executed in step S2706. As already explained, in this embodiment, when the BB state ends and the continuation flag is not set, the AT mode and the advantageous zone end. After the advantageous zone ends at the end of the BB state, if the BB carryover flag is not set and the BB state is not in effect (steps S2101 and S2105: NO), the system transitions to the CZ mode upon re-entering the advantageous zone. The CZ mode start notification process in step S2706 is a process for setting the CZ mode start effect to be displayed at the start of the next game (e.g., as a bet effect). In the CZ mode start notification process, although the AT mode itself has ended, a transition to the CZ mode, which has a high probability of transitioning to the AT mode, has occurred. To notify the player that there is a chance to return to the AT mode, for example, the auxiliary display unit 65 displays text such as "Aim for a comeback!!" and the speaker 64 outputs a corresponding sound effect.
[0363] Here, the AT mode end effect set in step S2705 and the CZ mode start effect set in step S2706 are set to be executed seamlessly. More specifically, the AT mode end effect is executed until the bet operation at the start of the next game, and then switches to the CZ mode start effect based on the bet operation at the start of the next game. In this case, the bonus AT state effect data specified from the revival effect table is set to a pattern in which the AT mode end effect is executed in the game in which the bonus AT state ends, and then the revival effect is executed based on the bet operation at the start of the next game. In other words, even if the AT mode end effect is executed, the end of the AT mode is not confirmed until the bet operation at the start of the next game. If the revival effect is executed at the time of the bet operation, the AT mode continues, and if the CZ mode start effect is executed at the time of the bet operation, the AT mode ends. This avoids the situation where the advantageous zone ends if the continuation condition is not met due to the end of the BB state, and the fact that the continuation condition is not met is clearly understood from the effect content.
[0364] In addition, as mentioned above, the CZ mode is set by transitioning to a favorable zone when the BB carryover flag is not set, and the CZ mode start effect notifies the player of the transition to the CZ mode before the CZ mode is set. By doing this, it is possible to make the player feel as if the AT mode and the CZ mode are a series of favorable zones, and the favorable zone when transitioning to the CZ mode is as if the information from the previous favorable zone is being carried over.
[0365] Incidentally, the eighth display segment N8 as the interval indicator stops displaying the fact that the advantageous interval is in progress when medal payout is completed in the bonus AT state end game where the advantageous interval ends. Then, based on the setting of the CZ mode flag, the display start process (step S2009) starts the display. In other words, the advantageous effects of the series of advantageous states from the start of the AT mode to the end of the CZ mode on the auxiliary display unit 65 and speaker 64 are continuously executed even when the game transitions to the normal interval, while the interval indicator stops displaying once in conjunction with the transition to the normal interval and starts displaying again based on the transition to the advantageous interval. This allows the gaming parlor manager or the like to easily identify fraudulent behavior that exploits the continuity of the advantageous interval, while ensuring a favorable effect for the player.
[0366] If it is determined in step S2705 that the AT end command has not been received, it is determined in step S2708 whether or not the CZ end command has been received. If the CZ end command has been received, in step S2709, processing for notifying the end of CZ mode is executed. In the CZ mode end notification process, the auxiliary display unit 65 and the speaker 64 are controlled so that a CZ mode end effect (for example, a text display such as "Too bad" and a corresponding sound effect) is performed to indicate that the CZ mode has ended. Note that the end of the CZ mode marks the end of the series of advantageous states described above, and the CZ mode end effect can be said to be an effect that is executed at the end of the advantageous effects in the series of advantageous states.
[0367] If it is determined in step S2708 that the CZ end command has not been received, it is determined in step S2710 whether or not a continuation command has been received. As already explained, the continuation command is output from the main control device 101 at the start of a bonus AT state in which the continuation condition is met, and is also a command that is output when the continuation condition is met during the bonus AT state. If a continuation command has been received, proceed to step S2711 to determine whether or not the current game is the start game of the bonus AT state, that is, whether or not any BB win has been achieved. If it is the start game of the bonus AT state, processing is executed to set the continuation flag in step S2712. By performing this processing, presentation settings are made using the presentation table for continuation in the subsequent bonus AT processing (Figure 53).
[0368] If it is determined in step S2711 that the bonus AT state is not at its start, it means that the continuation condition is met during the bonus AT state. In this case, a process to set the revival flag is executed in step S2713. By performing this process, in the subsequent bonus AT process (Fig. 53), a performance setting using the revival performance table is performed.
[0369] If it is determined in step S2710 that a continuation command has not been received, the process proceeds to step S2714, where it is determined whether a non-continuation command has been received. As already explained, a non-continuation command is a command output from the main control device 101 at the start of a bonus AT state in which the continuation conditions have not been met. If a non-continuation command has been received, processing is executed in step S2715 to clear the continuation flag and revival flag. In detail, if the continuation flag is set, it is cleared, and if the continuation flag is not set, that state is maintained. In addition, if the revival flag is set, it is cleared, and if the revival flag is not set, that state is maintained. By performing this processing, in the subsequent bonus AT processing (Figure 53), performance settings are made using the non-continuation performance table.
[0370] After executing any of the processes in steps S2702, S2704, S2707, S2709, S2712, S2713, and S2715, or after a negative determination in step S2714, other setting processes for all stop effects are performed in step S2716, and then this all stop effect setting process is terminated. In step S2716, for example, the upper lamp 63 is controlled to light up in a color corresponding to the winning combination, a sound effect corresponding to the payout number of the winning combination is controlled to be emitted from the speaker 64, or a sound effect corresponding to an automatic bet during a replay is controlled to be emitted from the speaker 64.
[0371] <Game progress> The flow of the game will be explained with reference to the timing charts in FIGS.
[0372] First, we will explain the start and end of the advantageous zone.
[0373] If the setting is changed at time t1, such as before the opening of the gaming hall, the advantageous zone flag is cleared in the initialization process for advantageous zone information (step S205) of the main process (FIG. 16). As a result, the advantageous zone ends and is set to the normal zone. However, even when the setting is changed, the information about winning various BBs (BB carryover flag) is not cleared, and the BB carryover state is maintained. Shortly after the start of the game, the player wins the advantageous zone transition lottery at time t2, resulting in a transition to the advantageous zone. In this case, since the BB carryover flag is set, the advantageous zone transition game process (FIG. 46) transitions to the normal mode and performs the process for setting the ceiling game count (steps S2102 to S2404). If the transition to the AT mode is triggered at time t3, for example, by the consumption of the ceiling game count, the continuation flag is set in the start game of the AT mode (step S1707). Although there is a slight difference between the timing when the AT mode winning flag is set and the timing when the transition to AT mode occurs, they are shown together as t3 in the figure. Also, when the transition to AT mode occurs, the display of the eighth display segment N8 begins as the interval indicator, and the auxiliary display unit 65 and speaker 64 perform an AT mode start effect, and the advantageous effects during AT mode begin.
[0374] After that, the BB win carried over from the game resulting from the missed timing at t4 is permitted. In this case, in the second section display process (Fig. 48), the AT mode flag is set, and since the BB win occurs under the circumstances where the transition permission condition is met, the advantageous section is not terminated (step S2211: NO). Also, when the BB win is achieved, the continuation determination at the time of the BB win (steps S1901 to S1908) is performed in the AT continuation setting process (Fig. 44). For example, if the stock counter is 1 (step S1902: NO) or if the continuation lottery is won even if the stock counter is 0 (step S1906: YES), the continuation flag is maintained, and a continuation command is output from the main control device 101 to the display control device 81. As a result, the bonus AT state that starts from the timing of t4 is performed using the continuation effect table.
[0375] If the BB state ends at the timing of t5, in the continuation judgment at the time of BB end (steps S1914 to S1918), processing to continue the AT mode is performed, and the continuation flag is maintained (step S1916: YES). As a result, in the second section display processing (Fig. 48), the continuation flag is set, and the BB ends in a situation where the continuation condition is met, so the advantageous section does not end (step S2213: YES).
[0376] Shortly after the BB state ends at time t5, one of the BBs is won at time t6. Then, in the game resulting from a miss at time t7, the BB that was won at time t6 is allowed to win. In this case, too, the advantageous zone does not end because the BB win occurs when the AT mode flag is set. However, in the AT continuation setting process at time t7, the continuation lottery is not won, indicating that the continuation condition is not met. In this case, the continuation flag is cleared (step S1907), and a non-continuation command is output from the main control device 101 to the display control device 81. As a result, the bonus AT state that starts at time t7 is performed using a non-continuation effect table.
[0377] If the BB state ends at time t8 and the player has not won the stock lottery by that time, the AT mode flag is cleared in the continuation determination at the end of the BB at that time (step S1917). Then, in the second section display process (FIG. 48), the continuation flag is not set, and the BB ends in a situation where the continuation condition is not met, so processing for the end of the advantageous section is performed (step S2213: NO). Note that during the BB state that ends at time t8, no transition to the advantageous section has occurred, so the transition completion flag is not set. Furthermore, at the end of the advantageous section, the display of the eighth display segment N8 as the section indicator is terminated. In response to this, an AT end command is output from the main control device 101 to the display control device 81 at time t8, and thus the AT mode end effect is performed and the CZ mode start effect is performed. A series of advantageous effects, including the AT mode start effect and the effects during the CZ mode on the auxiliary display unit 65 and speaker 64, are continued.
[0378] Shortly after the BB state and advantageous zone end at t8, the advantageous zone transition lottery process re-transitions to the advantageous zone (t9). In this case, the transition to the advantageous zone occurs before the first BB or second BB is carried over, and the advantageous zone transition game process (Figure 46) performs the process for transitioning to CZ mode (steps S2107 and S2108). In other words, the advantageous zone to which the transition occurs at t9 is set to CZ mode. After that, at the timing of t10, one of the BBs is won, and the BB is carried over. Also, if a transition to CZ mode occurs at the timing of t9, the display on the zone indicator also resumes. Note that the advantageous effects on the auxiliary display unit 65 and speaker 64 continue, including the timings from t8 to t9.
[0379] In CZ mode, the probability of winning the AT mode transition lottery is set higher than in normal mode. Therefore, for example, if the AT mode transition lottery is won at timing t11 during CZ mode, transition to the bonus AT state is permitted again (t12). The figure shows a case where the continuation judgment (steps S1901 to S1908) at the time of BB winning determines that no continuation is to occur, and the continuation flag set at timing t11 is cleared at timing t12.
[0380] At t13, when the BB state ends, the continuation flag is not set, so when the BB state ends at t13, the advantageous zone also ends. Then, if the first or second BB is won at t14, i.e., if a first BB or a second BB with a duplicated RIP or a duplicated RIP and a second BB is won, the game transitions to the advantageous zone. In this case, the CZ mode is set because the transition to the advantageous zone occurs without a BB win being carried over. The BB carryover flag is set at the end of the game if a BB win is not achieved in the BB winning game. Therefore, the BB carryover state begins from the game following t14, when the transition to the advantageous zone occurs (t15). Also, similar to the timings from t8 to t9 above, the display on the zone indicator ends at t13 and resumes at t14. Meanwhile, the series of advantageous effects between the AT mode and the CZ mode on the auxiliary display unit 65 and speaker 64 continues, including the timings from t13 to t14.
[0381] If the CZ mode that was entered at t14 ends at t16 without winning the AT mode transition lottery, the advantageous zone will be maintained but the game will transition to normal mode. In this case, when the game transitions to normal mode (when the CZ mode ends), a process for setting the ceiling game number is performed (step S1806). In normal mode, the game will transition to AT mode depending on whether the set ceiling game number is consumed or the AT mode transition lottery is won. In addition, since the game transitions to normal mode at t16, the display on the zone indicator will end, and the advantageous effects on the auxiliary display unit 65 and speaker 64 will also end.
[0382] If the setting is changed at t17, the advantageous zone flag is cleared as described above, so play will start from the normal zone after the setting change. In this case, the BB winning information (BB carryover flag) is not cleared when the setting is changed, so play will start in the carryover state. In this case, if the transition to the advantageous zone occurs at t18, the advantageous zone will be set as normal mode, not CZ mode.
[0383] Next, a situation in which the BB winning is achieved when the BB winning permission condition is not met (not in the AT mode) will be described with reference to FIG.
[0384] When the game moves to the advantageous zone at the timing of t21, which is the BB carryover state, the game is set to normal mode and the ceiling game number is set. As mentioned above, the transition to AT mode occurs when the ceiling game number is consumed (t24), but here we show a case where a BB win is achieved at the timing of t22, before the ceiling game number is consumed. In this case, in the second zone display process, the process for the end of the advantageous zone is performed as a BB win in a situation where the winning permission condition is not met (step S2211: YES).
[0385] The lottery for transitioning to the advantageous zone is also held in the BB state, and shortly after transitioning to the BB state, the lottery for transitioning to the advantageous zone is won at timing t23, resulting in transition to the advantageous zone. In this case, in the processing for the advantageous zone transition game (FIG. 46), as a transition to the advantageous zone during the BB state, the transition completion flag is set and the ceiling game number is set (step S2105: YES).
[0386] Here, during the BB state, the lottery for transitioning to the AT mode is not conducted (step S1201: YES). Furthermore, during the BB state, the ceiling game count (step S1216) is not conducted. Therefore, no matter how long the BB state continues, transition to the AT mode does not occur during that BB state, and each game during the BB state does not contribute to the ease of transitioning to the AT mode. Furthermore, during the BB state, which is not during the AT mode, the push order notification is not generated as described above, and therefore the number of medals held will decrease. In other words, transitioning to the BB state without transitioning to the AT mode will result in an unfavorable event for the player. Incidentally, the BB state will continue until the maximum payout number of 140 medals is paid out.
[0387] When the BB state ends at the timing of t25, the continuation flag is not set, but the advantageous zone does not end due to the transition flag set in step S2106 as described above. Then, shortly after the BB state ends, a BB win occurs at the timing of t26, and the BB carryover state begins again.
[0388] Similarly, if a BB win occurs at t27, which is before t31, the ceiling game count set at t23, and before the transition to AT mode, the advantageous zone ends. Then, at t28 during the BB state, the advantageous zone is entered, and the transition flag and ceiling game count are set. Then, when the BB state ends at t29, the state re-enters the BB carryover state shortly thereafter at t30.
[0389] The AT mode winning flag is set by playing normal mode games until the ceiling game count set at t32 is reached. However, since the ceiling game count is not counted during the BB state from t28 to t29, the games that contribute to the subtraction of the ceiling game count are the games from t29 to t32. Also, as mentioned above, when the AT mode winning flag is set, the premonition mode is set. However, if a BB win occurs at t33 before the AT mode winning notification (before the transition to AT mode), the advantageous period does not end and the AT mode winning flag is not cleared. However, since the BB state achieved at t33 is not a BB during AT mode, it is not a bonus AT state. Therefore, medal increases are not expected, and the premonition mode does not progress during the BB state. In this case, the premonition mode resumes at t34, when the BB state achieved at t33 ends, and the AT mode winning notification is made at t35, when the premonition mode game count reaches 0.
[0390] Next, the mechanism by which medals increase in the bonus AT state is explained with reference to Figure 60.
[0391] If a transition to the advantageous zone occurs during the BB carryover state at time t41, the game will be set to normal mode as described above. If a BB win occurs during normal mode at time t42, the advantageous zone will end, and at time t43 during the BB state, the game will transition back to the advantageous zone, as described above.
[0392] As explained above, the BB state is divided into three states: the BB1 state before the JAC is won, the BB2 state after the JAC is won and the JAC win is carried over, and the BB3 state after the JAC is won. When the BB state starts at t42, the BB1 state is entered first. In this BB1 state, in addition to the push order bell, it is possible to win the JAC. Furthermore, since the number of symbols is prioritized when the JAC carryover flag is not set (see Figure 29), even if the push order at the time of the push order bell win matches the first minor win, the fourth to 27th minor wins, which pay out one coin other than the first minor win, are given priority. In other words, the first minor win, which pays out 15 coins, is not achieved when the push order bell is won.
[0393] If a JAC is won at time t44 but the JAC win is not achieved in that JAC winning game, the game enters the JAC carryover state, which results in the BB 2 state. In this case, since the JAC carryover flag is set, number-priority control is performed (see Figure 29). If the push order at the time of the push order bell win matches the first minor role, the first minor role win is achieved and 15 medals can be paid out. However, since this situation is in normal mode and no push order notification is made, it is rare (1 in 6 probability) for the push order at the time of the push order bell win to match the first minor role, and a large increase in medals cannot be expected.
[0394] When a bonus (1st BB, 2nd BB, JAC) and a small combination or replay are both won, the small combination or replay takes priority and the BB 2 state is set up so that a losing result does not occur (see Figure 27), so a JAC win is unlikely to occur in the BB 2 state, and basically, once the BB 2 state is entered, the BB 2 state is maintained until the end of the BB state at timing t45. Note that a JAC win occurs in the BB 2 state when a winning small combination is missed and the JAC symbol can be stopped on an active line.
[0395] Shortly after the BB state ends at t45, the game transitions again to the BB carryover state at t46. The game transitions to AT mode at t47, and if a BB win is achieved at t48, the bonus AT state begins as the BB state in the AT mode. This bonus AT state starts from the BB 1 state as described above. If a JAC win is achieved at t49, a win avoidance notification (Figure 55(b)) occurs in the JAC avoidance notification process (step S2614) as described above. Here, we show the case where a JAC win is achieved without following the win avoidance notification, in which case the game transitions to the BB 3 state from t48.
[0396] In the BB3 state, the probability of winning the No-Question Bell increases, making it easier to achieve the first small win. Because only the first small win is associated with the No-Question Bell, the first small win will be achieved regardless of the push order or priority control at the time of winning. Furthermore, since the appearance rate of the first small win when the No-Question Bell is won in the BB3 state is higher than the appearance rate of the first small win when the Push Order Bell is won in the BB1 state or the BB2 state, in situations where push order notifications do not occur, the BB3 state can be said to be a more advantageous state than the BB1 state or the BB2 state.
[0397] The BB state ends at t50, which shows the case where the continuation conditions are not met and the advantageous zone also ends. Then, at t51, a re-transition to the advantageous zone occurs, and since the transition to the advantageous zone occurs without a BB win carried over, the CZ mode is set. If a BB win occurs at t52 and the BB win is achieved at t53, before the transition to AT mode, the BB state will occur, with no push order notification, just like at t43.
[0398] However, since the BB win at time t53 is a BB win during CZ mode, the advantageous zone does not end and CZ mode is maintained. Also, during the BB state, the count of the number of games in CZ mode is stopped. Furthermore, during the BB state, the lottery for transitioning to AT mode is not held.
[0399] Since there is no push order notification, if a JAC win occurs at the timing of t54 but the JAC cannot be achieved, the BB 2 state will occur. In other words, from t53 to t54, the BB 1 state is in effect, and from t54 to t55, when the BB state ends, the BB 2 state is in effect. And, if the push order matches the 1st minor role in the BB 2 state, the 1st minor role can be achieved, but since there is no push order notification in the first place, the appearance rate of the 1st minor role is lower than that in the BB 3 state.
[0400] As mentioned above, even if the BB state is entered during CZ mode, the AT mode transition lottery is not conducted during the BB state, but the number of games in CZ mode is not counted either (see Figure 43), so CZ mode can continue again even at the time t55 when the BB state ends.
[0401] If BB is won at time t56 and a transition to AT mode occurs at time t57, the bonus AT state will begin if BB is won at time t58. If JAC is won at time t59, a win avoidance notification (Figure 55(b)) will occur due to the JAC avoidance notification process. Here, we show a case where JAC winning is avoided in accordance with the win avoidance notification, and in this case, the BB second state will begin at time t59.
[0402] In the BB 2 state during the bonus AT state, it is possible to achieve the first small prize by following the push order notification when the push order bell is won. In this case, the appearance rate of the first small prize is six times that of the BB 2 state where the push order notification does not occur, and you can expect to win many medals until the timing of t60 when the BB state ends.
[0403] According to the present embodiment described above in detail, the following excellent effects are achieved.
[0404] In the second section display process, if the first BB win or the second BB win is achieved during AT mode, the advantageous section is not terminated and the state is switched to the bonus AT state, while if the first BB win or the second BB win is achieved during normal mode, the advantageous section is terminated. This configuration allows the player to enjoy the benefit of expecting a large increase in medals by treating each BB state as a bonus AT state during AT mode, but prevents the player from enjoying the benefit of the bonus AT state during normal mode, making it possible for the profit in the BB state to vary greatly depending on the timing of the BB win. This increases interest in the timing of the BB win, and makes it possible to play in a way that even if a BB win occurs during normal mode, the player waits until the transition to AT mode to prevent the BB win.
[0405] After a BB win occurs in normal mode and the player transitions to the normal zone, the system is configured to set to normal mode when re-transferring to the advantageous zone. That is, since the advantageous zone transition lottery process and the first zone display process for transitioning to the advantageous zone are also performed during the BB state, if the advantageous zone ends based on a BB win and the player wins the advantageous zone transition lottery process during the BB state, a transition to the advantageous zone occurs. In this case, the system is configured to set to normal mode even when the advantageous zone transition occurs in a situation where the BB carryover flag is not set. In this way, even if a BB win occurs in normal mode, it is possible to prevent an event in which the advantageous zone to which the player subsequently re-transfers becomes advantageous, and to encourage players not to win a BB win in normal mode.
[0406] Furthermore, when the advantageous zone ends, initialization processing of the advantageous zone information is performed and the ceiling game number is erased (ceiling counter initialization processing), and when switching to normal mode, the ceiling game number is set, but if a BB is won during normal mode, the ceiling game number is reset and the number of games played up to that point is wasted. This also makes it possible to encourage players not to win a BB during normal mode.
[0407] In the bonus AT state, which is entered when a BB win is made during AT mode, the JAC carryover flag is set by avoiding the JAC win that could have been made during the BB state, and the first small win, which pays out 15 coins, can be made based on the push order bell being won when the JAC carryover flag is set. In other words, in BB state, to make the first small win, which pays out 15 coins, occur not only when the push order bell is won, but also when the JAC carryover flag is set. In this way, even if a BB win is made in a state other than AT mode, and the operation sequence when the push order bell is won happens to correspond to the first small win, the first small win will not be made unless the JAC carryover flag is set. Furthermore, even if the JAC carryover flag is set, the first small win will not occur unless the operation sequence corresponding to the first small win is matched, so it is possible to raise the hurdle for achieving the first small win in the BB state during normal mode, making it possible to prevent the BB win during normal mode and to increase the difference in advantage with the BB state (bonus AT state) during AT mode.
[0408] The AT lottery process is configured to be able to execute the AT mode transition lottery in the BB carryover state where the BB carryover flag is set, and furthermore, the winning result response process is also configured to be able to execute the process of transitioning to AT mode in the BB carryover state, so that when a BB is won in the normal section or normal mode, etc., the BB win is maintained without being realized until the transition to AT mode occurs, thereby making it possible to ideally realize gameplay such as this.
[0409] In the normal game state, the first BB is won by the first BB of the replay overlap, and the second BB is won by the second BB of the replay overlap. The winning probabilities for these are approximately 1 in 20.1 and 1 in 6.7, respectively, totaling approximately 1 in 5. This probability is higher than the probability of winning any of the replays of normal replay A to normal replay C, chance eye A to chance eye C, and cherry A to cherry C (approximately 1 in 7.30), and it can be said that after the BB state ends, there is a relatively high probability of winning any of the BBs. By configuring it in this way, the consecutive win nature of the bonus AT state can be suitably realized.
[0410] The Cherries A through C that trigger the AT mode transition lottery have significantly different winning probabilities. Therefore, players are likely to be interested in which Cherry triggered the AT mode transition lottery. Cherries A through C each have different winning patterns, and to determine which Cherry has won, players must aim for a "BAR" symbol on the left reel 32L and stop the reel. Aiming for a "BAR" symbol on the left reel 32L prevents the "White 7" symbol, which corresponds to the first or second BB win, from stopping on a pay line. This effectively prevents players who are eagerly awaiting the transition to the AT mode from accidentally achieving a first or second BB win.
[0411] If the AT mode win flag is set, the advantageous zone will not end even if the BB win occurs in normal mode. This prevents inconveniences such as accidentally winning the BB even though the AT mode has been won, resulting in the advantageous zone ending and the AT mode win being lost. However, even if the AT mode win flag is set, if a BB win is achieved, the AT mode flag has not yet been set, so the benefits of the bonus AT state cannot be enjoyed. This ensures fairness between players who can detect an AT mode win early and those who cannot, and allows players to enjoy the effects in the premonition mode and pseudo-premonition mode, which determine whether or not they have won the AT mode, to the end.
[0412] In this embodiment, when the BB state ends, the advantageous zone ends and the system transitions to the normal zone, and when re-transitioning to the advantageous zone, the system is configured to set to CZ mode on the condition that the BB carryover flag is not set. By doing this, when the bonus AT state ends, the advantageous zone ends once, and if the system re-transitions to the advantageous zone immediately afterwards, the BB carryover flag is not set, so the system is set to CZ mode, and it becomes possible to set to CZ mode after the bonus AT state.
[0413] Furthermore, since the system is configured to set to normal mode if the BB carryover flag is set when transitioning to the advantageous zone, for example, if the gaming hall closes during AT mode, and then an initialization process for the advantageous zone information is executed by changing the settings, it is possible to erase the information in AT mode so that the information in that AT mode is not carried over to the next day.In that case, even if the system is set to the normal zone, as long as the BB carryover flag is maintained, it is possible to avoid being set to CZ mode first thing in the morning.
[0414] In contrast, when the power to the gaming machine is turned on while operating the reset switch 72, the RAM clear process is executed in the main process, and various information stored in the RAM 106, such as the advantageous zone information, the BB carryover flag, the BB state flag, etc., are initialized. In this case, after power-on, the normal zone is entered and the BB carryover flag is not set, so if a transition to an advantageous zone occurs thereafter, it is highly likely that the CZ mode will be set. In this way, the manager of the gaming hall can set the CZ mode to be more difficult or more likely to be set, such as in the early morning state, and it becomes possible to make game settings that make good use of the specifications of the gaming machine.
[0415] Furthermore, even if it is necessary to temporarily cut off the power supply to the gaming machine (put it into a power-off state) for example when a malfunction occurs in the gaming machine during the AT mode while the gaming hall is open, as long as no setting change is made (as long as the setting key insertion hole 73 is not turned ON), the initialization process for the advantageous zone information is not executed in the main process, so the information in the AT mode is maintained and the BB carryover flag is also maintained. In this case, it is possible to resume playing while retaining the information in the AT mode before the power was cut off.
[0416] Furthermore, in this embodiment, the advantageous zone is terminated when the BB state ends without the continuation flag set. By doing so, when the advantageous zone ends without the BB carryover flag set at the end of the AT mode, if the player transitions back to the advantageous zone, the advantageous zone transition occurs without the BB carryover flag set, and the CZ mode is set. This makes it possible to realize the recapture mode after the AT mode ends while temporarily terminating the advantageous zone, thereby realizing gameplay in which a substantially more advantageous state (AT mode and CZ mode) than normal mode continues across advantageous zones. Furthermore, by configuring such an advantageous state to continue across advantageous zones, even in advantageous zones where forced termination is performed due to forced termination conditions such as the upper limit number of games or the upper limit number of coins, the advantageous state is allowed to exceed these upper limit number of games or the upper limit number of coins.
[0417] When the advantageous zone ends at the end of the BB state, the CZ mode start effect is performed following the AT mode end effect. In other words, the CZ mode start effect is executed in the BB end game before the transition to CZ mode. By doing this, it becomes possible for the player to enjoy the game without being aware that the advantageous state continues across the advantageous zone.
[0418] In contrast, when the advantageous zone ends at the end of the BB state, the display of the eighth display segment N8 as the zone indicator ends, and when the CZ mode is set upon transition to the advantageous zone, the display begins upon transition. In other words, as described above, the advantageous effects of the advantageous zone on the auxiliary display unit 65 and speaker 64 continue across the advantageous zone, while the display by the zone indicator does not continue across the advantageous zone, but ends once the advantageous zone ends. This allows, for example, an amusement hall manager to confirm that the advantageous zone has ended, and can be used to help detect fraudulent activity that takes advantage of the fact that the number of games and the increase / decrease in the advantageous zone can exceed the upper limit of the advantageous zone.
[0419] If the continuation flag is set, the advantageous zone will not end when the BB state ends, so by winning the BB again after the BB ends, it is possible to transition back to the bonus AT state, and interesting gameplay can be realized by consecutively playing the first BB state and the second BB state as bonus states in which the small win probability (JAC probability) can change.
[0420] In a configuration in which the advantageous zone ends when the BB state ends without the continuation flag being set, if the advantageous zone ends when the BB win is won, the advantageous zone will not end again when the BB state in which the win was won ends. More specifically, if a transition to an advantageous zone occurs during the BB state, the advantageous zone ends when a win is won. In this case, the transition completion flag is set when the advantageous zone transitions, and even if the continuation flag is not set when the BB state ends, the advantageous zone will not end if the transition completion flag is set. This makes it possible to eliminate unnecessary processing without unnecessarily ending the advantageous zone and simplify the processing configuration.
[0421] When transitioning to an advantageous zone when the BB carryover flag is not set, the CZ mode is set, and the first replay and overlapping results, such as a lip overlap 1st BB or lip overlap 2nd BB, trigger a win in each BB, and transition to the advantageous zone occurs in the normal zone when the 1st BB or 2nd BB wins. By doing this, from a normal zone when the BB carryover flag is not set, whether transitioning to an advantageous zone is triggered by the overlapping result of the 1st BB or 2nd BB, or transitioning to an advantageous zone is triggered by another advantageous zone transition trigger result (such as normal lip A) that does not overlap with the 1st BB or 2nd BB, the CZ mode is set. This prevents inconveniences such as not being set to CZ mode even though the advantageous zone has ended at the end of the AT mode, and also prevents inconveniences such as not being set to CZ mode even though the CZ mode start effect was executed beforehand at the end of the AT mode.
[0422] <Variation 1> In this modified example, the likelihood of the BB winning permission condition being met in the AT mode differs depending on the type of BB that has been won. Figure 61 is a flowchart showing the bonus AT start processing in this modified example. As already explained, the bonus AT start processing is a processing (step S1006) that is carried out in the lottery result corresponding processing (Figure 30) when the AT mode has been won.
[0423] In step S2801, it is determined whether or not the state is BB. If the state is BB, the bonus AT start processing is terminated. If the state is not BB, the process proceeds to step S2802, where it is determined whether or not the state is in AT mode. If the state is not in AT mode, the bonus AT start processing is terminated. If the state is not BB and is in AT mode, the process proceeds to step S2803, where it is determined whether or not the transition permission flag is set.
[0424] If the transition permission flag is not set, in step S2804 it is determined whether any of the BB winning flags are set. If the BB has been won, the process proceeds to step S2805, where a process is executed to determine the type of BB that has been won. If none of the BB winning flags are set in step S2804, or after the process of step S2805 has been executed, the stock counter is checked in step S2806 to determine the current number of stocks. Then, in step S2807, a process is executed to obtain a transition permission lottery table from the various table storage area 105a, and in step S2808, a transition permission lottery process is executed. In the transition permission lottery process, a transition permission lottery is executed to determine whether the BB winning permission conditions are met.
[0425] As shown in Fig. 62, the transition permission lottery table has different winning probabilities for the transition permission lottery depending on whether or not a BB has been won, and if a BB has been won, the type of BB that has been won, the number of stocks, and the lottery results of the game. Specifically, it is set up so that if a BB has been won, it is easier to win the transition permission lottery than if a BB has not been won, and if a BB has been won, it is easier to win the transition permission lottery if the second BB has been won than if the first BB has been won, and it is easier to win the transition permission lottery if there are few stocks (no stocks) than if there are many stocks (if there are many stocks). In other words, it is most likely to win the transition permission lottery if the second BB has been won and there are few stocks, and it is least likely to win the transition permission lottery if no BB has been won and there are stocks.
[0426] In this embodiment, the winning probability of the transition permission lottery is uniform regardless of the lottery result of the game, but the winning probability may be configured to differ depending on the lottery result. Also, in this embodiment, the transition permission lottery is configured to be held even in the case of a losing result, but the transition permission lottery may not be held in the case of a losing result, and conversely, the transition permission lottery may be held in the case of a losing result, but the transition permission lottery may not be held in the case of other small winning combinations or replay results.
[0427] After the tran...
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 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 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 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 first specific state, a second specific state, and a third specific state are set as specific states in which a specific event advantageous to a player may occur, In the first specific state, in a game in which a lottery result by the lottery means is a predetermined result and a predetermined pattern combination corresponding to the predetermined result stops at a predetermined position visible through the display unit, a process of ending the specific state can be executed; In a game in which the lottery result by the lottery means in the second specific state is the predetermined result and the predetermined pattern combination stops at the predetermined position, a transition process to the third specific state can be executed; a means for determining whether the vehicle is in the second specific state; a means for executing a process of transitioning to the second specific state when the result of the transition determination indicates that transition to the second specific state is possible; and Equipped with In the first specific state, after the result of the transition determination has become that the transition to the second specific state is possible, in a game in which the predetermined pattern combination stops at the predetermined position before the transition to the second specific state, it is configured to be possible not to execute the end process of the specific state, a means for executing a notification corresponding to a transition to the second specific state before the transition to the second specific state when the result of the transition determination indicates that a transition to the second specific state is possible; When the lottery result by the lottery means is the predetermined result, there are cases where the predetermined pattern combination can be stopped at the predetermined position and cases where the predetermined pattern combination cannot be stopped at the predetermined position, depending on the operation mode of the stop operation means, The predetermined result includes a first predetermined result and a second predetermined result, In the first specific state, the lottery result by the lottery means is the first predetermined result, and in a game in which a first predetermined pattern combination corresponding to the first predetermined result stops at the predetermined position, a process for ending the specific state can be executed; In the first specific state, the lottery result by the lottery means is the second predetermined result, and in a game in which a second predetermined pattern combination corresponding to the second predetermined result stops at the predetermined position, a process for ending the specific state can be executed; In the first specific state, after the result of the transition determination has become that the transition to the second specific state is possible, in a game in which the first specific pattern combination stops at the predetermined position before the transition to the second specific state, it is configured to be possible not to execute the termination process of the specific state, A gaming machine characterized in that, in a game in which, after the result of the transition determination in the first specific state indicates that a transition to the second specific state is possible, the second specific pattern combination stops at the specified position before the transition to the second specific state, the game machine is configured to be able to not execute the termination processing of the specific state.
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