Gaming machine

The gaming machine introduces a dual-state system with specific determination and notification mechanisms to enhance player amusement and engagement, addressing the limitations of traditional lottery-based rewards.

JP7831523B2Active Publication Date: 2026-03-17SANYO BUSSAN KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-07-19
Publication Date
2026-03-17

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player amusement and engagement beyond traditional lottery-based rewards.

Method used

Introduce a gaming machine with two states: a normal state and a specific state advantageous to the player, featuring a specific determination means for events, transition conditions, termination conditions, and notification modes to enhance player engagement.

Benefits of technology

Enhances game amusement by providing varied and engaging gameplay experiences through specific events and notifications, improving player engagement and enjoyment.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of enhancing interest in a game.SOLUTION: In a slot machine 10, respective reels 32L, 32M, 32R based on an operation of a start lever 41 start rotating after performing a bet operation. A corresponding reel stops by operations of stop switches 42 to 44, and a stop display mode corresponding to a lottery result stops and putout of tokens may occur. An advantageous section in which pressing order notification for reporting operation order of stop switches 42 to 44 can occur, and a normal section in which pressing order notification does not occur are set, and a result of a shift lottery to an AT mode in which the pressing order notification easily occurs is reported in the advantageous section in which the shift lottery is held, or is reported in the advantageous section in which re-shift is performed after completion of the advantageous section in which the shift lottery is held.SELECTED DRAWING: Figure 1
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Description

Technical Field

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

Background Art

[0002] As a type of gaming machine, pachinko machines, slot machines, etc. are known. In these gaming machines, an internal lottery is performed based on the establishment of predetermined lottery conditions, and a privilege is given to the player according to the result of the internal lottery.

[0003] Specifically, in the case of a slot machine, when the start lever is operated in a situation where medals as gaming media are bet, an internal lottery is carried out, the rotation of the reels is started, and when the stop switch is operated during the rotation of the reels, the rotation of the reels stops. And when the stop result of the reels corresponds to the result of the internal lottery, a privilege corresponding to the result is given (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

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

[0006] The present invention has been made in view of the above-exemplified circumstances, etc., and an object thereof is to provide a gaming machine capable of improving the amusement of the game.

Means for Solving the Problems

[0007] The present invention is The game has two states: a normal state and a specific state that is more advantageous to the player than the normal state. A specific determination means capable of performing a specific determination to cause a specific event that is advantageous to the player in the aforementioned specific state, If the result of the specific determination by the specific determination means is a specific result corresponding to causing the specific event, then means capable of causing the specific event, A means that allows transitioning from the normal state to the specific state when predetermined transition conditions are met, A means that allows transitioning from the specified state to the normal state when predetermined termination conditions are met, A specific notification means capable of performing specific notification regarding the specific determination in the specified state using a predetermined notification means, A mode setting means for setting the notification mode of the specific notification by the specific notification means, Equipped with, The mode setting means can configure the specified notification to be executed in a specified notification mode in the subsequent specified state if the previous specified state was terminated based on the fulfillment of a first termination condition, and can configure the specified notification not to be executed in a specified notification mode in the subsequent specified state if the previous specified state was terminated based on the fulfillment of a second termination condition different from the first termination condition. When the specified state terminates according to the first termination condition, the system is configured to allow the execution of a specific notification and related notifications according to the specific notification mode before the termination of the specified state.

Advantages of the Invention

[0008] According to the present invention, it is possible to enhance the amusement of the game.

Brief Description of the Drawings

[0009] [Figure 1] It is a front view of a slot machine in one embodiment. [Figure 2] It is a perspective view of the slot machine showing the state where the front door is closed. [Figure 3] It is a perspective view of the slot machine showing the state where the front door is open. [Figure 4] It is a rear view of the front door. [Figure 5] It is a front view of the housing. [Figure 6] It is a diagram showing the symbol arrangement of each reel. [Figure 7] It is an explanatory diagram showing the relationship between the symbols visible from the display window and the active lines. [Figure 8] It is an explanatory diagram showing the relationship between the winning modes and the privileges granted. [Figure 9] It is an explanatory diagram showing the relationship between the winning modes and the privileges granted. [Figure 10] It is an explanatory diagram showing the relationship between the winning modes and the privileges granted. [Figure 11] It is a diagram for explaining an example of the winning mode. [Figure 12] It is a diagram for explaining an example of the winning mode. [Figure 13] This is a diagram for explaining an example of a winning mode. [Figure 14] This is a diagram for explaining an example of a winning mode. [Figure 15] This is a block diagram showing the electrical configuration of the main control device. [Figure 16] This is a block diagram showing the electrical configuration of the display control device. [Figure 17] This is a flowchart showing the timer interrupt processing by the main control device. [Figure 18] This is a flowchart showing the normal processing by the main control device. [Figure 19] This is a flowchart showing the lottery processing. [Figure 20] This is a diagram showing an example of a lottery table for the normal game state at 3 bets. [Figure 21] This is a diagram showing an example of a lottery table for the normal game state at 2 bets. [Figure 22] This is a flowchart showing the reel control processing. [Figure 23] This is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning modes that are established. [Figure 24] This is a flowchart showing the bonus state processing. [Figure 25] This is a diagram showing an example of a lottery table for the bonus state. [Figure 26] This is an explanatory diagram showing the transition relationship between each state. [Figure 27] This is a flowchart showing the processing corresponding to the lottery result. [Figure 28] This is a flowchart showing the advantageous section transition lottery processing. [Figure 29] This is a flowchart showing the processing for the AT lottery. [Figure 30] This is a flowchart showing the normal AT mode lottery processing. [Figure 31] This is a flowchart showing the AT mode lottery processing for CZ. [Figure 32] This is a flowchart showing the setting processing for the precursor mode. [Figure 33] This figure shows an example of various transition lottery tables. [Figure 34] This figure shows an example of a lottery table for transitioning to AT mode for CZ (Chance Zone). [Figure 35] This figure shows an example of an instant notification lottery table. [Figure 36] This figure shows an example of a CZ mode game count table and a pre-announcement effect game count table. [Figure 37] This is a flowchart showing the process for adding AT (Automatic Transmission) bonuses. [Figure 38] This figure shows an example of a bonus lottery table. [Figure 39] This is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning combinations that can be achieved. [Figure 40] This diagram illustrates the overview of the instruction monitor and section indicator. [Figure 41] This is an explanatory diagram showing an overview of the button press order notification effect performed on the auxiliary display unit. [Figure 42] This is a flowchart showing the process for notifying the button press order. [Figure 43] This is a flowchart showing the process for handling award results. [Figure 44] This flowchart shows the first game count management process. [Figure 45] This is a flowchart showing the second game count management process. [Figure 46] This is a flowchart showing the first processing step for displaying the interval. [Figure 47] This flowchart shows the processing for transitioning to the advantageous period during a game. [Figure 48] This is a flowchart showing the second processing step for displaying the interval. [Figure 49] This diagram illustrates the general relationship between display modes. [Figure 50] This diagram illustrates the relationship between the start and end games of the advantageous period and the display on the period indicator. [Figure 51] This flowchart shows the processing of performance settings by the sub-display control device. [Figure 52] This is a flowchart showing the process for setting up the initial presentation. [Figure 53] This is a flowchart showing the process for setting up continuous performance sequences. [Figure 54] This flowchart shows the setup process for starting CZ mode. [Figure 55] This flowchart shows the settings process during CZ mode. [Figure 56] This flowchart shows the process for setting the effects when the entire system is stopped. [Figure 57] This flowchart shows the process for setting the effects to be displayed when the CZ (Chance Zone) ends. [Figure 58] This figure shows an example of a display effect using an auxiliary display unit. [Figure 59] This figure shows an example of a display effect using an auxiliary display unit. [Figure 60] This figure shows an example of a display effect using an auxiliary display unit. [Figure 61] This figure shows an example of a display effect using an auxiliary display unit. [Figure 62] This figure shows an example of a display effect using an auxiliary display unit. [Figure 63] This figure shows an example of a display effect using an auxiliary display unit. [Figure 64] This figure shows an example of a display effect using an auxiliary display unit. [Figure 65] This diagram illustrates an example of the presentation content for each game in a continuous sequence of events. [Figure 66] This figure shows an example of a weapon discovery animation table in the first preparation animation. [Figure 67] This figure shows an example of a pre-announcement effect table and a pseudo-pre-announcement effect table. [Figure 68] This is a timing chart to explain the relationship between the CZ mode and the continuous performance sequences. [Figure 69] This is a timing chart to explain the relationship between the CZ mode and the continuous performance sequences. [Figure 70] This is a timing chart to explain the relationship between the CZ mode and the continuous performance sequences. [Figure 71] This is a timing chart to explain the relationship between the CZ mode and the continuous performance sequences. [Figure 72] This is a timing chart to explain the relationship between the CZ mode and the continuous performance sequences. [Figure 73] This is a timing chart to explain the relationship between the CZ mode and the continuous performance sequences. [Figure 74] This is a timing chart to explain the relationship between the CZ mode and the continuous performance sequences. [Figure 75] This diagram illustrates the correspondence between the CZ mode and the continuous performance sequences. [Figure 76] In the second embodiment, (a) is a flowchart showing the second processing for displaying the interval, and (b) is a diagram showing an example of a lottery table for the end of the advantageous interval. [Figure 77] This flowchart shows the process for setting the effects to be displayed when the CZ (Chance Zone) ends. [Figure 78] This figure shows an example of a display effect using an auxiliary display unit. [Figure 79] This timing chart explains the relationship between the end of the advantageous period, the timing of consecutive performance sequences, and the degree of advantage. [Figure 80] This is a flowchart showing the second section display process in the third embodiment. [Figure 81] This flowchart shows the process for setting the effects to be displayed when the CZ (Chance Zone) ends. [Figure 82] This is a timing chart to explain the relationship between the end of the advantageous period, the period indicator, and the continuous performance sequence. [Figure 83] This is a flowchart showing part of the setting process for the precursor mode in the fourth embodiment. [Modes for carrying out the invention]

[0010] <First Embodiment> Below, one embodiment applied to a type of amusement machine, specifically a slot machine, will be described in detail based on 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 casing 11.

[0011] As shown in Figures 1 to 5, the slot machine 10 is equipped with a housing 11 that forms its outer shell. The housing 11 is formed as a box shape with an open front and is attached to the island equipment in the gaming hall by driving nails into it.

[0012] A front door 12 is attached to the front side of the housing 11 so as to be openable and closable. Specifically, the housing 11 has a pair of upper and lower support shafts 13a and 13b on its left side when viewed from the front, and the front door 12 has bearing portions 14a and 14b at positions corresponding to each support shaft 13a and 13b. When the support shafts 13a and 13b are inserted into the bearing portions 14a and 14b, the front door 12 is supported so as to be rotatable about an opening and closing axis extending vertically from the housing 11, connecting the two support shafts 13a and 13b, and the front open side of the housing 11 can be opened or closed by rotating the front door 12. The front door 12 is locked and cannot be opened by a locking device 20 provided on its back side. A key cylinder 21 integrated with the locking device 20 is provided on the upper right side of the front door 12, and the locked state is released by a predetermined key operation on the key cylinder 21.

[0013] A game panel 25 is provided near the top center of the front door 12 to inform the player of the game status. The game panel 25 has three vertically elongated display windows 26L, 26M, and 26R arranged horizontally, allowing the inside of the slot machine 10 to be seen through each of the display windows 26L, 26M, and 26R. Alternatively, the display windows 26L, 26M, and 26R may be combined into a single common display window.

[0014] As shown in Figure 3, the housing 11 is divided into upper and lower sections 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 comprises a left reel 32L, a middle reel 32M, and a right reel 32R, each formed in a cylindrical (annular) shape. Each reel 32L, 32M, and 32R is rotatably supported such that its central axis is the axis of rotation of that reel. The axes of rotation of each reel 32L, 32M, and 32R are arranged on the same axis extending in a substantially horizontal direction, and each reel 32L, 32M, and 32R corresponds one-to-one with 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 windows 26L, 26M, and 26R. Furthermore, when reels 32L, 32M, and 32R rotate in the forward direction, the surfaces of reels 32L, 32M, and 32R are displayed through the respective display windows 26L, 26M, and 26R, appearing as if they are moving from top to bottom.

[0015] Here, we will briefly explain the configuration of the reel unit 31.

[0016] Each reel 32L, 32M, and 32R is connected to a stepping motor, and the drive of each stepping motor allows each reel 32L, 32M, and 32R to rotate individually, that is, independently. The stepping motor is set to rotate once when a drive signal of, for example, 500 pulses (hereinafter also referred to as excitation pulses) is applied, and the rotation position of the stepping motor, i.e., the rotation position of the reel, is controlled by these excitation pulses. In addition, the reel unit 31 is equipped with reel index sensors on each reel 32L, 32M, and 32R to detect when the reel has completed one rotation. Whenever the reel index sensor detects that the reel has completed one rotation, a detection signal is output to the main control device 101, which will be described later. Therefore, the main control device 101 can check and correct the angular position of each reel 32L, 32M, and 32R every rotation based on the detection signal from the reel index sensor and the number of excitation pulses output up to the time the detection signal is input.

[0017] Each reel 32L, 32M, and 32R has multiple symbols drawn on its outer surface in the direction of its longer side (circumferential direction) as identification information. More specifically, 20 symbols are drawn at equal intervals. Therefore, switching a symbol at a predetermined position to the next symbol requires the output of 25 excitation pulses (= 500 pulses ÷ 20 symbols). The main control device 101 can also determine which symbols are visible from the display windows 26L, 26M, and 26R, or control the reels to stop a predetermined symbol at a position visible from the display windows 26L, 26M, and 26R, based on the number of excitation pulses output after receiving the detection signal from the reel index sensor.

[0018] Next, we will explain the designs depicted on each reel, 32L, 32M, and 32R.

[0019] Figure 6 shows the symbol arrangements for the left reel 32L, the middle reel 32M, and the right reel 32R. As shown in the figure, each reel 32L, 32M, and 32R has 20 symbols arranged in a single row. In addition, each reel 32L, 32M, and 32R is numbered from 0 to 19, but these numbers are used by the main control device 101 to recognize the symbols that are visible from 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 10 types of symbols: "Bell" symbol (for example, the 1st position on the left reel 32L), "Replay" symbol (for example, the 0th position on the left reel 32L), "Red 7" symbol (for example, the 14th position on the left reel 32L), "Watermelon" symbol (for example, the 2nd position on the left reel 32L), "Cherry" symbol (for example, the 8th position on the left reel 32L), "BAR" symbol (for example, the 9th position on the left reel 32L), "White 7" symbol (for example, the 3rd position on the left reel 32L), "Young Man" symbol (for example, the 18th position on the left reel 32L), "Red Shell" symbol (for example, the 4th position on the left reel 32L), and "White Shell" symbol (for example, the 19th position on the left reel 32L). As shown in Figure 6, the number and arrangement order of each symbol are completely different on each reel 32L, 32M, and 32R.

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

[0022] In this slot machine 10, the results of each game are announced using a combination of three symbols from the visible symbols, one symbol for each reel 32L, 32M, and 32R. As described above, 3 x 3 = 9 symbols are visible, so the combinations of these three symbols include, for example, the combination of symbols that stop on the upper line L1, which connects the upper symbols of each reel 32L, 32M, and 32R, as shown in Figure 7, the combination of symbols that stop on the middle line L2, which connects the middle symbols of each reel 32L, 32M, and 32R, and the combination of symbols that stop on the lower line L3, which connects the lower symbols of each reel 32L, 32M, and 32R. Additionally, there are combinations of symbols that stop on line L4, which connects the upper symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the lower symbol on the right reel 32R, as well as combinations of symbols that stop on line L5, which connects the lower symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the upper symbol on the right reel 32R. Furthermore, there are combinations of symbols that stop on the bent line L6, which connects the middle symbol on the left reel 32L, the upper symbol on the middle reel 32M, and the upper symbol on the right reel 32R. Lines L1 to L5 above are lines that form a straight line when the symbols are lined up, while the bent line L6 is a line that bends midway when the symbols are lined up. Note that there are other combinations of symbols that stop on lines that bend besides the bent line L6, but these will not be explained here.

[0023] Of these lines L1 to L6, some lines are activated by betting medals, while others are not. When symbols stop in a predetermined combination on an activated line, a prize is awarded, and a predetermined number of medals (the game medium) are paid out, or the game state is changed. On the other hand, when symbols stop in a predetermined combination on an inactive line, no prize is awarded, and the above-mentioned prizes are not granted.

[0024] In this slot machine 10, of the lines L1 to L6 mentioned above, the bent line L6 is set as the active line. More specifically, in this slot machine 10, there are cases where the game starts with a bet of 3 coins and cases where the game starts with a bet of 2 coins. In the cases where the game starts with a bet of 3 or 2 coins, only the bent line L6 is set as the active line, and the other lines L1 to L5 are not set as active lines. In the following description, the bent line L6 may be referred to as the active line ML. Also, below, a game started with a bet of 3 coins will be referred to as a 3-bet game, a game started with a bet of 2 coins will be referred to as a 2-bet game, and a game started with a bet of 1 coin will be referred to as a 1-bet game. Note that in this embodiment, a 1-bet game is not set.

[0025] Figures 8 to 10 show the correspondence between the winning combinations of patterns and the prizes awarded to the winners.

[0026] The types of small wins that result in medal payouts are the 1st small win through the 32nd small win.

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

[0028] As shown in Figure 11(a), when the symbol corresponding to the first winning combination stops on the active line ML, the "bell" symbol aligns and stops on the downward-sloping line L4. Therefore, the player can easily understand that a winning combination corresponding to the bell has been achieved.

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

[0030] As shown in Figure 11(b), when the symbol corresponding to the second winning combination stops on the active line ML, the "bell" symbol aligns and stops on the upper line L1. Therefore, the player can easily understand that a winning combination corresponding to the bell has been achieved, and also understand that a different winning combination has been achieved from the first winning combination described above, based on the difference in the line on which the "bell" symbol aligns.

[0031] If the "Bell" symbol on the left reel 32L, the "Replay" symbol on the middle reel 32M, and the "Watermelon" or "Red Shell" symbol on the right reel 32R all stop on the active payline ML, a third small win is achieved. When a third small win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.

[0032] As shown in Figure 11(c), when the symbol corresponding to the third winning combination stops on the active line ML, the "bell" symbol aligns and stops on the middle line L2. Therefore, the player can easily understand that a winning combination corresponding to the bell has been achieved, and also understand that a different winning combination has been achieved from the first and second winning combinations mentioned above, based on the difference in the lines on which the "bell" symbols align.

[0033] If the "Watermelon" symbol on the left reel (32L), the "Replay" symbol on the middle reel (32M), and the "Bell" symbol on the right reel (32R) all stop on the active payline ML, a fourth small win is achieved. When a fourth small win is achieved, 13 medals are paid out in a 3-bet game, and 5 medals are paid out in a 2-bet game.

[0034] As shown in Figure 11(d), when the symbol corresponding to the 4th small win stops on the active line ML, the "bell" symbol aligns and stops on the upward-sloping line L5. Therefore, the player can easily understand that a small win corresponding to the bell has been achieved, and also understand that a different small win has been achieved from the 1st to 3rd small wins described above, based on the difference in the lines on which the "bell" symbols align.

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

[0036] As shown in Figure 11(e), when the symbol corresponding to the 5th small win stops on the active line ML, the "bell" symbol aligns and stops on the lower line L3. Therefore, the player can easily understand that a small win corresponding to the bell has been achieved, and also understand that a different small win has been achieved from the 1st to 4th small wins described above, based on the difference in the line on which the "bell" symbol aligns.

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

[0038] As shown in Figure 11(f), when the symbol corresponding to the 6th small win stops on the active line ML, the "bell" symbol stops on the lower part of the left reel 32L, the middle part of the middle reel 32M, and the lower part of the right reel 32R (they stop in a small mountain shape). Therefore, the player can easily understand that a small win corresponding to the bell has been achieved, and also understand that a different small win has been achieved from the 1st to 5th small wins described above, based on the difference in the stopping positions of the "bell" symbols.

[0039] If the "Bell" symbol on the left reel 32L, the "White 7", "Cherry", "Red Shell", or "Young Man" symbol on the middle reel 32M, and the "White 7", "White Shell", or "Young Man" symbol on the right reel 32R all stop on the active payline ML, a 7th small win is achieved. When a 7th small win is achieved, 3 medals are paid out in 3-bet games and 3 medals are paid out in 2-bet games.

[0040] As shown in Figure 12(a), when the symbol corresponding to the 7th small win stops on the active line ML, the "watermelon" symbol aligns and stops on the downward sloping line L4. Therefore, the player can easily understand that a small win corresponding to the watermelon has been achieved.

[0041] If 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 all stop on the active payline ML, the 8th small win is achieved. When the 8th small win is achieved, 3 medals are paid out in 3-bet games, and 3 medals are paid out in 2-bet games.

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

[0043] The 9th through 32nd small wins are primarily awarded when the 1st through 6th small wins are missed; they are what are known as missed wins. When the 9th through 32nd small wins are achieved, one medal is paid out in 3-bet games and one medal is paid out in 2-bet games. For the 9th to 32nd small wins, a win is achieved when the corresponding combinations of the following symbols stop on the active line ML: 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. As shown in Figures 8 and 9, the combinations of symbols corresponding to the 9th to 32nd small wins are all set so that the "bell" symbol does not line up and stop on a straight line (L1 to L5), making it easy to understand when a small win corresponding to the bell has not occurred.

[0044] Incidentally, in the configuration in which medals are paid out based on the first to 32nd small wins mentioned above, the small wins that are paid out are a type of reward given according to the result of the game. Furthermore, in this specification, the medals that are paid out may also be referred to as "payouts," and the ratio of the number of medals paid out (payouts) to the number of medals inserted (bet) may also be referred to as the payout rate.

[0045] The prizes that grant the benefit of being able to play the next game without inserting any more tokens include the 1st Replay Prize to the 12th Replay Prize. As shown in Figure 10, there are specific symbol combinations that result in a prize for each of these 1st to 12th Replay Prizes.

[0046] The first replay is awarded when the "Replay" symbol on the left reel 32L, the "Watermelon" symbol on the middle reel 32M, and the "Red 7", "White 7", "White Shell", or "Young Man" symbols on the right reel 32R all stop on the active line ML. As shown in Figure 12(c), when the symbols corresponding to the first replay win stop on the active line ML, the "Replay" symbols will line up and stop on the middle line L2. Therefore, the player can easily understand that a replay win corresponding to a replay has been achieved.

[0047] A second replay is awarded when the "Replay" symbol on the left reel 32L, the "Bell" symbol on the middle reel 32M, and the "BAR" or "Cherry" symbol on the right reel 32R stop on the active line ML. When the symbols corresponding to a second replay win stop on the active line ML, as shown in Figure 14(a), the "BAR" symbols will stop in a line on the upward-sloping line L5, or as shown in Figure 14(b), the "Red 7" symbol, the "Red 7" symbol, and the "BAR" symbol will stop on the upward-sloping line L5 from left to right. When a second replay win is achieved, there is no change in the game state, but the player enters a notification mode that is advantageous to the player, and the first AT state, which is a so-called pseudo-bonus, begins.

[0048] A third re-spin is awarded when the "bell," "red shell," or "young man" symbol on the left reel 32L, the "bell" symbol on the middle reel 32M, and the "bell" symbol on the right reel 32R all stop on the active line ML. When the symbols corresponding to a third re-spin win stop on the active line ML, the "white 7" symbols will line up and stop on the lower line L3, as shown in Figure 14(c), or the "red 7" symbols will line up and stop on the downward-sloping line L4, as shown in Figure 14(d). When a third re-spin win is achieved, there is no change in the game state, but the player enters a notification mode that is advantageous to the player, and the second AT state, which is a so-called pseudo-bonus, begins.

[0049] The fourth and fifth replays are adjustment replays used when multiple replays result in overlapping wins.

[0050] The 6th replay is awarded 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 active line ML. As shown in Figure 12(d), when the symbols corresponding to the 6th replay are awarded on the active line ML, the "watermelon" symbol stops on the upper part of the left reel 32L and the upper part of the middle reel 32M, while the "watermelon" symbol does not stop on the upper part of the right reel 32R (the "watermelon" symbol stops on the lower part of the right reel 32R), resulting in a so-called upper-row watermelon miss. Furthermore, when the symbols corresponding to the 6th re-spin win stop on the active line ML, the "watermelon" symbols stop on the upper part of the left reel 32L and the lower part of the right reel 32R, while the "watermelon" symbol does not stop on the middle part of the middle reel 32M (the "watermelon" symbol stops on the upper part of the middle reel 32M), resulting in a so-called diagonal watermelon miss.

[0051] The 7th replay is awarded when the "bell" symbol on the left reel 32L, the "white 7", "cherry", "red shell", or "young man" symbol on the middle reel 32M, and the "watermelon" or "red shell" symbol on the right reel 32R all stop on the active line ML. As shown in Figure 12(e), when the symbols corresponding to the 7th replay are awarded on the active line ML, the "watermelon" symbol stops on the upper part of the left reel 32L and the upper part of the right reel 32R, while the "watermelon" symbol does not stop on the upper part of the middle reel 32M (the "watermelon" symbol stops on the middle part of the middle reel 32M), resulting in a so-called upper-row watermelon miss. Furthermore, when the symbols corresponding to the 7th re-spin win stop on the active line ML, the "watermelon" symbols stop on the upper part of the left reel 32L and the middle part of the middle reel 32M, while the "watermelon" symbol does not stop on the lower part of the right reel 32R (the "watermelon" symbol stops on the upper part of the right reel 32R), resulting in a so-called diagonal watermelon miss.

[0052] The 8th replay is awarded when the "Watermelon" symbol on the left reel 32L, the "White 7", "Cherry", "Red Shell", or "Young Man" symbol on the middle reel 32M, and the "Replay" symbol on the right reel 32R all stop on the active line ML. As shown in Figure 13(a), when the symbols corresponding to the 8th replay are stopped on the active line ML, the "Watermelon" symbols will line up and stop on the middle line L2.

[0053] The 9th replay is awarded when the "Replay" symbol on the left reel 32L, the "Watermelon" symbol on the middle reel 32M, and the "Watermelon" or "Red Shell" symbol on the right reel 32R all stop on the active line ML. As shown in Figure 13(b), when the symbols corresponding to the 9th replay are awarded on the active line ML, the "Replay" symbols stop in the middle of the left reel 32L and the middle reel 32M, while the "Replay" symbol does not stop in the middle of the right reel 32R (the "Bell" symbol stops in the middle of the right reel 32R), resulting in a so-called middle replay miss.

[0054] The 10th re-spin is awarded when the "BAR" symbol on the left reel 32L, the "White 7", "BAR", "Cherry", "Ark Shell", or "Young Man" symbol on the middle reel 32M, and the "Red 7", "White 7", "BAR", "Cherry", "Ark Shell", or "Young Man" symbol on the right reel 32R all stop on the active line ML. The 12th re-spin is awarded when the "BAR" symbol on the left reel 32L, the "BAR" symbol on the middle reel 32M, and the "Bell", "Watermelon", or "Ark Shell" symbol on the right reel 32R all stop on the active line ML. As shown in Figures 13(c) and 13(d), when a symbol corresponding to the 10th re-spin win or the 12th re-spin win stops on the active line ML, the "cherry" symbol stops on the lower row of the left reel 32L. If you have won the 10th re-spin or the 12th re-spin, when you aim for the "cherry" symbol on the right reel 32R and try to stop it, the "cherry" symbol will stop on the upper row in the case of a 10th re-spin win, and on the middle or lower row in the case of a 12th re-spin win, making it possible to distinguish between the 10th re-spin win and the 12th re-spin win. The 11th re-spin win occurs when it is not possible to win the 10th re-spin or the 12th re-spin, that is, when a miss may occur.

[0055] The only types of wins that result in a change of game state are the 1st Big Bonus (BB) win and the 2nd Big Bonus (BB) win.

[0056] When the "White 7" symbol on the left reel 32L, the "White Shell" symbol on the middle reel 32M, and the "Cherry" symbol on the right reel 32R stop on the active line ML, the first Big Bonus (BB) is awarded. When the first BB is awarded, the game state changes to the first BB state. As shown in Figure 13(e), when the symbols corresponding to the first BB are stopped on the active line ML, the "White 7" symbols line up and stop on the middle line L2.

[0057] If 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 all stop on the active line ML, a second Big Bonus (BB) is awarded. When a second BB is awarded, the game state transitions to the second BB state. As shown in Figure 13(f), when the symbols corresponding to a second BB are awarded on the active line ML, the "White 7" symbol stops in the middle of the left reel 32L and the middle of the middle reel 32M, and the "Red 7" symbol stops in the middle of the right reel 32R.

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

[0059] To the right of the start lever 41 are button-shaped stop switches 42-44, which are operated to individually stop each of the rotating reels 32L, 32M, and 32R. Each of the stop switches 42-44 is located directly below the display windows 26L, 26M, and 26R, which correspond to the reels 32L, 32M, and 32R that are to be stopped.

[0060] Stop switches 42 to 44 are each connected to stop detection sensors 42a to 44a (Figure 15), and the stop detection sensors 42a to 44a are connected to the main control unit 101, which will be described later. The main control unit 101 determines whether a stop switch 42 to 44 has been operated based on the detection signals from the stop detection sensors 42a to 44a. Specifically, when a stop switch 42 to 44 is not operated, a LOW detection signal is output from the stop detection sensors 42a to 44a, and when a stop switch 42 to 44 is operated, this detection signal switches from a LOW signal to a HI signal. The main control unit 101 detects this signal switch and determines that a stop switch 42 to 44 has been operated. When the main control unit 101 determines that a stop switch 42 to 44 has been operated, it controls the rotation of the reel corresponding to the operated switch to stop.

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

[0062] A coin slot 45 for inserting coins is provided in the lower right of the display windows 26L, 26M, and 26R. The coin slot 45 constitutes an input means for inputting game media. Furthermore, considering that the coin slot 45 involves the player directly inserting coins, it can also be said to constitute a direct input means for directly inputting game media.

[0063] Coins inserted through the coin slot 45 are guided to either the storage passage 47 or the discharge passage 48 by a selector 46, which is a passage switching means located on the back of the front door 12. More specifically, the selector 46 is equipped with a coin passage switching solenoid 46a. When the coin passage switching solenoid 46a is not energized, the coins are guided to the discharge passage 48, and when the coin passage switching solenoid 46a is energized, the coins are guided to the storage passage 47. Coins guided to the storage passage 47 are led to a hopper device 51 housed inside the casing 11. On the other hand, coins guided to the discharge passage 48 are guided to a coin tray 50 through a coin discharge port 49 located on the lower front of the front door 12 and returned to the player.

[0064] The hopper device 51 consists of a storage tank 52 for storing medals and a dispensing device 53 for dispensing medals to players. The dispensing device 53 rotates a medal dispensing rotating plate (not shown) to discharge medals into an opening 48a in a discharge passage 48, and then dispenses the medals into a medal tray 50 via the discharge passage 48. To the right of the hopper device 51, there is a reserve tank 54 to prevent the storage tank 52 from accumulating more than a predetermined amount of medals. Inside the storage tank 52 of the hopper device 51, there is a guide plate 52a that discharges medals from the storage tank 52 to the reserve tank 54. Therefore, if the amount of medals stored exceeds the height of the guide plate 52a, those medals will be stored in the reserve tank 54.

[0065] A button-shaped return switch 55 is provided below the medal slot 45. If the return switch 55 is operated while medals inserted into the medal slot 45 are jammed inside the selector 46, the selector 46 is mechanically activated in conjunction with the switch, and the jammed medals inside the selector 46 are returned from the medal outlet 49.

[0066] Lower left of the display windows 26L, 26M, and 26R is a first credit insertion switch 56 for inserting a predetermined specific number of credited virtual tokens, which are the game's prescribed number of tokens, at once. The specific number is set according to the progress of the game. For example, if the prescribed number of tokens for the game is set to 3 and the specific number is set to 3, when the first credit insertion switch 56 is operated, 3 virtual tokens will be inserted, provided that there are credits. If the prescribed number of tokens is set to 2 and the specific number is set to 2, when the first credit insertion switch 56 is operated, 2 virtual tokens will be inserted, provided that there are credits. If the prescribed number of tokens is set to 3 or 2 and the specific number is set to 3, when the first credit insertion switch 56 is operated, 3 virtual tokens will be inserted, provided that there are credits. If the prescribed number of tokens is set to 3 or 2 and the specific number is set to 2, when the first credit insertion switch 56 is operated, 2 virtual tokens will 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 for inserting two virtual tokens. Each credit insertion switch 56, 57, together with the token slot 45, constitutes an input means for inputting the game medium. Also, while the token slot 45 involves the player directly inserting tokens, each credit insertion switch 56, 57 only involves the insertion of virtual tokens based on stored memory. Considering this, it can be said that they constitute an indirect input means for indirectly inputting the game medium. Note that in this slot machine 10, since only one virtual token is inserted, there is no credit insertion switch.

[0067] The first credit insertion switch 56 has a larger operating surface for the player than the second credit insertion switch 57, and its operability is superior to that of the second credit insertion switch 57. Therefore, it is assumed that the player will normally operate the first credit insertion switch 56 to proceed with the game. In other words, it is assumed that the player will normally insert a specific number of credits out of the prescribed number to play the game.

[0068] To the right of the first credit insertion switch 56 and the second credit insertion switch 57, there is an effect switch 66 that is operated when an effect occurs.

[0069] A settlement switch 59 is provided to the left of the start lever 41. In other words, this slot machine 10 has a credit function that stores any surplus inserted medals or medals paid out upon winning as virtual medals until a predetermined maximum value (equivalent to 50 medals) is reached. When the settlement switch 59 is operated while virtual medals are stored, the virtual medals are dispensed as real medals from the medal dispenser 49. In this case, focusing on the function of dispensing credited virtual medals as real medals, the settlement switch 59 can also be said to constitute a settlement operation means for actually dispensing the stored game media.

[0070] Below the display windows 26L, 26M, and 26R of the game panel 25 are a credit display unit 60 that displays the number of virtual medals currently credited, a remaining payout display unit 61 that displays the number of medals remaining to be dispensed until the BB state ends, and a payout display unit 62 that displays the number of medals dispensed when a win occurs. These display units 60 to 62 are composed of 7-segment displays, but it is of course possible to replace them with liquid crystal displays or the like.

[0071] Below the display windows 26L, 26M, and 26R on the game panel 25, and to the right of the payout display section 62, is an instruction monitor 68 which includes a push order indicator that notifies the order in which to operate the stop switches 42 to 44, and a section indicator that indicates an advantageous section, which is a section in which the probability of winning small prizes is changed by notifying the order of operation, allowing the player to proceed with the game in a favorable situation. The instruction monitor 68 will be described in detail later.

[0072] The upper part of the front door 12 is provided with an upper lamp 63 that lights up and flashes in accordance with the progress of the game, a pair of left and right speakers 64 that play various sound effects and inform the player of the game status in accordance with the progress of the game, and an auxiliary display unit 65 that provides the player with various information. The auxiliary display unit 65 is for executing various display effects in accordance with the progress of the game, and since the gameplay of each reel 32L, 32M, and 32R can be considered as being performed by the main display unit, it is referred to as the auxiliary display unit 65 in this embodiment. On the back of the auxiliary display unit 65 is a display control device 81 for driving the upper lamp 63, speakers 64, and auxiliary display unit 65.

[0073] In the front door 12, below the game panel 25 and below the stop switches 42-44, there is a lower display section 69 on which the model name of the game machine is displayed or which constitutes a predetermined display screen. The lower display section 69 may be configured as a liquid crystal display, or it may be provided with operation buttons for effects, or the entire lower display section 69 may be made operable.

[0074] Inside the casing 11, a power box 70 is provided to the left of the hopper device 51. The power box 70 houses a power supply unit 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 that supplies power to various parts, including the main control unit 101. The reset switch 72 is a switch for resetting the error state of the slot machine 10. The setting key insertion hole 73 is for hall managers to adjust the number of tokens dispensed. In other words, hall managers 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 the error state but also to change the winning probability of the slot machine 10.

[0075] Above the reel unit 31, a main control device 101 that centrally manages the game is mounted on the casing 11.

[0076] The main control unit 101 is equipped with a payout ratio monitor 77 to clearly indicate the ratio of favorable game states to unfavorable states for the player. The payout ratio monitor 77 is installed on the side of the main control unit 101 facing the front of the game machine so that it can be seen from the front of the game machine when the front door 12 is open, and cannot be seen from the front of the game machine when the front door 12 is closed. More specifically, the payout ratio monitor 77 is housed in a circuit board box so that its display surface can be seen through the circuit board box that houses the main control unit 101. Incidentally, when the front door 12 is closed, the payout ratio monitor 77 cannot be seen even through the gaps in the display windows 26L to 26R, and it is not possible to check the payout ratio monitor 77 unless the lock is released by a predetermined key operation on the key cylinder 21 and the front door 12 is opened. The payout ratio monitor 77 will be explained in detail later.

[0077] Next, the electrical configuration of this slot machine 10 will be explained based on the block diagrams in Figures 15 and 16.

[0078] The main control unit 101 is equipped with a microcomputer centered around a CPU 102, which is the arithmetic processing means. In addition to the power supply unit 91, the CPU 102 is connected via an internal bus to a clock circuit 103 that outputs a square wave of a predetermined frequency, and input / output ports 104, etc. This main control unit 101 functions as the main board built into the slot machine 10.

[0079] 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 completed 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, a coin insertion detection sensor 45a that detects coins inserted from the coin slot 45, a payout detection sensor 51a that detects coins dispensed from the hopper device 51, a first credit insertion detection sensor 56a that individually detects the operation of the first credit insertion switch 56, a second credit insertion detection sensor 57a that individually detects the operation of the second credit insertion switch 57, a settlement detection sensor 59a that detects the operation of the settlement switch 59, a reset detection sensor 72a that detects the operation of the reset switch 72, and a setting key detection sensor 73a that detects when a setting key is inserted into the setting key insertion hole 73 and turned ON. Signals from these various sensors are output to the CPU 102 via the input / output port 104.

[0080] 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, as well as a power outage monitoring circuit 91b.

[0081] The power outage monitoring circuit 91b monitors the power supply interruption status and generates a power outage signal not only during a power outage but also when the power is cut off by the power switch 71. Therefore, the power outage monitoring circuit 91b monitors the stabilized drive voltage (12 volts DC in this example) output from the power supply unit 91a, and is configured to output a power outage signal when this drive voltage drops to, for example, less than 10 volts, determining that the power supply has been cut off. The power outage signal is supplied to both the CPU 102 and the input / output port 104, and the CPU 102 recognizes this power outage signal to execute the power outage processing described later. This power outage signal is also supplied to the display control device 81.

[0082] The power supply unit 91a is configured to output a 5-volt stabilized voltage, which is used as the drive voltage in control systems such as the main control unit 101, even when the output voltage drops to less than 10 volts. The time for which this stabilized voltage is output is sufficient to allow the main control unit 101 to perform power outage processing.

[0083] The output side of the main control device 101 is connected via input / output ports 104 to the reel unit 31 (more specifically, the stepping motors for rotating each reel 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 payout display unit 61, the payout display unit 62, the instruction monitor 68, the payout 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).

[0084] The CPU 102 described above includes a ROM 105 that stores various control programs and fixed value data executed by the CPU 102, and a RAM 106 that reserves a work area for temporarily storing various data when executing the control programs stored in the ROM 105. In addition, although not shown in the diagram, it also contains various processing circuits necessary for the slot machine 10, such as interrupt circuits, timer circuits, and data transmission / reception circuits, as well as various counters such as a credit counter for counting the number of credits. The ROM 105 and RAM 106 constitute the main memory as a storage means, and the programs for executing various processes are stored in the ROM 105 as part of the control programs.

[0085] The RAM 106 is configured to retain (back up) data even after the power to the slot machine 10 is cut off, by receiving backup voltage from the power supply unit 91. The RAM 106 includes a memory for temporarily storing various types of data, a winning flag storage area 106a for storing the results of the prize draw, a stop information storage area 106b for storing stop information used when controlling the stopping of each reel 32L, 32M, and 32R, a state information storage area 106c for storing game states such as BB state, and a backup area.

[0086] The backup area is an area for storing the value of the stack pointer at the time of power interruption (including power interruption by operating the power switch 71; the same applies hereinafter) in the event of a power outage or other power interruption. When the power is restored (including power on by operating the power switch 71; the same applies hereinafter), the state of the slot machine 10 can be restored to the state before the power interruption based on the information in the backup area. Writing to the backup area is performed when the power is interrupted by the power outage processing (see Figure 17), and the restoration of each value written to the backup area is performed in the main processing when the power is turned on.

[0087] Furthermore, the NMI terminal (Non-Mascable Interrupt terminal) of the CPU 102 is configured to receive a power outage signal from the power outage monitoring circuit 91b when the power is cut off due to a power outage or other reason. When the power is cut off, the NMI interrupt process, which generates a power outage flag, is executed immediately.

[0088] As shown in Figure 16, the display control device 81 is equipped with a microcomputer centered on a CPU 181, which is an arithmetic processing unit. The CPU 181 also contains a ROM 182 that stores various control programs and fixed value data executed by the CPU 181, and a RAM 183 that reserves a work area for temporarily storing various data when executing the control programs stored in the ROM 182.

[0089] The display control device 81 is provided with input / output ports (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 upper lamp 63, speaker 64, and auxiliary display unit 65 are driven and controlled 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 comprehensively manages the game. That is, by providing a sub-board for indirect game-related sounds, lamps, and displays, the burden on the main board is reduced.

[0090] The display control device 81 has an input connected to an effect switch 66 (more specifically, an effect switch detection sensor that detects the operation of the effect switch 66). The various display units 60-62 and 68 may also be driven and controlled by the display control device 81.

[0091] Next, we will explain the control processes executed by the CPU 102 of the main control unit 101. The processes of the CPU 102 can be broadly divided into the main process which is started when the power is turned on, the timer interrupt process which is started periodically (at a period of 1.49 msec in this embodiment), and the NMI interrupt process which is started when a power outage signal is input to the NMI terminal. In the following, we will explain the processes related to the progress of the game, namely the timer interrupt process and the normal process performed in the main process.

[0092] Figure 17 is a flowchart of the timer interrupt processing that is periodically executed by the main control unit 101, where the CPU 102 of the main control unit 101 generates a timer interrupt, for example, every 1.49 msec.

[0093] First, in the register saving process shown in step S101, the values ​​of all registers in the CPU 102 used in the normal processing described later are saved to the backup area of ​​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 to execute the power outage process.

[0094] Here, I will briefly explain how to handle power outages.

[0095] When the power supply is interrupted 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 unit 91, and this power outage signal is input to the main control unit 101 via the NMI terminal. When the main control unit 101 receives a power outage signal, it immediately executes an NMI interrupt process and sets the power outage flag in the power outage flag storage area provided in RAM 106.

[0096] In the power outage handling process, it is first determined whether the command transmission has finished. If transmission has not finished, this process is terminated, and the system returns to the timer interrupt process to terminate the command transmission. If the command transmission has finished, the value of the CPU 102's stack pointer is saved to the backup area of ​​RAM 106. After that, the output status of the output ports in I / O port 104 is cleared, and all actuators (not shown) are turned off. Then, a RAM judgment value is calculated to determine whether the data in RAM 106 is normal when the power outage is resolved, and this value is saved to the backup area, thereby prohibiting further RAM access. After performing the above processes, the system enters an infinite loop in preparation for the possibility that the power will be completely cut off and processing will no longer be possible. In addition, considering the possibility that the power outage flag may be set incorrectly due to noise, for example, the system checks whether a power outage signal is being output until the system enters the infinite loop. If no power outage signal is output, it means that the system has recovered from the power outage state, so writing to RAM 106 is permitted, the power outage flag is reset, and the system returns to the timer interrupt process. If the power outage signal continues to be output, the system enters the infinite loop. Incidentally, even under an infinite loop, the program checks whether a power outage signal is being output, and if the power outage signal is no longer being output, it proceeds to the main process.

[0097] Returning to the explanation of timer interrupt processing, if the power outage flag is not set in step S102, various processes from step S104 onwards are performed.

[0098] Specifically, in step S104, a watchdog timer clearing process is performed to initialize the value of the watchdog timer used to monitor for malfunctions. In step S105, an interrupt termination declaration process is performed for the CPU 102 itself, enabling it to set the next timer interrupt. In step S106, a stepping motor control process is performed to drive the stepping motors, which are the respective reel drive motors, in order to rotate each reel 32L, 32M, and 32R. In step S107, a sensor monitoring process is performed to read the status of various sensors (see Figure 15), such as stop detection sensors 42a to 44a, inserted medal detection sensor 45a, and payout detection sensor 51a, which are connected to the input / output port 104, and to monitor whether the reading results are normal or not. 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 output the count of the number of medals bet and the number of medals paid out to the external centralized terminal board 121.

[0099] In step S110, command output processing is performed to send various commands, such as the lottery result command described later, to the display control device 81. In step S111, segment data setting processing is performed to set the segment data to be displayed on the credit display unit 60, the remaining payout display unit 61, the payout display unit 62, and the instruction monitor 68, respectively. In step S112, segment data display processing is performed to supply the segment data set in the segment data setting processing to each display unit 60~62,68 and display the corresponding numbers, symbols, etc. In step S113, port output processing 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 that were saved to the backup area in step S101 are restored to the corresponding registers in the CPU 102. Then, in step S115, interrupt enable processing is performed to enable the next timer interrupt, and this series of timer interrupt processing is completed.

[0100] Next, we will explain the normal processing that performs the main controls related to gameplay, based on the flowchart in Figure 18.

[0101] First, in step S201, an interrupt enable process is performed to allow the next timer interrupt. In step S202, pre-start processing is performed to enable gameplay. During the pre-start processing, the system waits until the display control device 81, etc., has finished initializing. Once the initialization of the display control device 81, etc., is complete, the game management processing shown in steps S203 to S212 is performed.

[0102] As part of the game management process, step S203 clears the various game information data stored in RAM106 (for example, random values ​​used in the previous game). Then, step S204 performs a wait-to-start process.

[0103] The start-up waiting process determines whether any re-play wins occurred in the previous game. If any re-play wins occurred, an automatic insertion process is performed to automatically insert the same number of virtual tokens as the previous bet, and the start-up waiting process ends. Specifically, for example, if a re-play win occurred in a 3-bet game, 3 virtual tokens are automatically inserted, and if a re-play win occurred in a 2-bet game, 2 virtual tokens are automatically inserted.

[0104] In the automatic coin insertion process, virtual coins are inserted without reducing the number of virtual coins displayed on the credit display unit 60. In other words, if any re-play win was achieved in the previous game, the player can play the current game without reducing the number of coins they possess or inserting any coins. If no re-play win was achieved, a sensor abnormality check process is performed in the sensor monitoring process step S107 of the timer interrupt process to check if there is an abnormality in the sensor reading result. If an abnormality occurs, the slot machine 10 is put into an error state and an abnormality occurrence process is performed to notify the occurrence of the error. This error state is maintained until the reset switch 72 is operated. If the sensor reading result is normal, it is determined whether the settlement switch 59 has been operated, and if the settlement switch 59 has been operated, a coin return process is performed to pay out the same number of coins as the credited virtual coins.

[0105] If the medal return process is completed or the settlement switch 59 has not been operated, it is determined whether medals were inserted or the credit insertion switches 56, 57 were operated between the previous start-waiting process and the current start-waiting process. If either has been done, a medal insertion process is performed to change the bet amount, etc., and the start-waiting process is terminated. If neither medals were inserted nor the credit insertion switches 56, 57 were operated between the previous start-waiting process and the current start-waiting process, the start-waiting process is terminated as is.

[0106] After the start-waiting process is completed, step S205 determines whether the number of medals bet has reached the specified number. In this slot machine 10, the specified number for the bonus state (BB state) is set to "3", and the specified numbers for game states other than the bonus state are set to "2" and "3". In other words, in the bonus state, step S205 makes a positive determination if the number of bets is "3", and in the non-bonus state, step S205 makes a positive determination if the number of bets is "2" or "3". To put it another way, in game states other than the bonus state, if no medals have been bet, or if bets have been made but the number of medals is "1", step S205 makes a negative determination. If the number of bets has not reached the specified number, the process returns to the start-waiting process in step S204, and the processes from the sensor abnormality check process onward are performed.

[0107] If the number of bets reaches a predetermined number, a bet command containing information about the number of bets that was determined to be positive in step S205 is set in step S206 as an output target to the display control device 81, which acts as a sub-control device. 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 the conditions for starting the game have been met, or notification of the lottery results from the previous game), and controls the speaker 64 and the auxiliary display unit 65.

[0108] After executing the process in step S206, it is determined in step S207 whether or not the start lever 41 has been operated. If the start lever 41 has not been operated, the process returns to the start waiting process in step S204, and the processes from the sensor abnormality confirmation process onward are performed.

[0109] On the other hand, when the start lever 41 is operated, the game can be started when the start lever 41 is operated while a predetermined number of medals have been bet, so this means that a start command has been issued to start the game. In this case, in step S208, an active line setting process is performed to set the combination lines corresponding to the number of bets as active lines. That is, only the bent line L6 is set as an active line. In step S209, the medal passage switching solenoid 46a is switched to a de-energized state to prohibit bet acceptance. After that, the lottery process in step S210, the reel control process in step S211, and the medal payout process in step S212 are executed in order, and the process returns to step S203.

[0110] Next, the lottery process in step S210 will be explained based on the flowchart in Figure 19.

[0111] In step S301, a random number is obtained to determine whether a winning combination is achieved. In this slot machine 10, when the start lever 41 is operated, the hardware circuit 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 circuit in the RAM 106. This configuration makes it possible to quickly obtain a random number when the start lever 41 is operated, thus avoiding synchronization and other problems. The hardware circuit of this slot machine 10 is configured to latch the value of the free run counter each time the start lever 41 is operated.

[0112] After obtaining a random number, step S302 selects a lottery table for determining whether a winning combination is achieved. This slot machine 10 has two main game states: a normal game state and a bonus state, and separate lottery tables are set for each game state. In the normal game state, as mentioned above, the specified number of bets is set to "3" and "2", so the lottery tables for the normal game state are set to be a lottery table for 3-bet games and a lottery table for 2-bet games.

[0113] In other words, in step S302, the current game state of the slot machine 10 is determined based on the number of bets and the game state flag set in the state information storage area 106c, and a lottery table corresponding to the number of bets and game state is selected. For example, if the number of bets is "3" and no bonus state flags are set in the state information storage area 106c, it is determined that the current game state is a normal game state, and the lottery table for normal game states is selected. If the current game is a 3-bet game, the lottery table for normal game states for 3-bet games (Figure 20) is selected, and if the current game is a 2-bet game, the lottery table for normal game states for 2-bet games (Figure 21) is selected. In addition, the slot machine 10 has six levels of winning probabilities, from "Setting 1" to "Setting 6," and by inserting the setting key into the setting key insertion hole and performing the ON operation, it is possible to set which winning probability will be used to execute the internal processing. In step S302, when the setting is "Setting 1", the lottery table with the lowest expected value for medal payout is selected, and when the setting is "Setting 6", the lottery table with the highest expected value for medal payout is selected.

[0114] Here, I will provide some additional explanation regarding the process for setting the probability of winning.

[0115] The process for setting the winning probability is performed in the main process, which is started by the main control unit 101 when the power is turned on. More specifically, the process for setting the winning probability is started after the initialization process when the power is turned on while the setting key is inserted into the setting key insertion hole and the setting key is turned ON, as detected by the setting key detection sensor 73a. In the process for setting the winning probability, the setting value is updated by 1 each time the start lever 41 is operated as a predetermined operation. For example, each time the start lever 41 is operated, the setting value is updated to "Setting 1" → "Setting 2" → "Setting 3" → "Setting 4" → "Setting 5" → "Setting 6" → "Setting 1". Each setting value is displayed, for example, in the credit display unit 60, and the display is updated each time the setting value is updated. When the start lever 41 is operated with the setting key detection sensor 73a turned OFF, this is considered the setting value confirmation operation, and the setting value at that time is taken as the current setting value, and the process for setting the winning probability ends. Based on the end of the process for setting the winning probability, the display on the credit display unit 60 also ends. The setting value set during the winning probability setting process is stored in RAM106 until the next winning probability setting process is initiated. In step S302, a process is performed to select a lottery table based on this stored setting value.

[0116] Let's briefly explain the lottery tables. Figure 20 shows the lottery table for normal gameplay selected in a 3-bet game. Figure 21 shows the lottery table for normal gameplay selected in a 2-bet game. The lottery tables have an index value IV, and each index value IV is uniquely associated with a winning combination, and also has a point value PV.

[0117] After selecting the lottery table, step S303 sets the index value IV to 1, and in the following step S304, the judgment value DV used to determine whether a hand is successful or not is set. In this judgment value setting process, the current judgment value DV is set by adding the current index value IV and the corresponding point value PV. In the initial judgment value setting process, the random value obtained in step S301 is used as the current judgment value DV, and the current index value IV, which is 1, and the corresponding point value PV are added to this random value to create a new judgment value DV.

[0118] Subsequently, in step S305, a determination is made as to whether the corresponding role is won or lost based on the index value IV. In determining whether the role is won or lost, it is determined whether the judgment value DV exceeds 65535. If it exceeds 65535, in step S306, the process of setting the winning flag for the game result corresponding to the index value IV that was determined to be won in step S305 into the winning flag storage area 106a is executed. For example, if IV=23 and the judgment value DV exceeds 65535, the 7th small role winning flag and the 8th small role winning flag are set in step S306. Also, if IV=25 and the judgment value DV exceeds 65535, the 1st BB winning flag is set in step S306, and if IV=26 and the judgment value DV exceeds 65535, the 2nd BB winning flag is set in step S306.

[0119] Incidentally, if the set winning flag is not a winning flag indicating a win in the 1st BB (1st BB winning flag) or a winning flag indicating a win in the 2nd BB (2nd BB winning flag), the winning flag set in the winning flag storage area 106a is reset after the end of the game in which the corresponding winning flag was set (see S203 of the normal process). On the other hand, if the winning flag is a 1st BB winning flag or a 2nd BB winning flag, these winning flags are reset with the corresponding prize being achieved as one of the conditions. In other words, the 1st BB winning flag and the 2nd BB winning flag may remain valid for multiple games.

[0120] Furthermore, in step S306, when the 1st BB winning flag or the 2nd BB winning flag is carried over, if a win other than the 1st BB or 2nd BB is achieved, the corresponding winning flag is set; if a win other than the 1st BB or 2nd BB is not achieved, the corresponding winning flag is not set.

[0121] In other words, for example, if the 1st BB winning flag is carried over, and for example the index value IV = 25, the judgment value DV exceeds 65535, the 1st BB winning flag is not set. Also, if the 1st BB winning flag is carried over, and for example the index value IV = 11, the judgment value DV exceeds 65535, the 1st small role winning flag, the 9th small role winning flag, the 10th small role winning flag, and the 13th small role winning flag are set.

[0122] Alternatively, a separate lottery table may be prepared for when the 1st BB winning flag or the 2nd BB winning flag is carried over, and the lottery processing may be performed using this separately prepared lottery table when the 1st BB winning flag or the 2nd BB winning flag is carried over. In this case, it is advisable to set the respective index values ​​IV and point values ​​PV in the separately prepared lottery table so that the 1st BB and 2nd BB are not won.

[0123] If the judgment value DV does not exceed 65535 in step S305, it means that the hand corresponding to the index value IV has not been determined. In this case, in step S307, the index value IV is incremented by 1, and in the following step S308, it is determined whether or not there is a hand corresponding to the index value IV, that is, whether or not there is a hand to be judged as correct or incorrect. Specifically, it is determined whether or not the incremented index value IV exceeds the maximum value of the index value IV set in the lottery table. If there is a hand to be judged as correct or incorrect, the process returns to step S304 and the determination of whether or not the hand is correct or incorrect continues. At this time, in step S304, the judgment value DV used in the previous determination of whether or not the hand was correct or incorrect (i.e., the current judgment value DV) is added to the current index value IV and the corresponding point value PV to create a new judgment value DV, and in step S305, the determination of whether or not the hand is correct or incorrect is made based on this judgment value DV.

[0124] Incidentally, when determining the success or failure of a role using the lottery table shown in Figure 20, that is, when playing a 3-bet game in normal gameplay, the probability of winning Normal Replay A (the probability of winning when IV=1) is approximately 1 in 27.3 for setting 1, approximately 1 in 27.5 for setting 3, and approximately 1 in 28.3 for setting 6. The higher the setting value, the less likely it is to win. The probability of winning Normal Replay B (the probability of winning when IV=2) and the probability of winning Normal Replay C (the probability of winning when IV=3) are both approximately 1 in 26.2 regardless of the setting value. The probability of winning with Chance Symbol A (when IV=4) is approximately 1 in 164 regardless of the setting, the probability of winning with Chance Symbol B (when IV=5) is approximately 1 in 262 regardless of the setting, and the probability of winning with Chance Symbol C (when IV=6) is approximately 1 in 16400 regardless of the setting. Chance Symbol B is more likely to be won than Chance Symbol C, and Chance Symbol A is more likely to be won than Chance Symbol B. The probability of winning with Cherry A (when IV=7) is approximately 1 in 107 for setting 1, approximately 1 in 104 for setting 3, and approximately 1 in 93.6 for setting 6. The probability of winning increases as the setting value increases. The probability of winning Cherry B (when IV=8) is approximately 1 in 215 regardless of the setting, and the probability of winning Cherry C (when IV=9) is approximately 1 in 13100 regardless of the setting. Cherry B is more likely to be won than Cherry C, and Cherry A is more likely to be won than Cherry B. The probability of winning a Common Bell (when IV=10) is approximately 1 in 504 regardless of the setting. The probability of winning Normal Bell 1, Normal Bell 2, Sandwich Bell 1, Sandwich Bell 2, Middle Normal Bell 1, Middle Normal Bell 2, Middle Reverse Bell 1, Middle Reverse Bell 2, Reverse Sandwich Bell 1, Reverse Sandwich Bell 2, Reverse Bell 1, Reverse Bell 2 (hereinafter collectively referred to as Normal Bell) (when IV=11 to 22) is approximately 1 in 18.4 for each, regardless of the setting.The probability of winning a watermelon (when IV=23) is approximately 1 in 107, regardless of the setting. The probability of winning the 1st BB (when IV=25) is approximately 1 in 5.03, regardless of the setting, which is higher than the probability of winning other roles (re-spin, minor roles, IV=1-24). In 3-bet games, it is set so that you will not win the overlapping single-coin role (IV=24) or the 2nd BB (IV=26) (the corresponding point value PV is set to 0). In 3-bet games, the probability of not winning any role, including the 1st BB, is 0. And, when the 1st BB has been won, the probability of not winning any role in 3-bet games is approximately 1 in 5.03 (for the 1st BB), regardless of the setting. Incidentally, in 3-bet games, excluding the increase in the 1st BB state, you can expect a decrease of approximately 1.77 medals per game (net increase minus approximately 1.77 medals).

[0125] In contrast, when determining the outcome of a role using the lottery table shown in Figure 21, that is, when playing a 2-bet game in normal gameplay, the probability of winning Normal Replay A, Normal Replay B, Normal Replay C, Chance Eye A, Chance Eye B, Chance Eye C, Cherry A, Cherry B, and Cherry C (the probability of winning when IV=1 to 9) is the same as the probability when playing the 3-bet game described above. The probability of winning a Common Bell (the probability of winning when IV=10) is approximately 1 in 9.64 regardless of the setting value, and is set to be easier to win than when playing a 3-bet game. The Push Order Bell (IV=11 to 22) is set not to be won in a 2-bet game. The probability of winning a Watermelon (the probability of winning when IV=23) is approximately 1 in 257 regardless of the setting value, and is set to be harder to win than when playing a 3-bet game. In the 2-bet game, it is possible to win a double single-coin combination (IV=24), and the probability of this is approximately 1 in 1.81 regardless of the setting. Also, in the 2-bet game, it is set so that you cannot win the first Big Bonus (IV=25), but you can win the second Big Bonus (IV=26), and the probability of this is approximately 1 in 4.95 regardless of the setting. In the 2-bet game as well, the probability of not winning any combination, including the second Big Bonus, is 0. And, when the second Big Bonus has been won, the probability of not winning any combination in the 2-bet game is approximately 1 in 4.95 (for the second Big Bonus), regardless of the setting. Incidentally, in the 2-bet game, excluding the increase from the second Big Bonus, you can expect a decrease of approximately 0.64 coins per game (net increase minus approximately 0.64 coins).

[0126] If the winning flag is set in step S306, or if it is determined in step S308 that there are no targets to be judged as winning or losing, it means that the judgment of winning or losing a role has been completed. In this case, the process proceeds to step S309, where a freeze lottery is performed to determine whether or not to execute a freeze effect that disables the operation of stop switches 42 to 44 for a predetermined period of time.

[0127] In the following step S310, the lottery result processing is performed. In the lottery result processing, the system determines whether or not to transition the game state according to the results of the lottery in steps S301 to S308, and processes for notifying the sequence of button presses. This lottery result processing will be explained in detail later.

[0128] After executing the process in step S310, the lottery result command is set in step S311. Here, the lottery result command is a command sent to the display control device 81 to determine the result of the winning or losing of a role. However, in normal processing, various commands such as the lottery result command are only set in the ring buffer, and no command is sent to the display control device 81. The transmission of a command to the display control device 81 is performed in the command output processing of the timer interrupt processing described above (step S110).

[0129] Then, in step S312, a stop information setting process is executed to set the symbols that can be stopped on each reel 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 is set based on the winning flag set in step S306. For example, if the player wins the push-order bell 1 (when IV=11) and the 1st small win winning flag, 9th small win winning flag, 10th small win winning flag, and 13th small win winning flag are set, the stop symbol information is set so that the symbols corresponding to the 1st small win, 9th small win, 10th small win, and 13th small win can be stopped on each reel 32L, 32M, and 32R. Also, if the player wins the watermelon (when IV=23) and the 7th small win winning flag and 8th small win winning flag are set, the stop symbol information is set so that the symbols corresponding to the 7th small win and 8th small win can be stopped on each reel 32L, 32M, and 32R.

[0130] In this slot machine 10, the first Big Bonus (BB) is set to be awarded only in 3-bet games, and the second Big Bonus (BB) is set to be awarded only in 2-bet games. Therefore, even if the flag for the first Big Bonus is set, if the game starts as a 2-bet game, the stop information setting process in step S312 does not set the stop symbol information that would award the first Big Bonus (the stop symbol information that avoids awarding the first Big Bonus is set). Also, even if the flag for the second Big Bonus is set, if the game starts as a 3-bet game, the stop information setting process in step S312 does not set the stop symbol information that would award the second Big Bonus (the stop symbol information that avoids awarding the second Big Bonus is set).

[0131] In the following step S313, if multiple stoppable symbol information was set in step S312, a priority setting process is executed to set the priority order. For example, if multiple types of winning combinations are won among the types of winning combinations (small win, re-spin, and bonus), the following priority order is set: If both a small win and a bonus are won, the priority is set so that the small win is awarded first, and if the small win cannot be awarded, the bonus is awarded first. If both a re-spin and a bonus are won, the priority is set so that the re-spin is awarded first.

[0132] For example, if the player has won the 1st Big Bonus (BB) (the 1st BB win flag is set and the 1st BB win is carried over), and then wins a Watermelon, and the stop symbol information corresponding to the 1st BB win and the 7th and 8th small wins is set, the priority will be set so that the 7th and 8th small wins take precedence over the 1st BB win. Also, if the player has won the 2nd Big Bonus (BB) (the 2nd BB win flag is set and the 2nd BB win is carried over), and then wins a Normal Replay A, and the stop symbol information corresponding to the 2nd BB win and the 1st Replay, 2nd Replay, 3rd Replay, and 4th Replay wins is set, the priority will be set so that each of the replay wins takes precedence over the 2nd BB win.

[0133] Here, if a replay is won, the combination of symbols that result in a win is set so that one of the winning replays will always result in a win. In other words, if a replay is won, a win in the replay is guaranteed, and no misses occur. Therefore, if the stop symbol information for replays and bonuses is set, one of the set replays will always result in a win, and a bonus will never be won.

[0134] After executing the process in step S313, the first section display process is executed in step S314, and then the lottery process is terminated. The first section display process is a process related to the display control of the instruction monitor 68 and the role ratio monitor 77, and this process will be explained in detail later.

[0135] Next, the reel control process in step S211 will be explained based on the flowchart in Figure 22.

[0136] In the reel control process, the first step S401 is to perform a spin animation process. The spin animation process is a process to perform an animation using the reel control during the invalid period, based on the results of the freeze lottery process performed in step S309 above. In the following step S402, a spin start process is performed to start the rotation of each reel 32L, 32M, and 32R.

[0137] In the rotation start process, it is checked whether a predetermined wait time (e.g., 4.1 seconds) has elapsed since the reels started rotating in the previous game. If it has not elapsed, the system waits until the wait time has elapsed. Once the wait time has elapsed, the system resets the wait time for the next game and performs motor control initialization, setting rotation start information in the motor control storage area of ​​RAM 106. By performing this process, the stepping motor acceleration process is started in the timer interrupt process's stepping motor control process (step S106), and each reel 32L, 32M, and 32R begins to rotate. For this reason, even if the player bets the prescribed number of tokens and operates the start lever 41, each reel 32L, 32M, and 32R may not immediately start rotating. After that, the system waits until each reel 32L, 32M, and 32R rotates at a predetermined constant speed, and then the rotation start process ends. Furthermore, when the rotation speed of each reel 32L, 32M, and 32R reaches a constant speed, the CPU 102 illuminates the lamps (not shown) of each stop switch 42 to 44 to indicate that it is possible to issue a stop command.

[0138] Following the rotation start process, step S403 determines whether any of the stop switches 42-44 have been operated. If none of the stop switches 42-44 have been operated, the system waits until any of the stop switches 42-44 are operated. If it is determined that any of the stop switches 42-44 have been operated, the system proceeds to step S404 to determine whether the stop switch corresponding to the rotating reel has been operated, i.e., whether a stop command has been issued. If no stop command has been issued, the system returns to step S403 and waits until any of the stop switches 42-44 are operated. If a stop command has been issued, the system sets a stop command in step S405. Here, the stop command is a command sent to the display control device 81 to determine which stop switch was operated and which has issued the stop command. When a stop command is set, the system performs the stop control processing shown in steps S406-S412 to stop the rotating reel.

[0139] In step S406, the symbol number of the symbol that has reached the base position (lower row in this embodiment) at the time the stop switch is operated is confirmed. Specifically, the symbol number of the symbol that has reached the base position is confirmed by the number of excitation pulses output from the time the detection signal of the reel index sensor is input. In the following step S407, the number of reel slips to be stopped is calculated based on the stop information stored in the stop information storage area 106b. In this slot machine 10, there are five stopping patterns for each reel 32L, 32M, 32R when the stop switches 42 to 44 are operated: a stopping pattern in which the symbol that has reached the base position is stopped as is; a stopping pattern in which the corresponding reel is slid one symbol length before stopping; a stopping pattern in which the reel is slid two symbol lengths before stopping; a stopping pattern in which the reel is slid three symbol lengths before stopping; and a stopping pattern in which the reel is slid four symbol lengths before stopping. In step S407, a value between 0 and 4 is calculated as the slip count based on the stop information stored in the stop information storage area 106b. Then, in step S408, the calculated slip count is added to the symbol number of the reached symbol to determine the symbol number of the stop symbol that will actually be stopped at the base position. In step S409, it is determined whether the symbol number of the reached symbol and the symbol number of the stop symbol for the reel to be stopped are equal. If they are equal, the reel stop process is performed in step S410 to stop the rotation of the reels. Then, in step S411, it is determined whether all reels 32L, 32M, and 32R have stopped. If all reels 32L, 32M, and 32R have not stopped, the second stop information setting process is performed in step S412, and the process returns to step S403.

[0140] Here, the second stop information setting process is a process that modifies the stop information stored in the stop information storage area 106b of RAM 106 after the reels have stopped. In the second stop information setting process, the stop information is modified based on the set winning flag and the stopping outcome of the stopped reels. In this slot machine 10, for example, if a win occurs when IV=11~22, that is, if a push-order bell is won (see Figures 20 and 21), the second stop information setting process is performed to change the winning pattern that is established by the operation order of the stop switches 42~44 that generated the stop command.

[0141] Figure 23 is an explanatory diagram showing the correspondence between the winning combinations and the operation sequence of stop switches 42-44 and the resulting winning combinations. For example, if the middle-press bell 1 is won, the stop information is set so that the 17th, 18th, or 21st winning combination is achieved when each stop switch 42-44 is operated in the order of left → middle → right, left → right → middle, middle → right → left, right → left → middle, or right → middle → left. The stop information is set so that the 3rd winning combination is achieved when the switches are operated in the order of middle → left → right. However, even when the stop information is set in this way, the corresponding winning combination may not be achieved depending on the timing of the operation of stop switches 42-44.

[0142] A brief explanation of the symbol arrangement for each reel 32L, 32M, and 32R is provided below. In this slot machine 10, reels 32L, 32M, and 32R can be stopped after sliding up to 4 symbol lengths from the timing of operation of stop switches 42-44. Therefore, if the same symbols on each reel 32L, 32M, and 32R are spaced 4 symbols or less apart, the winning symbol can be stopped on the active payline regardless of the timing of operation of stop switch 43. On the other hand, for symbols that are spaced 5 symbols or more apart, the player needs to aim at the symbol and operate stop switches 42-44 to stop them on the active payline.

[0143] Let's explain using the example of a case where a middle-to-right bell 1 is won and the stop switches 42-44 are operated in the order left → middle → right. In this case, as described above, the stopping control of reels 32L, 32M, and 32R is performed to achieve the 17th, 18th, or 21st small win.

[0144] The 17th winning symbol on the left reel 32L is the "Red 7" symbol and the "BAR" symbol. The 18th winning symbol on the left reel 32L is the "Red Shell" symbol and the "White Shell" symbol. The 21st winning symbol on the left reel 32L is the "Replay" symbol and the "Young Man" symbol. On the left reel 32L, these 17th, 18th, and 21st winning symbols are arranged so that the spacing between them is 4 symbols or less. Therefore, when the left stop switch 42 is operated for the first time, regardless of the timing of the operation, one of the 17th, 18th, or 21st winning symbols will stop on the active line (middle row). In this slot machine 10, if the operation is performed at a timing when multiple target symbols can be stopped, the stop control is performed so that the symbol with the fewest slip frames stops on the active line. In other words, for example, if the left stop switch 42 is operated at the moment the first "bell" symbol on the left reel 32L reaches the bottom position, it is possible to stop the 18th winning symbol, the 4th "red clam" symbol (2-frame slip), and the 21st winning symbol, the 5th "replay" symbol (3-frame slip), in the middle position. However, the left reel 32L is controlled to stop in the middle position so that the 4th "red clam" symbol, which has the fewest slip frames, stops in the middle position. In this case, there is still a possibility of winning the 18th winning combination, but the 17th and 21st winning combinations will not be achieved.

[0145] If the 18th small win symbol on the left reel 32L stops in the middle position, the second stop information setting process modifies the stop information so that the 18th small win can be achieved.

[0146] The 18th winning symbol on the middle reel 32M is the "Replay" symbol. On the left reel 32L, the "Replay" symbols are arranged so that the interval between them is 4 symbols or less. Therefore, in this case, regardless of the timing of operation of the middle stop switch 43, the stop control is performed so that the "Replay" symbol stops on the upper position of the middle reel 32M.

[0147] The 18th winning symbols on the right reel 32R are the "white shell" symbol and the "young man" symbol. On the right reel 32R, these symbols are arranged so that there is a gap of 5 or more symbols between each "white shell" symbol and the "young man" symbol. In other words, depending on the timing of operating the right stop switch 44, it may or may not be possible to stop the 18th winning symbol, the "white shell" symbol or the "young man" symbol, on the upper row. If the right stop switch 44 is operated at a timing when it is possible to stop it on the upper row, the 18th winning symbol is awarded, and if the right stop switch 44 is operated at a timing when it is not possible to stop it on the upper row, it is considered a missed win.

[0148] Here, when the "Red Shell" symbol stops in the middle of the left reel 32L and the "Replay" symbol stops in the upper part of the middle reel 32M, there is a possibility that, as mentioned above, you will win the middle-sequential bell 1 and achieve the 18th small win, or there is a possibility that you will win the middle-sequential bell 2 and achieve the 20th small win. In other words, the 20th small win symbol in the middle-sequential bell 2 is the same as the 18th small win symbol on the left reel 32L and the middle reel 32M. However, in the right reel 32R, the 18th small win symbol is the "White Shell" symbol and the "Young Man" symbol, while the 20th small win symbol is the "Red 7" symbol and the "White 7" symbol, which are different. In particular, on the right reel 32R, the 18th and 20th small win symbols are positioned such that if the right stop switch 44 is operated at a timing when the 18th small win symbol can be stopped on an active line, the 20th small win symbol cannot be stopped on an active line, and if the right stop switch 44 is operated at a timing when the 20th small win symbol can be stopped on an active line, the 18th small win symbol cannot be stopped on an active line. Therefore, assuming that it is unknown whether the middle-sequential bell 1 or middle-sequential bell 2 has been won, even if the left reel 32L and the middle reel 32M are stopped in a manner that makes it possible to win the 18th and 20th small wins, it is not possible to win them by aiming for them.

[0149] Next, we will explain using the example of a case where a middle-to-left bell win occurs and the stop switches 42-44 are operated in the order of middle → left → right. In this case, the stopping control of reels 32L, 32M, and 32R is performed to achieve a third small win.

[0150] On the middle reel 32M, the third small winning symbol, the "Replay" symbol, is positioned such that the spacing between "Replay" symbols is four symbols or less. Therefore, when the middle stop switch 43 is operated first, the "Replay" symbol will stop on the top row regardless of the timing of the operation.

[0151] On the left reel 32L, the third small winning symbol, the "bell" symbol, is positioned such that the spacing between "bell" symbols is four symbols or less. Therefore, when the left stop switch 42 is operated second, the "bell" symbol will stop in the middle position regardless of the timing of the operation.

[0152] On the right reel 32R, the third small winning symbols, the "watermelon" and "red clam" symbols, are arranged so that the spacing between these symbols is four symbols or less. Therefore, when the right stop switch 44 is operated third, the "watermelon" or "red clam" symbol will stop on the top row regardless of the timing of the operation. As described above, if you win the middle-sequence bell 1 and operate the middle stop switch 43 → left stop switch 42 → right stop switch 44 in that order, the third small winning combination will be achieved regardless of the timing of the operation.

[0153] As described above, if you win a push-order bell, and stop switches 42-44 are operated in a predetermined sequence, regardless of the timing of the operation, you will win the 1st, 2nd, 3rd, 4th, 5th, or 6th small win. If stop switches 42-44 are operated in any other sequence, depending on the timing of the operation, you will either win a small win or miss out on any small wins. Incidentally, if you win a common bell, regardless of the order and timing of the operation, you will win the 1st, 2nd, 3rd, 4th, 5th, or 6th small win.

[0154] Returning to the explanation of the reel control process, if it is determined in step S411 that all reels 32L, 32M, and 32R have stopped, the payout determination process is performed in step S413. The payout determination process is a process that sets the number of medals to be paid out, with one of the conditions being that the winning combination of symbols is lined up on the active line. In the payout determination process, the combination of symbols formed on the active line is derived from the symbol numbers of the symbols that stopped on the lower row of each reel 32L, 32M, and 32R, and it is determined whether or not a win has occurred on the active line. If a win has occurred, it is further determined whether or not the winning combination corresponds to the winning flag set in the winning flag storage area 106a. If the winning combination corresponds to the winning flag, the winning combination and the number of payouts corresponding to that winning combination are set in the 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 detection process is performed to notify the system of the error. This error state is maintained until the reset switch 72 is operated.

[0155] After the payout determination process is performed, the bonus state processing is executed in step S414. The bonus state processing will be explained in detail later. After the bonus state processing is performed, the winning result response processing is performed in step S415. In the winning result response processing, processes such as transitioning the game state based on the winning result are performed. This winning result response processing will be explained in detail later.

[0156] After processing the winning results, step S416 executes the second section display processing. The second section display processing is related to the display control of the instruction monitor 68, and this processing will be explained in detail later. Then, in step S417, a winning result command is set so that the display control device 81 can recognize the winning combinations in this game, and the reel control processing is terminated.

[0157] Next, we will briefly explain the medal payout process in step S212.

[0158] In the medal payout process, it is determined whether the number of medals to be paid out set in the payout information storage area is 0 or not. If the number of medals to be paid out is 0, it means that the previous payout determination process determined that no small wins were achieved. In this case, it is determined whether any of the 1st re-play wins to the 12th re-play wins have occurred, based on the winning combination set in the payout determination process. If none of the re-play wins have occurred, the medal payout process ends as is. If any of the re-play wins have occurred, the re-play setting process is performed to set the game mode to re-play mode, and the medal payout process ends. Note that in the start waiting process (step S204) explained earlier, the automatic insertion process is performed if it is determined that the current game mode is re-play mode.

[0159] On the other hand, if the number of medals to be dispensed set in the dispensing information storage area is not 0, the same number of medals as the number of medals to be dispensed are dispensed, and the medal dispensing process ends. Specifically regarding medal dispensing, if the count value of the credit counter has not reached the upper limit (the number of stored medals is 50), the number of medals to be dispensed is added to the count value of the credit counter, and the added value is displayed on the credit display unit 60. If the count value of the credit counter has reached the upper limit, or if the count value reaches the upper limit while the number of medals to be dispensed is being added, the medal dispensing rotating plate is driven, and medals are dispensed from the hopper device 51 through the medal discharge port 49 to the medal receiving tray 50. In addition, the medal dispensing process also includes a process to change the number of medals to be dispensed in accordance with the number of medals dispensed on the dispensing display unit 62. Furthermore, if the current game state is BB state, the number of medals to be dispensed is subtracted from the value of the remaining dispensing counter described later, and the remaining dispensing number displayed on the remaining dispensing display unit 61 is also subtracted.

[0160] Next, the bonus state processing in step S414 will be explained based on the flowchart in Figure 24.

[0161] First, in step S501, it is determined whether the current game state is a bonus state, that is, whether the current game state is the 1st BB state or the 2nd BB state. Whether or not it is the 1st BB state or the 2nd BB state can be determined by the presence or absence of the 1st BB state flag and the 2nd BB state flag, which are set in the various flag storage area 106d of RAM 106 when transitioning to the 1st BB state or the 2nd BB state. In other words, in step S501, if neither the 1st BB state flag nor the 2nd BB state flag is set, it is determined that it is not the 1st BB state or the 2nd BB state and the process proceeds to step S502.

[0162] Step S502 determines whether the 1st BB winning flag or the 2nd BB winning flag is set and whether either BB has been won. If neither BB winning flag is set, the bonus state processing ends. If either BB winning flag is set, proceed to step S503.

[0163] In step S503, the process of inputting 3 into the MAX bet counter located in the various counter area 106e of RAM 106 is performed. The MAX bet counter is used to set a specific number of virtual medals to be inserted when the first credit insertion switch 56 is operated. That is, when the first credit insertion switch 56 is operated while 3 is entered into the MAX bet counter, 3 virtual medals will be inserted. In this case, since the MAX bet counter does not set the predetermined number of medals for the game, if the predetermined number of medals for the game is set to 2 or 3, it is permitted to play a 2-bet game by operating the second credit insertion switch 57. If 3 is already entered into the MAX bet counter in step S503, that state is maintained.

[0164] The initial value of the MAX bet counter is 2. When the reset switch 72 is operated and the RAM is cleared, 2 is entered into the MAX bet counter and the slot machine 10 starts up.

[0165] In the following step S504, it is determined whether a first BB (Big Bonus) win or a second BB win has occurred. If neither BB win has occurred, the bonus state processing ends. If either BB win has occurred, the process proceeds to step S505, where it is determined whether a first BB win has occurred.

[0166] If the first Big Bonus (BB) has been awarded, step S506 executes the process of inputting "46" into the BB counter located in the various counter area 106e. The BB counter is a counter that defines the upper limit of payouts in each BB state. That is, when "46" is input into the BB counter in step S506, it is set so that the first BB state ends when 46 or more medals are paid out. In step S507, the first BB winning flag is cleared. Then, in step S508, the first BB state flag is set in the various flag storage area 106d. As a result, from the next game onwards, a positive judgment will be made in step S501. In the following step S509, the process of setting the first BB start command as an output target to the display control device 81 is executed. The first BB start command is a command that makes the display control device 81 aware that the first BB state has started, and upon receiving such a first BB start command, the display control device 81 controls the speaker 64, auxiliary display unit 65, etc. so that the first BB start effect corresponding to the start of the first BB state is performed. Furthermore, the display control device 81, upon receiving the first BB start command, can determine that the next game will be in the first BB state, and controls the speaker 64, auxiliary display unit 65, etc., so that the effects for the first BB state are displayed from the next game.

[0167] After setting the output of the 1st BB start command in step S509, the process of setting the specified bet number to 3 is executed in step S510, and then this bonus state process is terminated. The specified bet number corresponds to the specified number of coins for the game mentioned above. In other words, by transitioning to the 1st BB state, the specified number of coins for the game is set to 3, and the 1st BB state is played with a 3-bet game.

[0168] The initial values ​​for the number of specified bets are 2 and 3. When the reset switch 72 is operated and the RAM is cleared, the number of specified bets is set to 2 and 3 and the slot machine 10 starts up.

[0169] If it is determined in step S505 that the first BB win has not occurred, it means that the second BB win has occurred. In this case, the process proceeds to step S511, where "2" is entered into the BB counter. That is, the second BB state is set to end when two or more medals are dispensed. Then, in step S512, the process of clearing the second BB win flag is executed, and in step S513, the process of setting the second BB state flag is executed. After that, in step S514, the process of setting the second BB start command as an output target to the display control device 81 is executed. The second BB start command corresponds to the first BB start command and is a command to make the display control device 81 aware that the second BB state has started. Upon receiving the second BB start command, the display control device 81 controls the speaker 64 and auxiliary display unit 65 etc. so that the second BB start animation corresponding to the start of the second BB state is performed, and controls the speaker 64 and auxiliary display unit 65 etc. so that the animation for the second BB state is performed from the next game onwards. Furthermore, the first BB start animation and the second BB start animation differ in appearance and content to a degree that is distinguishable by the player. Also, the animations for the first BB state and the animations for the second BB state differ in appearance and content to a degree that is distinguishable by the player.

[0170] After setting the output of the second BB start command in step S514, the process of setting the specified bet number to 3 is executed in step S510, and then this bonus state process is terminated. In other words, the specified number of coins for the game is set to 3 not only in the first BB state but also in the second BB state, and the second BB state is played as a 3-bet game.

[0171] If a positive result is obtained in step S501 and it is the first BB state or the second BB state, the process proceeds to step S515 to perform the processing in the first BB state or the second BB state. Figure 25 shows an example of a lottery table for BB states. In this embodiment, a common lottery table is used for the first BB state and the second BB state, but separate lottery tables may be provided for each, and the types of winning combinations and the winning probabilities for each combination may differ. In this embodiment, as shown in Figure 25, in the first BB state and the second BB state, it is set so that it is possible to win a normal replay A, a common bell, and a duplicate single-coin combination. The probability of winning a normal replay A (the probability of winning when IV=1) is approximately 1 in 61.2, the probability of winning a common bell (the probability of winning when IV=10) is approximately 1 in 9.02, and the probability of winning a duplicate single-coin combination (the probability of winning when IV=24) is approximately 1 in 1.78. Furthermore, the probability of not winning any role in either the 1st BB state or the 2nd BB state is approximately 1 in 3.13. In this case, a decrease of approximately 0.96 medals per game can be expected (net increase minus approximately 0.96 medals).

[0172] Here, in the 3-bet game, both the normal gameplay state and the 1st BB state that can be entered in the 3-bet game, the main way to increase medals is through winning the 1st to 6th small wins, which result in a payout of 13 medals. In the normal gameplay state, these are the push-order bells, and in the 1st BB state, they are the common bells. Comparing the winning rates of these main small wins, in the normal gameplay state, assuming that stop switches 42 to 44 are operated in a certain order, the probability of winning is approximately 1 in 9.19, while in the 1st BB state, the probability is approximately 1 in 9.03. In the 3-bet game, the 1st BB state is set to make winning more likely than the normal gameplay state. Furthermore, in both the normal gameplay state and the second Big Bonus (BB) state that can be entered in the 2-bet game, the main source of medal increases is the common bell. In the normal gameplay state, the probability of winning is approximately 1 in 9.64, while in the second BB state, the probability is approximately 1 in 9.03. In the 2-bet game, the second BB state is set to have a higher probability of winning than the normal gameplay state.

[0173] However, as mentioned above, the 1st BB state and 2nd BB state employ a lottery table in which the number of medals may decrease in each game. Therefore, you cannot expect to increase your number of medals by going through the 1st BB state or 2nd BB state. On the contrary, it is expected that your number of medals will decrease by going through the 1st BB state or 2nd BB state.

[0174] In the bonus state processing, step S515 determines whether any winning combinations have been achieved in the current game, based on the lottery process using the BB state lottery table and the control of each reel. If no winning combinations have been achieved, the bonus state processing ends. If winning combinations have been achieved, step S516 subtracts the payout amount corresponding to the winning combinations from the BB counter in the various counter areas 106e. Then, in step S517, it is determined whether the BB counter has become 0 or less as a result of the subtraction process in step S516. For example, if a common bell is won in the second BB state and the first to sixth winning combinations are achieved, a payout of 13 coins occurs. Therefore, in step S516, 13 is subtracted from the BB counter, and the BB counter becomes 0 or less.

[0175] If it is determined in step S517 that the value is not 0 or less, the bonus state processing is terminated. On the other hand, if it is determined that the value is 0 or less, in step S518, the BB state flag corresponding to the current BB state is cleared. That is, if it is the 1st BB state, the 1st BB state flag is cleared, and if it is the 2nd BB state, the 2nd BB state flag is cleared. Then, in step S519, the process of inputting 2 to the MAX bet counter is executed, and in step S520, the BB termination command corresponding to the BB state to be terminated is set as the output target to the display control device 81. More specifically, if the 1st BB state is to be terminated, the 1st BB termination command is set to be output, and if the 2nd BB state is to be terminated, the 2nd BB termination command is set to be output. Upon receiving the 1st BB termination command or the 2nd BB termination command, the display control device 81 controls the speaker 64 and auxiliary display unit 65 so that the effects for the 1st BB termination or the 2nd BB termination are performed.

[0176] Subsequently, in step S521, the specified bet amounts are set to 2 and 3, and then the bonus state processing is terminated. In this case, in the normal game state after the end of the 1st BB state or 2nd BB state, both 2-bet games and 3-bet games are possible. However, as mentioned above, since 2 is entered into the MAX bet counter in step S519, when the 1st credit insertion switch 56 is operated, two virtual medals are inserted, and the game is played as a 2-bet game. In other words, when neither the 1st BB winning flag nor the 2nd BB winning flag is set, the game is set to be more likely to be played as a 2-bet game. Incidentally, after the end of the 1st BB state or 2nd BB state, since 2 is entered into the MAX bet counter, 3-coin bets cannot be made by operating the 1st credit insertion switch 56 or the 2nd credit insertion switch 57, and in order to play a 3-bet game, it is necessary to insert 3 medals from the medal slot 45.

[0177] Here, we will briefly explain the gameplay of this slot machine 10 using 2-bet games and 3-bet games, with reference to Figure 26.

[0178] In the initial state after RAM106 has been initialized (cleared), neither the 1st BB winning flag nor the 2nd BB winning flag is set, and the game is in a normal play state (non-internal state) where neither BB has been won. In this case, as described above, the prescribed bet amount (prescribed number of coins for the game) is set to 2 and 3, and both 2-bet games and 3-bet games are possible. However, as described above, the MAX bet counter is set to 2, and if you start playing by operating the 1st credit insertion switch 56, it will be a 2-bet game.

[0179] In a non-internal state, a 3-bet game may result in a win of the 1st BB, but not the 2nd BB, while a 2-bet game may result in a win of the 2nd BB, but not the 1st BB. As described above, in games where the 1st credit insertion switch 56 is operated, a win of the 2nd BB is basically possible in a 2-bet game.

[0180] If you win the 1st BB or 2nd BB but do not win a prize in that game, the 1st BB or 2nd BB win is carried over to the next game (internal state). Even in the internal state, as described above, the prescribed number of bets (prescribed number of coins for the game) is set to 2 and 3, and both 2-bet games and 3-bet games are possible. However, as described above, the MAX bet counter is set to 3, and if you start playing by operating the 1st credit insertion switch 56, it will be a 3-bet game.

[0181] As already explained, in this slot machine 10, when the internal state is such that the first Big Bonus (BB) has been won, the stopping control of each reel 32L, 32M, and 32R is such that the first BB can be won in a 3-bet game, but the first BB cannot be won in a 2-bet game. Similarly, when the internal state is such that the second BB has been won, the stopping control of each reel 32L, 32M, and 32R is such that the second BB cannot be won in a 3-bet game, but the second BB can be won in a 2-bet game. In other words, if the first BB is won in a 3-bet game, the first BB can be won if the 3-bet game is continued, but the first BB cannot be won if the game is switched to a 2-bet game after the first BB is won. Also, if the second BB is won in a 2-bet game, the second BB can be won if the game is continued, but the second BB cannot be won if the game is switched to a 3-bet game after the second BB is won. Furthermore, the 1st BB and 2nd BB cannot be won multiple times. If you have already won the 1st BB, you cannot win the 1st BB again, nor can you win the 2nd BB multiple times. Similarly, if you have already won the 2nd BB, you cannot win the 2nd BB again, nor can you win the 1st BB multiple times. In other words, if you win the 1st BB and play a 2-bet game, the game will continue indefinitely in the internal state where you have carried over the 1st BB win. Similarly, if you win the 2nd BB and play a 3-bet game, the game will continue indefinitely in the internal state where you have carried over the 2nd BB win.

[0182] Here, as described above, the first Big Bonus (BB) win is only possible in 3-bet games, and the second Big Bonus (BB) win is only possible in 2-bet games. Therefore, even if a 3-bet game results in no wins while a second Big Bonus win is being carried over, the second Big Bonus win will not be achieved. Similarly, if a 2-bet game results in a loss while a first Big Bonus win is being carried over, the first Big Bonus win will not be achieved. This dramatically simplifies the combination of winning combinations and the control of each reel (32L, 32M, 32R) in internal states where a first or second Big Bonus win is being carried over. If the configuration allowed for a second Big Bonus win in a 3-bet game, or a first Big Bonus win in a 2-bet game, then in order to continue the internal state where a first or second Big Bonus win is being carried over, it would be necessary to create a lottery table that does not result in a loss. For example, in the case of a combination that could be missed, it would be necessary to ensure that a different combination is achieved when that combination is missed.

[0183] Furthermore, in both the 1st BB state and the 2nd BB state, the main role for increasing medals is the common bell. Also, in both the non-internal state and the internal state, the main role for increasing medals in 2-bet games is the common bell, while in 3-bet games, the main role for increasing medals is the push-order bell. With the common bell, regardless of the order or timing of operation of each stop switch 42-44, one of the 1st to 6th small roles will be achieved, whereas with the push-order bell, the small role that is achieved differs depending on the order and timing of operation of each stop switch 42-44. In other words, the fluctuation in medal increase or decrease depending on the order and timing of operation (mainly the operation order) when a push-order bell is won is greater in the non-internal state and internal state in 3-bet games than in the 1st BB state and the 2nd BB state. Furthermore, by providing notification of the operation sequence (Figure 25) that results in winning the 1st to 6th small prizes when a push-order bell is won, it becomes possible to switch between an AT mode (Assist Time Mode, Navi Mode) that assists in winning and a non-AT mode (Non-Navigation Mode) that does not, thereby creating states where the number of medals increases and states where the number of medals decreases depending on whether or not the notification (assistance) is provided.

[0184] Then, in the game where the first credit insertion switch 56 is operated, the game is first played as a 2-bet game in the non-internal state, and the second Big Bonus (BB) is won in that 2-bet game. When the second BB is won, the game enters the internal state, and the game switches to a 3-bet game when the first credit insertion switch 56 is operated, and the game continues in a state where it is not possible to win the second BB that was won above. In this case, as described above, in the 3-bet game in which the second BB win has been carried over, the first BB will not be won, nor will the second BB be won, and the game will generally continue in the internal state in which the second BB win has been carried over.

[0185] In this slot machine 10, the flag for the first Big Bonus (BB) is stored in the normal area of ​​the various flag storage area 106d, while the flag for the second Big Bonus (BB) is stored in the save area of ​​the various flag storage area 106d. The normal area is where various general flags, such as the flags for other winning combinations, are stored. Each flag stored in the normal area is retained by backup power, etc., even if the power supply to the slot machine 10 is stopped (the power is turned off). Therefore, for example, even if the power is turned off when the amusement hall closes, if the power is turned on the next day, the slot machine 10 will start up with the various flags stored in the normal area still stored, and even if the power is turned on / off with the first Big Bonus (BB) flag set, the slot machine 10 will start up with the first Big Bonus (BB) flag set. However, if the setting process for the winning probability is started when the slot machine 10 is started up (if the setting is changed), the normal area is initialized (cleared). Therefore, when the winning probability setting process is performed, the 1st BB winning flag is cleared along with the other flags stored in these normal areas.

[0186] In contrast, the storage area is an area where only the flag for winning the second Big Bonus (BB) is stored. Similar to the normal area mentioned above, the flags stored in the storage area are not cleared when the power is turned on or off. Furthermore, even if the probability setting process is initiated when the slot machine 10 is started up, the storage area is not initialized (it is excluded from the initialization process). Therefore, even if the probability setting process is performed, the flag for winning the second Big Bonus (BB) stored in the storage area is not cleared and is retained (storage). In other words, if the probability setting process is performed in the internal state of a first Big Bonus (BB) win where the first Big Bonus (BB) win flag is stored, the first Big Bonus (BB) win flag is cleared and the machine starts up in a non-internal state. On the other hand, if the probability setting process is performed in the internal state of a second Big Bonus (BB) win where the second Big Bonus (BB) win flag is stored, the second Big Bonus (BB) win flag is not cleared and the machine starts up in the internal state of a second Big Bonus (BB). In this way, it is possible to continue playing in the internal state where the second Big Bonus (BB) win is carried over, not only when the power of the slot machine 10 is turned on or off, but also when the settings are changed.

[0187] Therefore, in order to allow gameplay with the second BB win carried over, basically, all that is needed is to play the slot machine 10 in a 2-bet game until the second BB win occurs, and thereafter, the second BB win will be retained in memory until the reset switch 72 is operated and the RAM clear process is performed. In this way, it is possible to suitably allow gameplay with the second BB win carried over.

[0188] The following explanation assumes gameplay with a carried-over second Big Bonus (BB) win, and describes the gameplay utilizing the notification (button press notification) when a button press order bell is won during that gameplay (which will also be referred to as normal gameplay below).

[0189] <Processing for handling lottery results> First, referring to the flowchart in Figure 27, we will explain the lottery result response process performed in step S310. The lottery result response process is performed after the lottery process for each game has been completed, and it is a process that performs a lottery for transitioning to the AT mode, in which a button press order notification occurs, based on the lottery result of the game.

[0190] First, in step S601, the system determines the current game state. More specifically, it determines whether the game is in either the 1st BB state or the 2nd BB state, or in a non-internal state (normal game state) before winning the 1st BB or 2nd BB, or in an internal state (carryover state) after winning the 1st BB or 2nd BB. In the 1st BB state and the 2nd BB state, the specified number of bets is set to 3, while in the non-internal state before winning the 1st BB or 2nd BB, and in the internal state after winning the 1st BB or 2nd BB, the specified number of bets is set to 2 and 3, respectively. Then, in step S602, it is determined whether the number of bets for the current game is one of the specified numbers (specific specified number) determined in the state determined in step S601. In this embodiment, the specific specified number for the 1st BB state and the 2nd BB state is 3, and in this case, since the specified number of bets in the 1st BB state and the 2nd BB state is 3, if it is determined in step S601 that the game is in the 1st BB state or the 2nd BB state, then in step S602, the determination is always affirmative. In contrast, in this embodiment, in states other than the first BB state and the second BB state, 3 is set as a specific specified number among the specified numbers of 2 and 3, and if the number of bets is 3 in the state other than the first BB state and the second BB state, a positive determination is made in step S602. In this case, processing for the display mode (processing for the instruction function) from step S603 onwards is performed. On the other hand, if the number of bets is 2 in the state other than the first BB state and the second BB state, a negative determination is made in step S602, and the lottery result corresponding processing is terminated thereafter.

[0191] In other words, in this embodiment, if the internal state is set to a 2-bet game, the transition lottery to AT mode from step S603 onwards will not be performed, which is disadvantageous to the player. This makes it easier to have the player play in a 3-bet game state and carry over the second Big Bonus (BB) in normal gameplay.

[0192] If a positive result is obtained in step S602, step S603 determines whether or not the advantageous section flag is set in the various flag storage area 106d. In this slot machine 10, there are advantageous sections in which button press order notifications, etc., can occur and normal sections in which they cannot occur. The advantageous section flag is a flag that the CPU 102 uses to determine whether the current game is in an advantageous section. It is set when transitioning to an advantageous section and cleared when transitioning to a normal section.

[0193] If the advantageous section flag is not set, it means that the current game is in the normal section. In this case, the advantageous section transition lottery process is executed in step S604, and then the lottery result processing is terminated.

[0194] In the advantageous section transition lottery process, as shown in the flowchart of Figure 28, the lottery result for the current game is determined in step S701. Then, in step S702, the advantageous section transition lottery table is obtained from the various table storage area 105a of ROM 105. As shown in Figure 33, the advantageous section transition lottery table has the transition rate to the advantageous section (winning probability of the advantageous section transition lottery) set according to the lottery result for each game. As shown in Figure 33, the triggers for the advantageous section transition lottery are set as normal replay A, normal replay B, normal replay C, chance eye A, chance eye B, chance eye C, cherry A, cherry B, cherry C, common bell, push-order bell, and watermelon. In other words, in normal gameplay as a 3-bet game with the second BB carried over, all possible results are set as triggers for the advantageous section transition lottery.

[0195] After obtaining the lottery table in step S702, the process of obtaining a random number for the advantageous section transition lottery is executed in step S703. A dedicated counter in the various counter areas 106e is used for the random number for the advantageous section transition lottery, and this dedicated counter is updated at a predetermined period, and the latest updated value of the counter is obtained in step S703. Then, the advantageous section transition lottery is executed in step S704, and in step S705, it is determined whether or not the transition lottery has been won. Incidentally, in this embodiment, the lottery table is set so that the advantageous section transition lottery is won with 100% probability regardless of the trigger role. In this case, if it is determined in step S701 that the result of the game is a trigger role for the transition lottery (not a losing result), it is possible to omit the processing in steps S702 to S705.

[0196] If it is determined in step S705 that the transition lottery has been won, then in step S706, the process of setting the advantageous section winning game flag in the various flag storage area 106d is executed. The advantageous section winning game flag is a flag that allows the CPU 102 to know that this game is one in which the lottery for transitioning to the advantageous section has been won. If it is determined to be negative in step S705, or after the process in step S706 has been executed, the advantageous section transition lottery process is terminated.

[0197] Returning to the explanation of the lottery result corresponding process, if it is determined in step S603 that the advantageous section flag is set, the process proceeds to step S605. In step S605, 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 winning the lottery for transitioning to the AT mode, and the AT mode flag is a flag that is set when transitioning to the AT mode. That is, in step S605, it is determined whether the situation is already a situation where the transition to the AT mode is confirmed or a situation where the transition has already occurred. If neither flag is set in step S605 and the situation is still one where the transition to the AT mode has not been confirmed, the AT lottery process is executed in step S606. On the other hand, if any flag is set in step S605, the AT topping-up process is executed in step S607.

[0198] <AT lottery process> First, the AT lottery process in step S606 will be described while referring to the flowchart of FIG. 29.

[0199] In step S801, the subtraction process of the ceiling counter provided in the various counter areas 106e is executed. The ceiling counter is a counter for the CPU 102 to grasp the maximum number of games (ceiling number of games) that can be consumed without a transition to the AT mode occurring in the advantageous section. A predetermined lottery value is input to the ceiling counter when transitioning to the advantageous section. In this embodiment, the maximum value of the ceiling counter is set to 999. That is, by consuming a maximum of 999 games after transitioning to the advantageous section, a transition to the AT mode will occur even if the lottery for transitioning to the AT mode is not won. In step S801, the process of subtracting 1 from the above ceiling counter is executed. Then, in step S802, it is determined whether the ceiling counter has become 0. If it is not 0, the AT mode transition lottery is executed in steps S803 to S805.

[0200] In other words, in step S803, it is determined whether or not the first CZ mode flag, the second CZ mode flag, and the third CZ mode flag are set in the various flag storage area 106d. In this embodiment, a normal mode and a CZ mode are provided as a state in the advantageous section before winning the lottery to transition to AT mode, and the CZ mode is set as a mode in which it is easier to win the lottery to transition to AT mode than the normal mode. As CZ modes, the first CZ mode, the second CZ mode, and the third CZ mode are set, each with a different transition trigger, and the first CZ mode flag to the third CZ mode flag are flags used by the CPU 102 to distinguish between these first CZ mode to third CZ mode. If it is determined in step S803 that none of the CZ mode flags are set, the normal AT mode lottery process is executed in step S804, and if any of the CZ mode flags are set in step S803, the CZ AT mode lottery process is executed in step S805.

[0201] In the normal AT mode lottery process in step S804, as shown in the flowchart in Figure 30, first, in step S901, the lottery result for the current game is determined. Then, in step S902, the normal AT mode transition lottery table is obtained from the various table storage area 105a of ROM 105. As shown in Figure 33, the normal AT mode transition lottery table has the transition rate to AT mode (winning probability of AT mode transition lottery) set according to the lottery result for each game. As shown in Figure 33, the triggers for the normal AT mode transition lottery are set as normal replay A, normal replay B, normal replay C, chance eye A, chance eye B, chance eye C, cherry A, cherry B, cherry C, common bell, push-order bell, and watermelon. In other words, in normal gameplay as a 3-bet game with the second BB carried over, all possible results are set as triggers for the normal AT mode transition lottery.

[0202] After obtaining the lottery table in step S902, the process of obtaining a random number for the AT mode transition lottery is executed in step S903. Then, in step S904, the AT mode transition lottery is executed and the AT mode lottery process ends. In other words, in the normal AT mode lottery process, the AT mode transition lottery is performed based on the lottery results of each game.

[0203] In contrast, the AT mode transition lottery during CZ mode uses the results of multiple games played during CZ mode to determine the transition to AT mode.

[0204] In other words, in the AT mode lottery process for the CZ in step S805, as shown in the flowchart in Figure 31, first, in step S1001, the lottery result for the current game is determined. Then, in step S1002, the process of obtaining the point table from the various table storage area 105a of the ROM 105 is executed.

[0205] As shown in Figure 33, the point table is set up so that the number of points obtained in the current game can vary depending on the result of the draw for each game. For example, if the result of the draw for this game is Cherry A, 20 points are obtained, and if the result of the draw for this game is Cherry B, which is less likely to be won than Cherry A, 50 points are obtained. In this way, the draw process for each game is set up so that the lower the probability of winning, the more points are obtained.

[0206] Then, in step S1003, the process of adding the point value acquired in the current game to the cumulative counter RC provided in the various counter areas 106e is executed. In this embodiment, the lottery result command for each game is set to include information about the cumulative counter RC, so that the value of the cumulative counter RC can be obtained on the display control device 81 side along with the lottery result for each game.

[0207] In the following step S1004, the process of obtaining the CZ counters located in the various counter areas 106e is executed. The CZ counter is a counter used by the CPU 102 to keep track of the remaining number of games in CZ mode, and it is decremented by 1 each time a game is played in CZ mode. Then, in step S1005, the process of obtaining the CZ AT mode transition lottery table from the various table storage area 105a is executed, and in step S1006, the AT mode transition lottery is performed, and then the CZ AT mode lottery process is terminated.

[0208] As shown in Figure 34, the AT mode transition lottery table for the CZ is set so that the probability of winning the AT mode transition lottery differs depending on the CZ counter and the cumulative counter RC. More specifically, the product of a predetermined number set according to the value of the CZ counter and the value of the cumulative counter RC and the cumulative counter RC is set as the probability of winning the AT mode transition lottery (%). For example, if the CZ counter is 16 or more, the predetermined number is set to 0.1 if the cumulative counter RC is between 0 and 59, and the predetermined number is set to 0.6 if the cumulative counter RC is between 80 and 100. In this case, if the CZ counter is 16 or more and the cumulative counter RC is 30, the probability of winning the AT mode transition lottery is 3%, calculated by the product of the predetermined number (0.1) and the cumulative counter RC (30). Also, if the CZ counter is 16 or more and the cumulative counter RC is 90, the probability of winning the AT mode transition lottery is 54%, calculated by the product of the predetermined number (0.6) and the cumulative counter RC (90). Furthermore, if the CZ counter is between 3 and 1, the predetermined number is set to 0.5 if the cumulative counter RC is between 0 and 9, and to 1.0 if the cumulative counter RC is between 50 and 100. In this case, if the CZ counter is between 3 and 1 and the cumulative counter RC is 5, the probability of winning the AT mode transition lottery is 3%, calculated by multiplying the predetermined number (0.6) by the cumulative counter RC (5). Also, if the CZ counter is between 3 and 1 and the cumulative counter RC is 90, the probability of winning the AT mode transition lottery is 90%, calculated by multiplying the predetermined number (1.0) by the cumulative counter RC (90).

[0209] In other words, in the CZ mode of this embodiment, the higher the point value earned in each game during the CZ mode, the easier it is to win the AT mode transition lottery, and the fewer games remaining in the CZ mode, the easier it is to win the AT mode transition lottery. Furthermore, even if the point value earned in each game during the CZ mode is high, if there are many games remaining in the CZ mode, it is set to be difficult to win the AT mode transition lottery. In this way, it is suppressed that the AT mode transition lottery will be won too soon after transitioning to the CZ mode, and measures have been taken to allow players to enjoy the gameplay (presentation) in the CZ mode to the very end while increasing attention to the lottery results of each game during the CZ mode.

[0210] Returning to the explanation of the AT lottery process, after executing the AT mode lottery process in step S804 or step S805, step S806 determines whether or not the AT mode transition lottery in steps S804 or S805 was won. If it was won, the AT mode winning process in steps S807 to S810 is executed; if it was not won, the AT mode non-winning process in steps S811 to S819 is executed.

[0211] In other words, if the AT mode transition lottery is won, the pre-announcement mode setting process is first executed in step S807. Note that if the ceiling counter becomes 0 in step S802, the process also proceeds to step S807, where the pre-announcement mode setting process is performed. The pre-announcement mode is a mode in which, when a situation arises where a transition to AT mode is possible, such as winning the AT mode transition lottery, the auxiliary display unit 65 and speaker 64 perform pre-announcement effects to indicate that a transition to AT mode is possible. In step S807, the process of setting the number of games in the pre-announcement mode is performed according to the trigger that led to the situation where a transition to AT mode is possible.

[0212] In other words, in the premonition mode setting process, as shown in the flowchart in Figure 32, first, in step S1101, the process of obtaining the cumulative counter RC is executed, followed by in step S1102, the process of obtaining the CZ counter is executed. Then, in step S1103, the process of obtaining the immediate notification lottery table from the various table storage area 105a is executed, and in step S1104, the immediate notification lottery process is executed. In the immediate notification lottery process, a lottery is held to determine whether or not to notify that a situation has arisen in which a transition to AT mode may occur, without going through the premonition effect described above.

[0213] As shown in Figure 35, the instant notification lottery table is set so that the probability of winning the instant notification lottery differs depending on the CZ counter and the cumulative counter RC. More specifically, the smaller the value of the CZ counter, that is, the fewer games remaining in CZ mode, the easier it is to win the instant notification lottery. Also, the larger the value of the cumulative counter RC, that is, the larger the points earned during CZ mode, the easier it is to win the instant notification lottery. In this embodiment, if the CZ counter is 0 and the player has won a transition to AT mode during normal mode, the instant notification lottery is guaranteed to be won with 100% probability.

[0214] Step S1105 determines whether or not the instant notification lottery in Step S1104 was won. If the instant notification lottery was not won, steps S1106 to S1113 are performed for the pre-announcement mode. If the instant notification lottery was won, steps S1114 to S1119 are performed for the AT mode notification.

[0215] If the immediate notification lottery is not won, step S1106 determines whether the situation in which the AT mode transition lottery was won was the 1st CZ mode or the 3rd CZ mode of the CZ mode. If it is the 2nd CZ mode and not the 1st or 3rd CZ mode, step S1107 executes a lottery process for the number of pre-announcement performance games. Then, in step S1108, the lottery result from step S1107 and the current CZ counter (remaining number of games in CZ mode) are added together and input into the pre-announcement counter provided in the various counter area 106e. The pre-announcement counter is a counter used by the CPU 102 to keep track of the number of games from when a situation in which a transition to AT mode may occur until the notification of that situation (AT win notification performance) is made.

[0216] In step S1107, the lottery process for the number of pre-announcement performance games is performed. The pre-announcement performance game number table is obtained from the various table storage area 105a, and the number of pre-announcement performance games for this time is set randomly. As shown in Figure 36, the pre-announcement performance game number table is set so that one of 13 to 15 games is selected. For example, 15 games are more likely to be selected, while 13 and 14 games are less likely to be selected, and the selection rate differs depending on the number of games. For example, if 14 games are selected in the lottery process for the number of pre-announcement performance games, and the remaining number of games in CZ mode is 3, then 17 will be entered into the pre-announcement counter, and after a situation arises where a transition to AT mode is possible (after the AT mode winning flag is set), a notification to that effect will be given 17 games later.

[0217] After the input processing for the premonition counter is performed in step S1108, the process of setting the premonition flags in the various flag storage area 106d is performed in step S1109. Then, in step S1110, the process of setting the premonition command as an output target to the display control device 81 is performed, and the setting process for this premonition mode is completed. The premonition flag is a flag that the CPU 102 uses to recognize that the premonition mode has been set, and the premonition command is a command that makes the display control device 81 aware that the said premonition mode has been set. In addition, the premonition command includes the value of the premonition counter, and the display control device 81 can determine from the value of the premonition counter which game should be notified that a situation in which a transition to AT mode may occur has occurred. The processing on the display control device 81 side when a premonition command is received will be explained in detail later.

[0218] If the game is in the 1st CZ mode or 3rd CZ mode in step S1106, step S1111 determines whether it is in the 1st CZ mode. If it is in the 1st CZ mode, step S1112 executes a process to input the value obtained by adding a predetermined number (5) to the CZ counter into the pre-announcement counter. If it is determined in step S1111 that it is in the 3rd CZ mode and not the 1st CZ mode, step S1113 executes a process to input the value of the CZ counter into the pre-announcement counter. Then, after executing the pre-announcement flag setting process in step S1109 and the pre-announcement command setting process in step S1110, the pre-announcement mode setting process is completed. In this case, in the 1st CZ mode, notification of winning the AT mode transition lottery is given when a predetermined number of games are played after the remaining number of games in the 1st CZ mode becomes 0, and in the 3rd CZ mode, notification is given when the remaining number of games in the 3rd CZ mode becomes 0.

[0219] In other words, the number of games until notification of winning the AT mode transition lottery differs depending on the type of CZ mode, with notification of winning the AT mode transition lottery occurring in fewer games in the 1st CZ mode than in the 2nd or 3rd CZ modes. The reason for this configuration will be explained in detail when describing the content of the CZ mode's effects.

[0220] If it is determined in step S1105 that the instant notification lottery has been won, the process proceeds to step S1114. In step S1114, the process of clearing the CZ counter to 0 is executed. After that, in step S1105, the AT type determination process is performed to determine whether the current AT mode is the 1st AT mode or the 2nd AT mode. In this embodiment, the AT mode is set to have two modes, the 1st AT mode and the 2nd AT mode, which have different bonus performance (probability of winning the bonus lottery) during the AT mode, with the 2nd AT mode having better bonus performance than the 1st AT mode (it is set to be easier to win the bonus lottery). In the AT type determination process in step S1115, the current AT mode type is determined by lottery, for example, according to the setting value, the type of the previous AT mode, the number of medals increased during the advantageous section, the number of games during the advantageous section, etc., or randomly.

[0221] In step S1116, it is determined whether or not the system has been set to the first AT mode based on the processing result of step S1115. If it is set to the first AT mode, in step S1117, the system sets the first AT notification flag in the various flag storage area 106d, and in step S1118, the system sets the first AT win immediate notification command as an output target to the display control device 81, before ending the pre-announcement mode setting process. The first AT notification flag is a flag that allows the CPU 102 to understand that the reels 32L, 32M, and 32R should produce the winning combination for the start of the first AT mode, and the first AT win immediate notification command is a command that allows the display control device 81 to understand that a situation has arisen in which a transition to the first AT mode may occur. The processing on the display control device 81 side that receives the first AT win immediate notification command will be explained in detail later.

[0222] If it is determined in step S1116 that it is the second AT and not the first AT, then in step S1119, the process of setting the second AT notification flag in the various flag storage area 106d is executed, and in step S1120, the process of setting the second AT win immediate notification command as an output target to the display control device 81 is executed, and then the setting process for the main pre-announcement mode is terminated. The second AT notification flag is a flag that allows the CPU 102 to know that the reels 32L, 32M, and 32R will produce the symbols for starting the second AT when the second AT mode starts, and the second AT win immediate notification command is a command that makes the display control device 81 aware that a situation has arisen in which a transition to the second AT mode may occur. The processing on the display control device 81 side that receives the second AT win immediate notification command will be explained in detail later.

[0223] Returning to the explanation of the AT lottery process, after the pre-announcement mode setting process is executed in step S807, it is determined in step S808 whether or not any CZ mode flags are set. If any CZ mode flags are set, the process to clear the set CZ mode flags is executed in step S809. If the determination in step S808 is negative, or after the process in step S809 is executed, the process to set the AT mode winning flag is executed in step S810, and then this AT lottery process is terminated. By performing this process, in the lottery result corresponding process for the next game and beyond, the determination will be positive in step S605.

[0224] If it is determined in step S806 that the AT mode transition lottery has not been won, it is determined in step S811 whether or not any CZ mode flags are set. If no CZ mode flags are set and the system is in normal mode, steps S812 to S819 are used to conduct the CZ mode transition lottery, etc. On the other hand, if any of the CZ mode flags are set, the AT lottery process is terminated without performing the processes in steps S812 to S819.

[0225] In other words, in step S812, it is determined whether the number of advantageous section games AG, set in the various counter areas 106e, is greater than or equal to a predetermined first predetermined value (31) and less than or equal to a predetermined second predetermined value (700). The number of advantageous section games AG is a counter used by the CPU 102 to keep track of the number of games in the advantageous section. It is incremented by 1 for each game after transitioning to the advantageous section and is reset when the advantageous section ends. If the number of advantageous section games AG is less than the first predetermined number or greater than the second predetermined number, the AT lottery process is terminated without performing a lottery for transitioning to CZ mode or anything like that.

[0226] In this embodiment, the game may be set to CZ mode when transitioning to an advantageous section, and the first predetermined number is set to a number greater than the number of games required until the notification of the success or failure of the AT mode transition lottery in the CZ mode set when transitioning to the advantageous section is completed. Furthermore, as described above, in this embodiment, the transition to AT mode is permitted without going through the AT mode transition lottery when the ceiling counter set when transitioning to an advantageous section becomes 0, and the second predetermined value is a value close to the upper limit (999) of the ceiling counter set when transitioning to an advantageous section, and more specifically, it is set to 700, which is 70% of the upper limit.

[0227] In other words, the system is configured so that when the advantageous period is consumed up to a value close to the upper limit of the ceiling counter, the lottery for transitioning to CZ mode will not be held. The setting process for the ceiling counter will be explained in detail later, but there are cases where a value smaller than the second predetermined value is set to the ceiling counter when transitioning to the advantageous period, and in this case, the ceiling is reached and the transition to AT mode is permitted before reaching the upper limit of games (700) for which the lottery for transitioning to CZ mode is held. In other words, even if a value smaller than the second predetermined value is entered into the ceiling counter, it is possible to win the lottery for transitioning to CZ mode just before reaching the ceiling.

[0228] If, in step S812, the number of games in the advantageous section AG is within the range for conducting the CZ mode transition lottery, then in step S813, the process of obtaining the CZ mode transition lottery table from the various table storage area 105a is executed, and in step S814, the CZ mode transition lottery process is executed. As shown in Figure 33, the CZ mode transition lottery table has a CZ mode transition rate (winning probability of the CZ mode transition lottery) set according to the lottery result of each game. For example, if the lottery result of the current game is chance eye A, there is a 7% chance of winning the CZ mode transition lottery, and if the lottery result of the current game is chance eye B, which is less likely to be won than chance eye A, there is a higher probability of winning the CZ mode transition lottery, at 15%. In this way, the lower the probability of occurrence of the result as a game lottery, the easier it is to win the CZ mode transition lottery.

[0229] After executing the CZ mode transition lottery in step S814, in step S815, it is determined whether or not the CZ mode transition lottery has been won. If not won, the AT lottery process is terminated as it is. If the CZ mode transition lottery has been won, in step S816, the second CZ mode game number lottery process is executed, in step S817, the game number corresponding to the lottery result is input to the CZ counter, and in step S818, the process of setting the second CZ mode flag is executed. That is, when winning the CZ mode transition lottery during the normal mode in the advantageous section, the second CZ mode is set, and its game number is determined by the lottery process in step S816. In the lottery process of the second CZ mode game number, the second CZ mode game number table is acquired from the various table storage areas 105a, and the game number of the current second CZ mode is set randomly. As shown in FIG. 36, the second CZ mode game number table is set so that any one of 8 games to 15 games is selected. For example, 10 games or 11 games are likely to be selected, while 8 games and 15 games are less likely to be selected. That is, the selection rate varies depending on the game number. For example, if 10 games are selected in the second CZ mode game number lottery process, in step S817, 10 is input to the CZ counter.

[0230] After setting the second CZ mode flag in step S818, in step S819, the process of setting the second CZ mode start command as the output target to the display control device 81 is executed, and then the AT lottery process is terminated. The process on the display control device 81 side that receives the second CZ mode start command will be described in detail later.

[0231] <AT addition process> Next, the AT addition process executed in step S607 will be described while referring to the flowchart of FIG. 37. As already described, the AT addition process is a process executed in a situation where the AT mode winning flag and the AT mode flag are set, and is a process for adding to the continuous game number of the AT mode.

[0232] In the process of mounting on the AT, first, in step S1201, the lottery result of the current game is grasped. Then, in steps S1202 to S1208, a process of obtaining a mounting lottery table according to the current situation is executed. That is, in step S1202, it is determined whether, after the AT mode winning flag is set and a situation where a transition to the AT mode can occur, the transition to the AT mode has not yet occurred. If it is a situation before the transition to the AT mode, an affirmative determination is made in step S1202, and in step S1203, it is determined whether the first AT notification flag or the second AT notification flag is set in the various flag storage areas 106d. The situation where the first AT notification flag or the second AT notification flag is set means that after the notification (AT winning notification effect) that a transition to the AT mode can already occur has been executed and the transition to the AT mode has not occurred. In other words, the situation where neither the first AT notification flag nor the second AT notification flag is set in step S1203 means that although a situation where a transition to the AT mode can occur has occurred, no notification to that effect has been made yet (precursor mode).

[0233] Therefore, when it is determined in step S1203 that neither the first AT notification flag nor the second AT notification flag is set, in step S1204, a process of obtaining the post-winning and pre-notification mounting lottery table from the various table storage areas 105a is executed. When it is determined in step S1203 that any one of the flags is set, in step S12056, a process of obtaining the post-notification and pre-transition mounting lottery table is executed.

[0234] As shown in Figure 38, when comparing the bonus lottery table used after winning but before the announcement of the win and the bonus lottery table used after winning but before the transition, the bonus lottery using the table used after winning but before the announcement of the win is set to be more likely to result in a bonus win than the bonus lottery using the table used after winning but before the announcement of the win. More specifically, for example, in a bonus lottery triggered by chance event B, the bonus lottery using the table used after winning but before the announcement of the win has a 5% chance of winning, while the bonus lottery using the table used after winning but before the transition has a 7% chance of winning. This shows that, in the situation before transitioning to AT mode, it is easier to win the bonus lottery after the announcement of the win than before the announcement of the win in AT mode.

[0235] If the AT mode winning flag is not set in step S1202, it means that the AT mode flag is set and a transition to AT mode has already occurred. In this case, in step S1206, it is determined whether the 1st AT flag is set in the various flag storage area 106d and whether the current AT mode is the 1st AT mode. If it is the 1st AT mode, in step S1207, the process of obtaining the 1st AT bonus lottery table from the various table storage area 105a is executed. If it is the 2nd AT mode, in step S1208, the process of obtaining the 2nd AT bonus lottery table from the various table storage area 105a is executed.

[0236] As shown in Figure 38, when comparing the bonus lottery table for the first AT and the bonus lottery table for the second AT, the bonus lottery using the second AT bonus lottery table is set to have a higher chance of winning the bonus lottery than the bonus lottery using the first AT bonus lottery table. More specifically, for example, in a bonus lottery triggered by Cherry B, the bonus lottery using the first AT bonus lottery table has a 10% chance of winning, while the bonus lottery using the second AT bonus lottery table has a 20% chance of winning. In the situation after transitioning to AT mode, it is easier to win the bonus lottery in the second AT mode than in the first AT mode.

[0237] After obtaining the bonus lottery table in one of steps S1204, S1205, S1207, or S1208, the bonus lottery is executed in step S1209. Then, in step S1210, it is determined whether or not the bonus lottery was won. If the bonus lottery was not won, the AT bonus processing ends as is. If the bonus lottery was won, the bonus game count lottery processing is executed in step S1211. In the bonus game count lottery processing, the bonus game count table is obtained from the various table storage area 105a, and the number of bonus games for this time is determined by lottery. As shown in Figure 38, the bonus game count table is set so that the number of bonus games varies depending on the result of the lottery for the game that triggered the bonus. For example, when a bonus is triggered by a normal replay A, an average of 150 bonus games are added, while when a bonus is triggered by a cherry A, an average of 15 bonus games are added. In this way, the bonus is set so that when a bonus is triggered by a trigger that is less likely to win the bonus lottery, the number of bonus games added is higher.

[0238] After the bonus game count lottery process is executed in step S1211, the process of adding the current bonus game count is executed in step S1212 to the AT counters provided in the various counter areas 106e. The AT counters are counters used by the CPU 102 to keep track of the remaining number of games in AT mode. After the process in step S1212 is executed, the process of setting the bonus command as an output target to the display control device 81 is executed in step S1213, and then the AT bonus process is terminated. Upon receiving the bonus command, the display control device 81 executes the process of performing a bonus notification effect corresponding to the bonus being added on the auxiliary display unit 65 and speaker 64.

[0239] Return to the explanation of the lottery result processing (Figure 27).

[0240] After executing the process in step S606 or step S607, step S608 determines whether the result of the lottery for this game was a sequence-of-press combination win. A sequence-of-press combination includes not only sequence-of-press bells, but also normal replay A, normal replay B, and normal replay C. Normal replay A, normal replay B, and normal replay C are all results that result in multiple wins in subsequent spins, and the sequence of spins that result in a win may differ depending on the order in which stop switches 42 to 44 are operated.

[0241] Specifically, as shown in Figure 39, in normal replay A, regardless of the order in which stop switches 42 to 44 are operated, the stopping control of each reel 32L, 32M, and 32R is basically performed so that the first replay win is achieved. In contrast, in normal replay B and normal replay C, if the right stop switch 44 is operated first, the stopping control of each reel 32L, 32M, and 32R is performed so that the second or third replay win is achieved, and if the left stop switch 42 or the middle stop switch 43 is operated first, the stopping control of each reel 32L, 32M, and 32R is performed so that the first replay win is achieved. However, in normal replay A, normal replay B, and normal replay C, regardless of which of the overlapping replay wins is achieved, the reward granted is a replay, and only the type of replay that is achieved differs. In other words, Normal Replay A, Normal Replay B, and Normal Replay C result in a replay win regardless of the order in which stop switches 42-44 are operated, but the stopping symbols differ depending on the order of operation. In particular, Normal Replay B and Normal Replay C are triggers for starting AT mode. After the AT mode winning flag is set and a notification is given indicating that a transition to AT mode is possible, the 1st AT mode starts in a game where a 2nd replay win can occur. After the AT mode winning flag is set and a notification is given indicating that a transition to AT mode is possible, the 2nd AT mode starts in a game where a 3rd replay win can occur. In short, even if the AT mode winning flag is set, the 1st and 2nd AT modes will not start until the above notification (AT winning notification animation) is performed, and even after the above notification is performed, the 1st and 2nd AT modes will not start until a game in which a 2nd or 3rd replay win can occur.

[0242] If it is determined in step S608 that a button-press sequence win has occurred, in step S609 it is determined whether any of the CZ mode flags, AT mode win flags, or AT mode flags are set. If any of these flags are set, the button-press sequence notification process is executed in step S610, and then the lottery result processing is terminated. If it is determined that the result is negative in step S608 or step S609, the lottery result processing is terminated as is.

[0243] <Overview of button press order notification> Prior to explaining the button press order notification process performed in step S610, an overview of the button press order notification performed by the instruction monitor 68 and the button press order notification effect performed by the auxiliary display unit 65 will be explained. Note that the button press order notification and button press order notification effect can also be referred to as, for example, button press order navigation, sequence notification, or pattern notification. The instruction monitor 68 is connected to the main control unit 101, and the main control unit 101 performs the button press order notification. In contrast, the auxiliary display unit 65 is connected to the display control unit 81, and the display control unit 81 performs the button press order notification effect.

[0244] First, the configuration of this instruction monitor 68 will be explained with reference to Figure 40. Figure 40(a) is a front view of the instruction monitor 68, and Figure 40(b) is a diagram illustrating the relationship between the display mode and the displayed content of the instruction monitor 68.

[0245] As shown in Figure 40(a), the indicator monitor 68 is provided with eight display segments N1 to N8. Each display segment N1 to N8 has an individual light source consisting of an LED, and by controlling the on / off state of these individual light sources, it is possible to light up only one display segment or any combination of display segments. As a result, the indicator monitor 68 displays a predetermined symbol (including letters and numbers) individually for each segment. Since all of the individual light sources emit light of the same color, the same color will be displayed for each of the display segments N1 to N8.

[0246] Regarding each display segment N1 to N8 in detail, the first to seventh display segments N7 are all linear display segments, and these first to seventh display segments N7 are arranged to display at least the numbers "1" to "6". The eighth display segment N8 is a circular display segment and is positioned horizontally in the lower right portion of the area where the first to seventh display segments N1 to N7 are located. Therefore, the indicator monitor 68 can display at least "1" to "6", "1." to "6.", and ".".

[0247] Furthermore, if the instruction monitor 68 can display multiple patterns of symbols individually, the shape and arrangement of each display segment N1 to N8 are arbitrary, and a configuration using 7 segments or 9 segments instead of 8 segments is also possible. In addition, it is not necessary for the colors displayed in each display segment N1 to N8 to be the same, and a configuration in which the colors displayed in each display segment N1 to N8 can be changed as appropriate is also possible. Moreover, a configuration in which the lighting or extinguishing of each display segment N1 to N8 is controlled by turning the light source on and off is not mandatory, and a segment display may be configured with a single backlight and a liquid crystal display as long as the display control can be performed individually for each display segment N1 to N8. Furthermore, instead of applying segment display to each display area, a configuration in which symbols are displayed using other types of display devices such as liquid crystal displays, organic EL displays, CRTs, dot matrices, etc. is also possible.

[0248] The first display segment N1 to the seventh display segment N7 are display segments used to notify the operation order of the push-button combination. For example, as shown in Figure 40(b), if the operation order of each stop switch 42 to 44 is "left" → "middle" → "right", resulting in a winning combination that is advantageous to the player, the sixth display segment N6 and the seventh display segment N7 will light up and display "1". Also, if the operation order of each stop switch 42 to 44 is "right" → "left" → "middle", resulting in a winning combination that is advantageous to the player, the first display segment N1, the second display segment N2, the third display segment N3, the fifth display segment N5, and the sixth display segment N6 will light up and display "5". In other words, the numbers (symbols) displayed in each display segment N1 to N7 correspond one-to-one with the operation sequence of stop switches 42 to 44. By stopping the stop switches 42 to 44 based on the numbers (symbols) displayed in display segments N1 to N7, it becomes possible to win prizes in a manner that is advantageous to the player.

[0249] The eighth display segment N8 lights up in the game in which the game transitions to a favorable section and a predetermined start condition is met, including a notification condition that makes it possible to trigger a button press order notification. It also turns off when the AT mode ends and the game transitions from the favorable section to the normal section.

[0250] In other words, the advantageous section (specific game state, specific mode) is a section in which the order of operations such as push-button bells is more easily notified, making it easier for the player to win in a way that is advantageous to them. The 8th display segment N8 is a section indicator (specific notification means) that lights up during the specific section in the advantageous section in which the player can actually benefit from the push-button notification, and turns off during normal sections that are not advantageous sections, or during non-specific sections that are advantageous but not specific sections.

[0251] As described above, the instruction monitor 68 having the first display segments N1 to seventh display segments N7 as the pressing order display and the eighth display segment N8 as the section display is arranged near the side of the payout number display section 62 on the game panel 25. That is, the instruction monitor 68 is arranged above the stop switches 42 to 44 and the like operated by the player. In other words, it is not arranged on the decorative panel which is the front surface part of the gaming machine below the position where the stop switches 42 to 44 and the like are provided. Therefore, it can be said that the eighth display segment N8 is prevented from being hidden by a hand or the like operating the stop switches 42 to 44 and the like and is arranged at a position where it is easy for the player to visually recognize. Also, it can be said that overlooking by the player is suppressed because it is arranged near the payout number display section 62 which is easy for the player aiming to acquire medals to watch closely while advancing the game.

[0252] Furthermore, in the instruction monitor 68, particularly for the eighth display segment N8, the brightness of the corresponding LED is determined so as to be higher than the brightness of the surrounding display sections (for example, the payout number display section 62 or the backlight of the game panel 25) (more specifically, so as to be twice the brightness of the surrounding display sections). Therefore, even when both the eighth display segment N8 and the surrounding display sections are under light emission control (when in the lit state), the eighth display segment N8 stands out prominently. Regarding the illuminance directed toward the front of the gaming machine, the illuminance of the corresponding LED is determined so that the eighth display segment N8 has a higher illuminance directed toward the front of the gaming machine than the surrounding display sections (more specifically, so as to be twice the illuminance of the surrounding display sections). From such a configuration as well, the visibility of the eighth display segment N8 is improved and overlooking when the eighth display segment N8 is in the lit state is suppressed.

[0253] Next, the pressing order notification effect performed on the auxiliary display section 65 will be described while referring to FIG. 41. Here, as an example, the pressing order notification effect on the auxiliary display section 65 will be described in the case where the operation order to be notified this time is the case of winning the pressing order role when it is middle → right → left.

[0254] As shown in Figure 41(a), in the auxiliary display unit 65, among the three parallel button displays corresponding to stop switches 42-44, the button display corresponding to the stop switch to be operated first (the middle button display corresponding to the middle stop switch 43 in the figure) is marked with the number 1 and displayed larger than the other button displays. In addition, each button display is displayed in a color corresponding to the winning combination (yellow for bell, blue for replay, etc.). This allows the player to recognize the winning combination in the current game and that the first stop switch to be operated is the middle stop switch 43. Furthermore, in the auxiliary display unit 65, the right button display is marked with the number 2 and the left button display with the number 3 to indicate that the next stop switch to be operated is the right stop switch 44 and the last stop switch to be operated is the left stop switch 42.

[0255] When a player operates the middle stop switch 43, as shown in Figure 41(b), the middle button display corresponding to the middle stop switch 43 disappears on the auxiliary display unit 65, and the right button display corresponding to the right stop switch 44 is displayed prominently. 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.

[0256] When the player operates the right stop switch 44, as shown in Figure 41(c), the right button display corresponding to the right stop switch 44 disappears on the auxiliary display unit 65, and the left button display corresponding to the left stop switch 42 is displayed in a larger size. 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.

[0257] To explain the timing of the button press order notification, the notification is set to be executed during the period when stop switches 42-44 are inactive, from the start of rotation of each reel 32L, 32M, and 32R through the acceleration period until they reach constant speed rotation. By configuring the notification to be executed before the operation of stop switches 42-44 becomes effective, it is possible to recognize the order in which to operate stop switches 42-44 and then proceed with operating them, allowing for a smoother and more engaging gameplay experience.

[0258] <Processing for button press order notification> Next, the button press order notification process performed in step S610 will be explained with reference to the flowchart in Figure 42.

[0259] First, in step S1301, it is determined whether any of the 1st CZ mode flag to the 3rd CZ mode flag is set. If none of the 1st CZ mode flag to the 3rd CZ mode flag is set, in step S1302 it is determined whether the AT mode winning flag is set. If neither the 1st CZ mode flag to the 3rd CZ mode flag is set, and the AT mode winning flag is set, it means that after winning the AT mode lottery, the transition to AT mode has not yet occurred. In this case, in step S1303 it is determined whether the 1st AT notification flag or the 2nd AT notification flag is set in the various flag storage area 106d. If the AT mode winning flag is set, but these AT notification flags are not set, it means that the AT mode transition lottery has been won, but the player is still in the pre-announcement mode. In this case, the button press order notification will not be generated in this game, and the button press order notification process will end. If the 1st AT notification flag or the 2nd AT notification flag is set, the player proceeds to step S1304.

[0260] In step S1304, it is determined whether the result of the current game's lottery is a normal replay B or a normal replay C. If it is a normal replay A or a push-order bell, rather than a normal replay B or normal replay C, the push-order notification process ends. If it is either a normal replay B or a normal replay C, step S1305 determines whether it is a normal replay B. If it is a normal replay B, step S1306 determines whether the above-mentioned 1st AT notification flag is set. If the 2nd AT notification flag is set instead of the 1st AT notification flag, the push-order notification process ends. If a normal replay B is won and the 1st AT notification flag is set, the process proceeds to step S1307 to execute the process to start the 1st AT mode.

[0261] In other words, in step S1307, the flag for the first AT notification is cleared. Then, in step S1308, the flag for starting the first AT is set in the various flag storage area 106d. The flag for starting the first AT is a flag that allows the CPU 102 to know that the first AT mode will start from this game. After that, in step S1309, the instruction monitor 68 is controlled so that a push order notification corresponding to the second re-play win is made. Then, in step S1310, a push order command containing information on the operation sequence corresponding to the second re-play win is set as an output target to the display control device 81, and then this push order notification process is terminated. Upon receiving this push order command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 so that a push order notification performance corresponding to the second re-play win is made, such as a push order notification performance indicating the order in which the right stop switch 44 should be operated first, a display such as "Aim from the right!!", and voice navigation, as well as notification of the symbols corresponding to the second re-play win.

[0262] If step S1305 determines that it is a normal replay C and not a normal replay B, proceed to step S1311. In step S1311, determine whether the flag for the second AT notification is set. If the flag for the first AT notification is set and not the flag for the second AT notification, terminate the button press order notification process. If a normal replay C is selected and the flag for the second AT notification is set, proceed to step S1312 and execute the process to start the second AT mode.

[0263] In other words, in step S1312, the flag for the second AT notification is cleared. Then, in step S1313, the flag for starting the second AT is set in the various flag storage area 106d. The flag for starting the second AT is a flag that allows the CPU 102 to know that the second AT mode will start from this game. After that, in step S1314, the instruction monitor 68 is controlled so that a push order notification corresponding to the third re-play win is made. Then, in step S1315, a push order command containing information on the operation sequence corresponding to the third re-play win is set as an output target to the display control device 81, and then this push order notification process is terminated. Upon receiving this push order command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 so that a push order notification performance corresponding to the third re-play win is made, such as a push order notification performance indicating the order in which the right stop switch 44 should be operated first, a display such as "Aim from the right!!", and voice navigation, as well as notification of the symbols corresponding to the third re-play win.

[0264] If it is determined in step S1301 that any CZ mode flag is set, or if the AT mode winning flag is not set in step S1301 and the system is already in AT mode, the system proceeds to step S1316. In step S1316, it is determined whether the result of the current game's draw is a push-order bell. If it is not a push-order bell, the push-order notification process ends. If it is a push-order bell, in step S1317, it is determined whether any of the CZ mode flags are set. If any of the CZ mode flags are set, in step S1318, it is determined whether the notified flag is set in the various flag storage area 106d. The notified flag is a flag used by the CPU 102 to understand that the push-order notification for a push-order bell win in CZ mode has already been performed, and it is a flag that is cleared when CZ mode ends (including when transitioning to AT mode). If the notified flag is set, the push-order notification process ends. If the notified flag is not set, the process to set the notified flag is executed in step S1319.

[0265] If the AT mode flag is set instead of the CZ mode flag in step S1317, or after the processing in step S1319 is executed, in step S1320, the instruction monitor 68 is controlled so that push-order notifications corresponding to the 1st to 6th small wins are displayed according to the type of push-order bell this time. Then, in step S1321, a push-order command containing information on the operation sequence corresponding to the 1st to 6th small wins is set as an output target to the display control device 81, and then the process for this push-order notification is terminated. Upon receiving this push-order command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 so that push-order notification effects corresponding to the 1st to 6th small wins are displayed.

[0266] <Processing for handling award results> Next, the prize result response processing performed in step S415 of the reel control processing will be explained with reference to the flowchart in Figure 43. In the prize result response processing, processing is performed to start or end the CZ mode, AT mode, etc., according to the game's results.

[0267] First, in step S1401, the current game state is determined, and in step S1402, it is determined whether the number of bets for the current game is a specific number defined based on the state determined in step S1401. This process corresponds to steps S601 and S602 above. If the number of bets in step S1402 is not a specific number, the process for handling the winning result is terminated without proceeding to steps S1403 and beyond. If the number of bets is a specific number corresponding to the state, the process proceeds to step S1403.

[0268] In step S1403, the first game count management process is executed, and in step S1404, the second game count management process is executed. The first game count management process mainly manages the number of games before transitioning to AT mode, such as in CZ mode or pre-announcement mode, while the second game count management process manages the number of games during AT mode.

[0269] In the first game count management process, as shown in the flowchart in Figure 44, first, in step S1501, it is determined whether the first BB state flag or the second BB state flag is set. If either BB state is present, the first game count management process ends. That is, if a transition to the second BB state occurs in a 2-bet game, the game count for the pre-announcement mode or CZ mode is not managed. If neither BB state is present, the process proceeds to step S1502, where it is determined whether the CZ counter is greater than 0 and whether the number of games set at the time of transition to CZ mode has not been played. As already explained, if the AT mode transition lottery is won during CZ mode, the CZ mode flag is cleared in the AT lottery process. Therefore, even if the CZ mode flag is not set, it may still be determined in step S1502 that the CZ counter is greater than 0.

[0270] Incidentally, as mentioned above, if you win the AT mode transition while in CZ mode, and you don't win the immediate notification lottery, a value greater than or equal to the CZ counter will be entered into the pre-announcement counter. In other words, if the CZ counter is greater than 0 and the CZ mode flag is not set, it means that you are in the pre-announcement mode after winning the AT mode transition.

[0271] If the CZ counter is greater than 0, step S1503 is executed to decrement the CZ counter by 1. Then, step S1504 is executed to determine whether the CZ counter has become 0, and if it has become 0, step S1505 is executed to determine whether any of the CZ mode flags have been set. As described above, if the AT mode transition lottery is won during CZ mode, the CZ mode flag is cleared. Therefore, if any of the CZ mode flags have been set in step S1505, it means that the CZ mode ends without winning the AT mode transition lottery. If any of the CZ mode flags have been set in step S1505, step S1506 is executed to set the CZ end game flag in the various flag storage area 106d. The CZ end game flag is a flag used by the CPU 102 to identify the game in which the CZ mode has ended, and it is cleared after the end of the game in question (see step S203).

[0272] If the CZ mode flag is not set in step S1505, or after the processing in step S1506 is executed, the process of setting the CZ termination command as an output target to the display control device 81 is executed in step S1507. The processing on the display control device 81 side that receives the CZ termination command will be described in detail later.

[0273] If the CZ counter is 0 in step S1502, if the CZ counter is not 0 in step S1504, or after the process in step S1507 is executed, step S1508 determines whether the pre-announcement counter is greater than 0 and whether the number of games corresponding to the pre-announcement counter set in the pre-announcement mode setting process has not yet been played. If the pre-announcement counter is greater than 0, step S1509 executes a process to subtract 1 from the pre-announcement counter. Then, step S1510 determines whether the pre-announcement counter has become 0.

[0274] If the premonition counter becomes 0, the process proceeds to step S1511 to clear the premonition flag. Then, in step S1512, the AT type determination process is performed to determine whether the current AT mode is the 1st AT mode or the 2nd AT mode. This process corresponds to the process in step S1115 described above. That is, in the AT type determination process in step S1512, the current AT mode type is determined by lottery, for example, based on the setting value, the type of the previous AT mode, the number of medals increased during the advantageous period, the number of games played during the advantageous period, etc. Note that the selection rate between the 1st AT mode and the 2nd AT mode may differ between the AT type determination process in step S1115 and the AT type determination process in step S1512. For example, the selection rate for the 2nd AT mode may be higher in the process in step S1512 than in the process in step S1115.

[0275] In step S1513, it is determined whether the result of the processing in step S1512 is set to the first AT mode. If it is set to the first AT mode, in step S1514, the process of setting the first AT notification flag is executed, and in step S1515, the process of setting the first AT winning notification command as an output target to the display control device 81 is executed, and then the game count management process is terminated. When the first AT notification flag is set, the above-mentioned push-order notification process is performed to generate a push-order notification for the second re-play win. The processing on the display control device 81 side that receives the first AT winning notification command will be explained in detail later.

[0276] If, in step S1513, it is determined that the AT mode to be transitioned to is the 2nd AT mode and not the 1st AT mode, then in step S1516, a process is executed to set the notification flag for the 2nd AT mode, and in step S1517, a process is executed to set the 2nd AT winning notification command as an output target to the display control device 81, after which the game count management process is terminated. Once the notification flag for the 2nd AT mode is set, the above-mentioned button-press order notification process will be executed to generate a button-press order notification for the 3rd re-play win. The processing on the display control device 81 side that receives the 2nd AT winning notification command will be explained in detail later.

[0277] In the second game count management process, as shown in the flowchart in Figure 45, first, in step S1601, it is determined whether the first BB state flag or the second BB state flag is set. If either BB state is present, the second game count management process ends. In other words, if a transition to the second BB state occurs in a 2-bet game, the game count in AT mode is not managed. If neither BB state is present, the process proceeds to step S1602, where it is determined whether the AT counter is greater than 0 and the remaining number of games in AT mode is greater than 0.

[0278] If the AT counter is greater than 0, step S1603 is executed to decrement the AT counter by 1. Then, step S1604 is executed to determine whether the AT counter has become 0 or not, and if it has become 0, step S1605 is executed to clear the AT mode flag. Then, step S1606 is executed to set the AT termination command as an output target to the display control device 81. The processing on the display control device 81 side that receives the AT termination command will be explained in detail later. If the AT counter is 0 in step S1602, or if the AT counter is not 0 in step S1604, the second game count management process is terminated as is.

[0279] After executing the process in step S1606, the process for determining the number of games in the 3rd CZ mode is executed in step S1607, the number of games corresponding to the lottery result is input to the CZ counter in step S1608, and the process for setting the 3rd CZ mode flag is executed in step S1609. In other words, in this embodiment, the system is configured to transition to the CZ mode when the AT mode ends, and the CZ mode to which the system transitions as a result of the end of the AT mode is set to the 3rd CZ mode, and the number of games is determined by the lottery process in step S1607. In the lottery process for determining the number of games in the 3rd CZ mode, the 3rd CZ mode game number table is obtained from the various table storage area 105a, and the number of games for the current 3rd CZ mode is set randomly. As shown in Figure 36, the 3rd CZ mode game number table is set so that one of 25 to 30 games is selected, and the selection rate differs depending on the number of games, for example, 30 games are more likely to be selected, while 25 games are less likely to be selected. For example, if 30 games are selected in the 3rd CZ mode game count lottery process, then 30 will be entered into the CZ counter in step S1608.

[0280] After setting the third CZ mode flag in step S1609, the process of setting the third CZ mode start command as an output target to the display control device 81 is executed in step S1610. The processing on the display control device 81 side that receives the third CZ mode start command will be explained in detail later.

[0281] Returning to the explanation of the prize result handling process, after executing the game count management process in steps S1403 and S1404, step S1405 determines whether the flag for starting the first AT is set. As described above, the flag for starting the first AT is set in games where a second re-play prize is possible when a transition to the first AT mode occurs. More specifically, it is set at the start of a game in which a normal replay B is won while the first AT notification flag is set. In other words, the flag for starting the first AT is not set based on the prize result. If the flag for starting the first AT is set, step S1406 clears the flag, and step S1407 executes the process of setting the first AT flag in the various flag storage area 106d. As already explained, when the first AT flag is set, a prize draw using the first AT prize draw table is performed.

[0282] If it is determined in step S1405 that the flag for starting the first AT is not set, then in step S1408 it is determined whether or not the flag for starting the second AT is set. As described above, the flag for starting the second AT is set in games in which a third re-play win is possible when a transition to the second AT mode occurs. More specifically, it is set at the start of a game in which a normal replay C is won while the second AT notification flag is set. In other words, the flag for starting the second AT is not set based on the win result. If the flag for starting the second AT is set, in step S1409 the flag is cleared, and in step S1410 the process of setting the second AT flag in the various flag storage area 106d is executed. If it is determined in step S1408 that the flag for starting the second AT is not set, then the process corresponding to the win result is terminated. As already explained, when the second AT flag is set, a bonus lottery is held using the second AT bonus lottery table.

[0283] After executing the process in step S1407 or step S1410, the process of inputting 50 to the AT counter is executed in step S1411. As already explained, the AT counter is a counter corresponding to the remaining number of games in AT mode, and in this embodiment, 50 games are set as the initial number of games regardless of whether it is the first AT mode or the second AT mode. Note that the initial number of games may differ between the first AT mode and the second AT mode, or the initial number of games may be determined by lottery. In this case, the configuration may be such that the initial number of games is more likely to be higher in the second AT mode than in the first AT mode.

[0284] In step S1412, the process to clear the AT mode winning flag is executed, and in step S1413, the process to set the AT mode flag is executed. Then, in step S1414, the process to set the AT start command as an output target to the display control device 81 is executed, and then the process for handling this winning result is terminated. The processing on the display control device 81 side that receives the AT start command will be explained in detail later.

[0285] <Management of advantageous periods> Next, we will explain the first and second section display processes, which control the eighth display segment N8 as a section indicator, transition to a favorable section, and end a favorable section.

[0286] <First processing for displaying the interval> First, the first section display process will be explained with reference to Figure 46. The first section display process is performed in step S314 of the lottery process (Figure 19), and is performed after the lottery result for the game is determined based on the operation of the start lever 41, and after the lottery for transitioning the display mode (lottery result corresponding process) is performed based on the lottery result.

[0287] In step S1701, it is determined whether the eighth display segment N8, which serves as a section indicator, is currently displayed, or more specifically, whether the eighth display segment N8 is lit up. As already explained, when the eighth display segment N8 is lit up, it means that within the advantageous section, at least one specific section has been found where the notification conditions for issuing a button press order notification are met. If the determination in step S1701 is negative and it is determined that the eighth display segment N8 is off, the process proceeds to step S1702.

[0288] In step S1702, it is determined whether or not the advantageous section flag is set in the various flag storage area 106d. If the advantageous section flag is not set, in step S1703, the normal counter provided in the various counter area 106e is incremented by 1. The normal counter is a counter used by the CPU 102 to keep track of the number of games that started as a normal section rather than an advantageous section.

[0289] After executing the process in step S1703, step S1704 determines whether the advantageous section winning game flag is set. The advantageous section winning game flag is a flag that is set when the advantageous section transition lottery is won in the advantageous section transition lottery process, and it is a flag that the CPU 102 uses to identify that it is the winning game. If the advantageous section winning game flag is set, step S1705 is executed to clear the advantageous section winning game flag. Then, step S1706 is executed to set the advantageous section flag.

[0290] In step S1707, the process of counting the number of games during the advantageous period, or more specifically, starting the measurement of the advantageous period game count AG in the various counter areas 106e, is performed. As described above, the advantageous period game count AG corresponds to a means of determining the number of games played during the advantageous period. Then, in step S1708, the process for the game transition to the advantageous period is executed.

[0291] In the processing for the game transition to the advantageous section, as shown in the flowchart in Figure 47, the first CZ mode game count lottery process is executed in step S1801, the number of games corresponding to the lottery result is input to the CZ counter in step S1802, and the first CZ mode flag is set in step S1803. In other words, in this embodiment, the system is configured to be set to CZ mode when transitioning to the advantageous section, and when the transition to the advantageous section is triggered, it is set to the first CZ mode, and the number of games is determined by the lottery process in step S1801. In the lottery process for the first CZ mode game count, the first CZ mode game count table is obtained from the various table storage area 105a, and the number of games for the current first CZ mode is set randomly. As shown in Figure 36, the first CZ mode game count table is set so that one of 8 to 10 games is selected, and the selection rate differs depending on the number of games, with 8 and 9 games being more likely to be selected, while 10 games are less likely to be selected. For example, if 10 games are selected in the first CZ mode game count lottery process, then in step S1802, 10 will be entered into the CZ counter.

[0292] After setting the first CZ mode flag in step S1803, step S1804 executes a process to set the first CZ mode start command as an output target to the display control device 81. The processing on the display control device 81 side after receiving the first CZ mode start command will be explained in detail later.

[0293] In the following step S1805, the process for determining the number of games to reach the ceiling is executed. In the process for determining the number of games to reach the ceiling, the ceiling game table is obtained from the various table storage areas 105a, and the number of games to reach the ceiling is determined randomly. The ceiling game table has set game counts that are likely to be selected (for example, 341, 682) and game counts that are unlikely to be selected or will not be selected, within a range that does not exceed the maximum number of games to reach the ceiling (999 games in this embodiment). In addition, the ceiling game table has a minimum number of games of 100, and is set so that the ceiling game is not reached during the first CZ mode set when transitioning to the advantageous section (more specifically, during the pre-announcement mode when an AT mode transition is won during the first CZ mode).

[0294] In step S1806, based on the processing result of step S1805, the process of inputting the number of games to the ceiling counter is executed. After that, the process for the advantageous section transition game is terminated.

[0295] Returning to the explanation of the first section display process, after executing the advantageous section transition game process in step S1708, or if it is determined in step S1702 that the advantageous section flag is set, in step S1709 it is determined whether either the CZ mode flag or the AT mode flag is set. As already explained, in this embodiment, the system is configured to notify the push order when a push order bell is won during AT mode or CZ mode, and the situation in which either of these flags is set means that the display start condition of the section indicator is met. If either flag is set, in step S1710 the display of the section indicator is started by lighting up the 8th display segment N8.

[0296] If it is determined in step S1701 that the eighth display segment N8 is being displayed as a section indicator, then in step S1711, a process is executed to continue the display during the advantageous section. Specifically in step S1711, a process is performed to continue the state in which the eighth display segment N8 is lit. In other words, no process to terminate the display of the section indicator is performed in this first section display process.

[0297] If it is determined in step S1704 that neither the advantageous section flag nor the advantageous section winning game flag is set, or if the advantageous section flag and the advantageous section winning game flag are set but the CZ mode flag and AT mode flag are not set and the system is in normal mode, the system proceeds to step S1712. In step S1712, the system adds 1 to the first role ratio counter located in the various counter areas 106e. The first role ratio counter is a counter used to count the number of games in which no push order notification occurs, i.e., the number of games in the normal section and the non-specific section.

[0298] Furthermore, after the display start process for the section indicator is executed in step S1710 and the display continuation process in step S1711 is executed, the process proceeds to step S1713. In step S1713, the process of adding 1 to the second role ratio counter provided in the various counter areas 106e is executed. The second role ratio counter is a counter for counting the number of games in which push order notification can be generated, that is, the number of games in a specific section.

[0299] After executing the process in step S1712 or step S1713, the role ratio calculation process is executed in step S1714. In this process, the value of the role ratio second counter is divided by the sum of the role ratio first counter and the role ratio second counter (total number of games). In other words, the role ratio calculation process calculates the proportion of games in which a push order notification can occur out of the total number of games. Then, in step S1715, a process is executed to display the result of the calculation in step S1714 on the role ratio monitor 77.

[0300] As shown in Figure 5, the payout ratio monitor 77 has multiple 7-segment display units, each consisting of seven display segments. Specifically, the payout ratio monitor 77 has a first display unit 77a, a second display unit 77b, a third display unit 77c, a fourth display unit 77d, and a fifth display unit 77e, which function as 7-segment display units. The display segments in the first to fifth display units 77a to 77e each 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 state of these individual light sources, it is possible to illuminate only one display segment or any combination of display segments. As a result, the payout ratio monitor 77 displays predetermined symbols (including letters and numbers) individually, and in particular, the payout ratio monitor 77 is capable of displaying five-digit numbers.

[0301] In step S1715, the result of the calculation process in step S1714 is output to the role ratio monitor 77, and the display control of each display unit 77a to 77e in the role ratio monitor 77 is performed so that a four-digit number is displayed on the role ratio monitor 77. Specifically, the role ratio monitor 77 displays a number less than 1, with up to four decimal places, representing the proportion of games in which a push-order notification can occur out of the total number of games, for example, "0.5012". After the processing in step S1715 is executed, the first section display processing is terminated.

[0302] Furthermore, the calculation process in step S1714 may be configured to round the number to the fifth decimal place before controlling the display of the role ratio monitor 77. Also, since the first display unit 77a of the role ratio monitor 77 basically displays "0", it may be configured not to have a first display unit 77a, or to always display "0" on the first display unit 77a by printing or other means. In addition, it is preferable to have a decimal point displayed between the first display unit 77a and the second display unit 77b by printing or other means.

[0303] <Second processing for displaying the interval> Next, the second section display process will be explained with reference to the flowchart in Figure 48. As already explained, the second section display process is performed in step S416 of the reel control process, and is performed at the end of one game after the payout of medals (payout determination process) and the transition of the game state based on the winning result (winning result corresponding process).

[0304] In step S1901, it is determined whether the advantageous section flag is set or not. If it is not set, the second section display process is terminated. If the advantageous section flag is set, in step S1902, the process of counting the number of games in the advantageous section is executed. Specifically, the process of adding 1 to the advantageous section game count AG is performed. After executing the process in step S1902, in step S1903, the process of updating the advantageous section increase / decrease amount MY (MY counter) provided in the various counter areas 106e is executed.

[0305] In the MY update process in step S1903, provided that the result of this game is not a re-spin win, the number of coins inserted (bet) is subtracted from the number of coins paid out, and the result of this subtraction is added to the advantageous section coin increase / decrease MY to update the advantageous section coin increase / decrease MY.

[0306] After the MY update process in step S1903 is executed, the remaining game count management process is executed in step S1904, followed by the remaining coin count management process in the subsequent step S1905. The remaining game count management process is a process for managing whether the advantageous section is reaching its upper limit of games (1500 games) with the current remaining game count, based on the remaining game count in AT mode, etc. In the remaining game count management process, for example, it checks whether the sum of the advantageous section game count AG (games played in the advantageous section), the AT counter (remaining game count in AT mode), the CZ counter (remaining game count in CZ mode), and the pre-announcement counter (remaining game count in pre-announcement mode) is greater than the upper limit of games in the advantageous section. If this is the case, the first excess flag is set in the various flag storage area 106d as a flag to identify the situation. The remaining coin count management process is a process for managing whether the advantageous section is reaching its upper limit of increases (2400 coins) with the current remaining game count, based on the remaining game count in AT mode, etc. In the remaining payout management process, for example, it determines whether the sum of the expected increase in coins calculated from the AT counter and the average increase in coins per game during AT mode, and the current increase / decrease in coins during the advantageous period (MY), is greater than the increase / decrease in coins during the advantageous period. If this is the case, a second excess flag is set in the various flag storage area 106d as a flag to identify this situation.

[0307] In the following step S1906, it is determined whether the number of games in the advantageous section AG has reached the upper limit of 1500, or whether the increase / decrease in the advantageous section MY has exceeded the upper limit of 2400. If either of these forced termination conditions is met, in step S1907, the number of games in the advantageous section AG and the increase / decrease in the advantageous section MY are cleared to 0. In the following step S1908, the display of the 8th display segment N8, which serves as the section indicator, is terminated. Then, in step S1909, the parameters and information such as various flags and counters in the advantageous section are initialized, and in step S1910, the normal counter is cleared before the second section display process is terminated.

[0308] Regarding the initialization process for the advantageous section information in step S1909, more specifically, it is the process of resetting the flags and counters set when transitioning to the current advantageous section, and the flags and counters set during the current advantageous section, back to their initial values. For example, if the advantageous section flag, AT mode winning flag, AT mode flag, various CZ mode flags, etc., are not cleared and are set, these flags are cleared. Furthermore, if the advantageous section game count AG, the advantageous section increase / decrease amount MY, the pre-announcement counter for the pre-announcement mode, the counter for the continuation game count of CZ mode, etc., are greater than 0, all of these counters are reset to 0. In other words, the initialization process initializes all variables or parameters that affect the performance related to the push-order notification in relation to the advantageous section as an advantageous state using push-order notification, and it is a process of clearing the RAM for such variables or parameters.

[0309] If, in step S1906, it is determined that the number of games in the advantageous section AG has not reached its upper limit, and the number of coins added or removed in the advantageous section MY has not reached its upper limit, the process proceeds to step S1911 to determine whether or not the CZ end game flag has been set.

[0310] In this embodiment, in each CZ mode, if the AT mode transition lottery is won, the CZ mode flag is cleared when the AT mode winning flag is set (steps S808 to S810). The CZ end game flag is set when the remaining number of games in the CZ mode (CZ counter) becomes 0 while the CZ mode flag is still set. Therefore, if the CZ end game flag is set, it means that the CZ mode has ended without winning the AT mode transition lottery.

[0311] If the CZ mode termination game flag is set in step S1911, it is determined in step S1912 whether the second CZ mode flag or the third CZ mode flag is set.

[0312] If the 2nd CZ mode flag or the 3rd CZ mode flag is set in step S1912, and the 2nd CZ mode, which is set when the CZ mode transition lottery during the advantageous section is won, or the 3rd CZ mode, which is set when the AT mode ends, ends without winning the AT mode transition lottery, then the process proceeds to step S1907 and the process for ending the advantageous section is executed. On the other hand, if the 1st CZ mode flag is set in step S1912 instead of the 2nd CZ mode flag or the 3rd CZ mode flag, and the 1st CZ mode, which is set when the advantageous section transition is won, ends without winning the AT mode transition lottery, then the process proceeds to step S1913, the 1st CZ mode flag is cleared, and then the second process for displaying this section ends.

[0313] In other words, if the 2nd CZ mode or the 3rd CZ mode ends without winning the AT mode transition lottery, the advantageous period ends, while if the 1st CZ mode ends without winning the AT mode transition lottery, the advantageous period continues without ending. Note that the 2nd CZ mode flag and the 3rd CZ mode flag are cleared during the process for ending the advantageous period (step S1909).

[0314] <Advantageous period and display mode> The relationship between the advantageous period and the display mode will be explained with reference to Figure 49.

[0315] As already explained, this slot machine 10 has a favorable section in which button press order notifications may occur and a normal section in which button press order notifications do not occur. The favorable section is when the favorable section flag is set, and the normal section is when the favorable section flag is not set. The favorable section flag is a flag set in the various flag storage area 106d of RAM 106. For example, when the settings of the slot machine 10 are changed (a process to change the winning probability), the RAM 106 is initialized, and the favorable section flag is also cleared. In other words, when the settings are changed and the power is turned on, the game starts from the normal section. In the normal section, the display mode is set to the normal mode in which button press order notifications do not occur.

[0316] In the normal section, if you win the advantageous section transition lottery, you will transition to the advantageous section. More specifically, when you win the advantageous section transition lottery, the advantageous section winning game flag is set, and in the section display 1 processing, the advantageous section flag is set on the condition that the advantageous section winning game flag is set. Then, when the advantageous section flag is set, the advantageous section transition game processing is executed, and in the advantageous section transition game processing, processing is performed to set the display mode to the 1st CZ mode. In addition, when you transition to the advantageous section, the ceiling game count (maximum 999 games) is set.

[0317] The first CZ mode is set to last 8 to 10 games, and during this mode, there is a high probability of winning the lottery to transition to AT mode. If the lottery to transition to AT mode is won in the first CZ mode, the transition to AT mode occurs mainly through the pre-announcement mode. On the other hand, if the first CZ mode ends without winning the lottery to transition to AT mode, the display mode returns to normal mode. However, in this case, the advantageous period does not end.

[0318] If the game is in a favorable period and the display mode is normal mode, a lottery for transitioning to AT mode is performed along with a lottery for transitioning to CZ mode. If the lottery for transitioning to CZ mode is won in normal mode, the game transitions to the second CZ mode.

[0319] The second CZ mode has a duration of 8 to 15 games, and like the first CZ mode, it is set so that there is a high probability of winning the lottery to transition to AT mode. If the lottery to transition to AT mode is won in the second CZ mode, the transition to AT mode occurs mainly through the pre-announcement mode. On the other hand, if the second CZ mode ends without winning the lottery to transition to AT mode, the display mode returns to normal mode, and furthermore, the advantageous period ends and the player returns to the normal period.

[0320] AT mode is a mode in which, when a push-order bell is won, a push-order notification corresponding to the 1st to 6th small win occurs, and a large increase in medals can be expected. When you enter AT mode and the push-order notification occurs, it becomes possible to achieve the 1st to 6th small win when each push-order bell is won, and the net increase in medals per game during AT mode is approximately +8.04 medals. AT mode starts with 50 games, and the remaining number of games is increased by winning the bonus lottery. Also, the probability of winning the bonus lottery is set higher in 2nd AT mode than in 1st AT mode. When the remaining number of games in AT mode reaches 0, AT mode ends and the game is set to 3rd CZ mode.

[0321] The 3rd CZ mode is set to last 25 to 30 games, and like the 1st and 2nd CZ modes, it is set to have a high probability of winning the lottery to transition to AT mode. If the lottery to transition to AT mode is won in the 3rd CZ mode, the player will transition to AT mode. On the other hand, if the 3rd CZ mode ends without winning the lottery to transition to AT mode, the display mode will return to normal mode, and the advantageous period will end, returning the player to the normal period.

[0322] As already explained, in CZ mode, an AT mode transition lottery is performed in each game using a CZ-specific AT mode transition lottery table, and the CZ-specific AT mode transition lottery table is set to make it easier to win an AT mode transition than the normal AT mode transition lottery table. Furthermore, the CZ-specific AT mode transition lottery table is configured to determine whether or not to win the AT mode transition lottery using the point value acquired in each game of CZ mode. Therefore, given that an AT mode transition lottery is performed in every game of CZ mode and point values ​​can be acquired in each game of CZ mode, it can be said that the longer the number of games in CZ mode, the easier it is to win the AT mode transition lottery. In other words, it is easier to win the AT mode transition lottery in the second CZ mode than in the first CZ mode, and it is easier to win the AT mode transition lottery in the third CZ mode than in the second CZ mode.

[0323] Therefore, although the chance of winning the AT mode transition lottery is lower in the 1st CZ mode than in the 2nd CZ mode or the 3rd CZ mode, the advantageous period ends if the AT mode transition lottery is not won during the 2nd CZ mode or the 3rd CZ mode, whereas the advantageous period does not end if the AT mode transition lottery is not won during the 1st CZ mode. Thus, from the perspective of the continuity of the advantageous period, the 1st CZ mode is more advantageous for the player than the 2nd CZ mode or the 3rd CZ mode.

[0324] <Regarding the display of the button press order indicator and section indicator, and the progress of the game> The relationship between the start and end of the advantageous period and the display of the eighth display segment N8 as a period indicator will be explained with reference to Figure 50.

[0325] In this slot machine 10, as shown in Figure 50, during the normal section, which is not the advantageous section, the 8th display segment N8, which serves as the section indicator, is turned off (not lit). During this normal section, the button press order is not announced. In other words, while the advantageous section has the capability to provide instruction functions such as button press order announcements, the normal section does not have such instruction functions.

[0326] In the normal section, if the player wins the lottery to transition to the advantageous section, for example by winning the 7th small role (watermelon), the player will transition to the advantageous section in the game in which the game result that triggered the win occurs, and the measurement of the number of games played in the advantageous section (counting of advantageous section games AG) will begin with that game as the starting game. As described above, the player is set to the 1st CZ mode when transitioning to the advantageous section, and a push order notification may occur in the 1st CZ mode. Therefore, in the advantageous section transition game (1st CZ mode transition game), the conditions for starting the display of the section indicator are met, and the 8th display segment N8 lights up. More specifically, the 8th display segment N8 lights up at the start of the advantageous section transition game (1st CZ mode transition game) (when the start lever 41 is operated).

[0327] Subsequently, with the 8th display segment N8 lit, a button press order notification occurs using the 1st display segment N1 to the 7th display segment N7. In this case, as described above, the 1st display segment N1 to the 7th display segment N7 display the button press order information ("1" to "6"), and the player can understand the button press order based on this information. In the button press order notification, the button press order information is displayed starting when the start lever 41 is operated in the game, and the display ends when the 3rd reel is stopped ON in the game (when the stop switches 42 to 44 corresponding to the final reel are pressed). If the game is not the last game of the advantageous section, when the 3rd reel is stopped ON, only the display of the button press order information by the 1st display segment N1 to the 7th display segment N7 ends, and the display of the advantageous section by the 8th display segment N8 continues. Then, if a button press order is won again in the next game or later, the button press order information corresponding to that button press order is displayed by the 1st display segment N1 to the 7th display segment N7.

[0328] When the conditions for ending the advantageous period are met, the advantageous period ends and the game transitions to the normal period. The conditions for ending the advantageous period include reaching the upper limit of the number of continuous games or the number of medals increased, and in this embodiment, also include the termination of the 2nd CZ mode or 3rd CZ mode without winning the AT mode transition lottery. When the advantageous period ends, the 8th display segment N8 turns off at the time when medal payout is completed (by the second period display processing, which is a process after the payout determination process). If no medals are paid out in the final game, the 8th display segment N8 turns off when the 3rd reel stop OFF operation is performed (at the time when the operation of pressing the stop switches 42-44 corresponding to the final reel is completed).

[0329] As described above, a button press order notification may occur when the game enters a favorable section, and the transition to that favorable section (transition to a specific section) and the end of that favorable section are clearly indicated by the 8th display segment N8. In other words, by checking whether the 8th display segment N8, which acts as a section indicator, is lit or not, it is possible to clearly understand that the game is in a situation where it is possible to enjoy the benefits of the button press order notification (specific section, effectively increasing section). In this way, for example, it becomes possible for managers of amusement halls to clearly confirm whether the increase in medals is due to enjoying the benefits of the button press order notification in a favorable section, or whether fraudulent activities are taking place to increase medals by illegally enjoying the benefits of the button press order notification even when the game is not in a favorable section.

[0330] On the other hand, during the advantageous period, if the 2nd CZ mode or the 3rd CZ mode ends without winning the AT mode transition lottery, not only these 2nd and 3rd CZ modes but also the advantageous period ends. When the advantageous period ends, the 8th display segment N8, which serves as the period indicator, turns off, allowing the player to clearly understand that the advantageous period has ended. In other words, the turning off of the 8th display segment N8 makes it clear that the 2nd CZ mode or the 3rd CZ mode did not win the AT mode transition lottery.

[0331] Consequently, the likelihood of the game ending frequently increases based on the fact that the eighth display segment N8 has turned off. Furthermore, a game machine with the eighth display segment N8 turned off also serves as an indicator that the player did not win the AT mode transition lottery in the previous second or third CZ mode. Therefore, it becomes less likely that a player will try to capitalize on the previous player's successful transition lottery win. In any case, the turning off of the eighth display segment N8 can be one of the causes of a decrease in the game machine's utilization rate. To address this, this slot machine 10 is equipped with a unique configuration that eliminates the decrease in utilization rate caused by the turning off of the eighth display segment N8. The configuration is described below.

[0332] <Performance setting process> Next, the performance setting process executed by the CPU 181 of the display control device 81 will be explained based on the flowchart in Figure 51. The performance setting process is a process that is started by the CPU 181 at a predetermined interval (for example, every 2 msec).

[0333] In the performance setting process, first, in step S2001, it is determined whether or not a new command has been received from the main control unit 101. If a new command has been received, in step S2002, the process of storing the received command in RAM 183 is executed. RAM 183 is provided with a command storage area, which is configured as a ring buffer capable of individually storing multiple commands and reading commands in the order they were stored.

[0334] If a negative result is determined in step S2001, or after the processing in step S2002 is executed, in step S2003 it is determined whether the newly received command was a bet command. A bet command is a command output from the main control unit 101 based on the fact that a bet operation has been performed, and is such as the bet command set in step S206 of the normal processing. If it is a bet command, in step S2004 the bet performance setting process is executed to set the performance based on the current bet operation.

[0335] If a negative result is determined in step S2003, or after the processing in step S2004 is executed, in step S2005 it is determined whether the newly received command was a start command. A start command is a command output from the main control device 101 based on the operation of the start lever 41, and includes the lottery result command set in step S311 of the lottery processing, as well as premonition commands set in the lottery result corresponding processing (Figure 30) and section display first processing (Figure 46), the 1st AT win immediate notification command, the 2nd AT win immediate notification command, the 2nd CZ mode start command, the bonus command, the push order notification command, the 1st CZ mode start command, etc. If it is one of these start commands, the start performance setting processing is executed in step S2006.

[0336] If a negative determination is made in step S2005, or after the processing in step S2006 is executed, in step S2007 it is determined whether the newly received command was a command for each stop operation. A command for each stop operation is a command output from the main control device 101 based on the fact that each reel 32L, 32M, and 32R has been stopped, and is a stop command set in step S405 of the reel control processing (Figure 22). If it is a stop command as such a command for each stop operation, in step S2008 the process for setting the effects based on the current stop operation is executed for each stop operation.

[0337] If a negative result is determined in step S2007, or after the processing in step S2008 is executed, in step S2009 it is determined whether the newly received command is a command for when all reels have stopped. A command for when all reels have stopped is a command output from the main control device 101 based on the fact that all reels 32L, 32M, and 32R have stopped. This includes the winning result command set in step S417 of the reel control processing (Figure 22), as well as the AT start command, CZ end command, 1st AT winning notification command, 2nd AT winning notification command, AT end command, 3rd CZ mode start command, etc., which are set in the winning result corresponding processing (Figure 43). If it is one of these commands for when all reels have stopped, the command for when all reels have stopped is executed in step S2010.

[0338] If a negative result is determined in step S2009, or after the processing in step S2010 is executed, other processing is performed in step S2011 before the performance setting process is terminated. In step S2011, the auxiliary display unit 65 and speaker 64 are controlled so that the various performances set in each of the above performance setting processes are executed at the corresponding timings. In addition, in step S2011, performances based on commands from the main control unit 101 other than at the time of betting, starting, and stopping (for example, performances based on the operation of the settlement switch 59), performances based on signals from sensors connected without going through the main control unit 101 (for example, performance switch detection sensors), and settings for error notification are performed.

[0339] The following describes the startup animation setting process and the animation setting process when all animations are stopped. The explanation of each animation setting process will refer to the overview diagrams of the display animations in Figures 58 to 64.

[0340] <Starting animation setting process> The process for setting the initial presentation in step S2006 will be explained based on the flowchart in Figure 52.

[0341] In step S2101, based on the received lottery result command, it is determined whether the lottery result for the game to be started is a button-press sequence win. If it is a button-press sequence win, in step S2102, it is determined whether a button-press sequence notification command has been received. If a button-press sequence notification command has been received, in step S2103, it is determined whether the lottery result for the game to be started is a normal replay B. If a button-press sequence notification command is set in a game that is a normal replay B, it means that it is the start game of the first AT mode, and in this case, in step S2104, a setting process is executed to perform a button-press sequence notification animation corresponding to the second replay win.

[0342] If a negative result is determined in step S2103, step S2105 determines whether the result of the lottery for this game is a normal replay C. If the push order notification command is set in a game where it is a normal replay C, it means that it is the start game of the second AT mode, and in this case, step S2106 executes a setting process to perform the push order notification effect corresponding to the third replay win.

[0343] If a negative result is determined in step S2105, it means that the result of the lottery for this game is a push-order bell win. In this case, in step S2107, settings are made so that the push-order notification effects corresponding to the 1st to 6th small wins are displayed on the auxiliary display unit 65 and speaker 64.

[0344] If, in step S2101, it is determined that the result of the current game is not a sequence-based win, then in step S2108, it is determined whether the result of the current game is a specific role win. A specific role is a lottery result that is unlikely to appear (unlikely to be won) in each game, and is referred to as a rare role. In this embodiment, Chance Eye A to Chance Eye C, Cherry A to Cherry C, and Watermelon are set as specific roles. As shown in Figures 33 and 34, in the AT mode transition lottery triggered by these lottery results, it is set to be easier to win the AT mode transition than when triggered by lottery results other than specific roles. If the result of the current game is a specific role win, in step S2109, the specific role notification process is executed. In the specific role notification process, settings are made so that the auxiliary display unit 65 and speaker 64 will notify that the result of the current game is one of the above specific roles. As a notification of a specific role, for example, as shown in Figure 59(b), a feature is set up in which three exclamation mark characters are displayed on the auxiliary display unit 65, corresponding to the three stop switches 42 to 44.

[0345] If a negative determination is made in step S2102 or step S2108, or after the processing in steps S2104, S2106, S2107, or S2109 has been executed, the process proceeds to step S2110. In step S2110, it is determined whether or not an additional game command has been received. If an additional game command has been received, the process for setting the additional game animation is executed in step S2111. In the process for setting the additional game animation, an additional game animation is executed that displays the added number of games on the auxiliary display unit 65 as notification that an additional game has been added to the remaining number of games in AT mode. The form of the additional game animation is not limited to the form that is performed in the game in which the additional game was added, but may also include a form in which the number of added games is announced a predetermined number of games later, triggered by the game in which the additional game was added, or a form of a so-called "post-additional game animation" is included, in which the additional game animation is executed when the remaining number of games in AT mode reaches a predetermined number (for example, 1 game remaining).

[0346] If a negative result is obtained in step S2110, or after the processing in step S2111 is completed, step S2112 determines whether the first AT win immediate notification command or the second AT win immediate notification command has been received. The first AT win immediate notification command and the second AT win immediate notification command are commands output from the main control unit 101 when the AT mode transition lottery is won and the immediate notification lottery is won. If these commands have been received, step S2113 is performed to configure the auxiliary display unit 65 and speaker 64 to display the corresponding AT win immediate notification effect. The details of the AT win immediate notification effect will be explained in detail later.

[0347] If a negative result is obtained in step S2112, or after the processing in step S2113 is executed, the continuous performance setting process is executed in step S2114, and the CZ mode setting process is executed in step S21115. Then, other start performance setting processes are executed in step S2116, and then this start performance setting process is terminated. In step S2116, for example, a performance that suggests the lottery result in response to the start of the game is set, or processing is performed to notify that the operation has been accepted by turning off the lamps around the start lever 41.

[0348] The following describes the continuous performance setting process in step S2114 and the CZ mode setting process in step S2115.

[0349] <Continuous Performance Setting Process> A continuous performance is a series of performances that are executed consecutively or intermittently across multiple games. In this embodiment, in particular, the continuous performance is configured to occur in the games from the transition to CZ mode until the result of the AT mode transition lottery is announced. Before explaining the continuous performance setting process, an overview of the continuous performance in this embodiment will be described with reference to Figures 61 to 65.

[0350] In this embodiment, the continuous performance sequence is first executed as a first preparation sequence, followed by a second preparation sequence, and finally a battle sequence in which the main character and the enemy character confront each other. The first and second preparation sequences are sequences in which the main character prepares for the battle sequence. As shown in Figure 65, the continuous performance sequence is set to last for a maximum of 30 games, with the first preparation sequence lasting approximately 15 games, the second preparation sequence lasting approximately 10 games, and the battle sequence lasting 5 games. Once the continuous performance sequence begins, after the first and second preparation sequences, the result of the AT mode transition lottery is announced during the battle sequence.

[0351] Specifically, the first preparation sequence includes a sequence in which the main character searches for the weapon to be used in battle. For example, as shown in Figure 61(a), in the game in which the first preparation sequence begins, the auxiliary display unit 65 displays text such as "Prepare for battle!!" as a continuous start sequence. For example, the continuous start sequence is executed at the start of the continuous sequence and when the start lever 41 is operated. After the continuous start sequence is executed, as shown in Figures 61(b1) to 61(b3), text such as "Equip time!" is displayed as a first preparation start sequence. The first preparation start sequence has different presentation styles depending on the expectation that the continuous sequence will ultimately result in a victory sequence, and to ensure that players can clearly understand the differences in presentation styles, for example, the background screen color of the auxiliary display unit 65 is set to be different.

[0352] As described above, the probability of winning the AT mode transition lottery differs depending on the number of games played in the CZ mode. In this embodiment, when a continuous performance is initiated by the first CZ mode, which is set to 5 to 10 games, the first preparation start performance A is executed with a white background, as shown in Figure 61(b1). When a continuous performance is initiated by the second CZ mode, which is set to 8 to 15 games, the first preparation start performance B is executed with a yellow background, as shown in Figure 61(b2). When a continuous performance is initiated by the third CZ mode, which is set to 25 to 30 games, the first preparation start performance C is executed with a red background, as shown in Figure 61(b3). In the figures, the difference in background color is represented by the difference in hatching. In other words, when the first preparation start performance is executed, the player expects the first preparation start performance C to be performed.

[0353] In the first preparation sequence, a weapon discovery sequence is set up in which the main character searches for weapons to use in battle. This sequence includes a treasure chest sequence (Figures 62(a1) and 62(a2)) in which the character discovers a treasure chest containing weapons, and a confirmation sequence (Figures 62(b1) to 62(b3)) in which the character checks the contents of the treasure chest. The treasure chest sequence and the confirmation sequence are sequences that are executed according to the result of a lottery in the game in which the first preparation sequence is executed. For example, the treasure chest sequence is executed at the start of the game, and the confirmation sequence is executed at the end of the game. In this embodiment, weapons that the main character can discover include, for example, a machine gun, a knife, and a squeaky hammer. If the machine gun is discovered, the probability of the sequence ending as a victory sequence is highest, and if the squeaky hammer is discovered or no weapons are discovered, the probability of the sequence ending as a victory sequence is low.

[0354] The treasure chest animation is divided into two types, Treasure Chest Animation A (Figure 62(a1)) and Treasure Chest Animation B (Figure 62(a2)), depending on the probability that a weapon with a high probability of resulting in a victory is contained within the chest. Treasure Chest Animation B is set to have a higher probability of containing a weapon with a high probability of resulting in a victory than Treasure Chest Animation A. The display of Treasure Chest Animation A and Treasure Chest Animation B is clearly distinguishable to the player, and in this embodiment, the treasure chests are set to be different colors. More specifically, a yellow treasure chest is displayed in Treasure Chest Animation A, and a red treasure chest is displayed in Treasure Chest Animation B (the difference in color is represented by dot hatching in the figures). In other words, when a treasure chest animation is performed, the player expects Treasure Chest Animation B to be performed.

[0355] The confirmation animations include a sequence in which a weapon pops out of a treasure chest. There are three such sequences: Confirmation Animation A, in which a squeaky hammer pops out as shown in Figure 62(b1); Confirmation Animation B, in which a knife pops out as shown in Figure 62(b2); and Confirmation Animation C, in which a machine gun pops out as shown in Figure 62(b3).

[0356] As described above, the weapon discovery animation is an animation that is executed according to the game's lottery results. For example, if the lottery results for this game are likely to result in a win in the AT mode transition lottery, treasure chest animation B is more likely to be selected than treasure chest animation A, and confirmation animation C is more likely to be selected than confirmation animation A or confirmation animation B. More specifically, during CZ mode, the details of the weapon discovery animation are determined according to the cumulative counter RC, and the larger the value of the cumulative counter RC, the more likely the weapon discovery animation will be to result in a victory animation.

[0357] Incidentally, in this embodiment, the weapon discovery animation is configured such that a treasure chest animation occurs at the start of the game, and a confirmation animation occurs at each pause in the game.

[0358] Each stop animation is as follows: First stop ON animation when the first reel is stopped (when the stop switches 42-44 corresponding to the first reel to be stopped are pressed); First stop OFF animation when the first reel is stopped (when the stop switches 42-44 corresponding to the first reel to be stopped are finished pressing); Second stop ON animation when the second reel is stopped (when the stop switches 42-44 corresponding to the second reel to be stopped are pressed). There are also special effects for the second reel's stop OFF operation (when the operation of pressing stop switches 42-44 corresponding to the second reel to be stopped is completed), the third reel's stop ON operation (when the operation of pressing stop switches 42-44 corresponding to the last reel to be stopped is performed), and the third reel's stop OFF operation (when the operation of pressing stop switches 42-44 corresponding to the last reel to be stopped is completed).

[0359] If confirmation animation C occurs, which has a high probability of triggering an AT mode transition, the timing of its occurrence is selected so that the probability of selecting it increases in the following order: 1st stop ON operation animation → 1st stop OFF operation animation → 2nd stop ON operation animation → 2nd stop OFF operation animation → 3rd stop ON operation animation → 3rd stop OFF operation animation. If confirmation animation A occurs, which has a low probability of triggering an AT mode transition, the timing of its occurrence is selected so that the probability of selecting it increases in the following order: 3rd stop OFF operation animation → 3rd stop ON operation animation → 2nd stop OFF operation animation → 2nd stop ON operation animation → 1st stop OFF operation animation → 1st stop ON operation animation. In other words, if the treasure chest animation occurs at the start of the game, the later the timing of the confirmation animation occurs, the higher the probability of an animation with a high probability of triggering an AT mode transition occurring.

[0360] In a continuous sequence, after the first preparation sequence is executed, the second preparation sequence is performed. Specifically, the second preparation sequence is set to show the main character getting pumped up for battle. When the second preparation sequence begins, as shown in Figure 63(a), the second preparation start sequence is performed, showing the main character equipping the weapon discovered in the first preparation sequence, and the words "Deploy!" are displayed on the auxiliary display unit 65. If multiple weapons are discovered in the first preparation sequence, the second preparation start sequence will show the main character equipping the weapon with the highest potential among those discovered.

[0361] In the second preparation sequence, depending on the expectation that the battle sequence will result in a victory sequence, taunt sequences A to C are executed according to the level of enthusiasm of the main character. In this embodiment, of taunt sequence A shown in Figure 63(b1), taunt sequence B shown in Figure 63(b2), and taunt sequence C shown in Figure 63(b3), taunt sequence C is displayed as the most enthusiastic, while taunt sequence A is displayed as the least enthusiastic.

[0362] Incidentally, the hype sequences A-C occur when the third reel is stopped OFF in the game in which the hype sequence A-C occurs, and continue until the start of the next game based on the operation of the start lever 41.

[0363] In the continuous sequence, after the first and second preparation sequences are executed, the battle sequence is performed. The battle sequence is performed over five games. In the first game, the main character and enemy character are displayed. In the second game, the main character's attack is shown (Figure 64(a)). In the third game, the enemy character's attack is shown (Figure 64(b)). In the fourth game, the characters attack each other. Finally, in the fifth and final game, the victory sequence shown in Figure 64(c1) is performed, indicating that the player has won the AT mode transition lottery. Also, in the fifth and final game, the defeat sequence shown in Figure 64(c2) is performed, indicating that the player has not won the AT mode transition lottery.

[0364] As described above, in this embodiment, a continuous performance is basically initiated when transitioning to each CZ mode. In this case, although the method of setting the continuous performance differs depending on the type of CZ mode to transition to (the trigger for transitioning to the CZ mode), the content of the continuous performance and the number of games in which the continuous performance is executed are set to be the same regardless of the type of CZ mode.

[0365] For example, in a continuous performance triggered by the 1st CZ mode or the 2nd CZ mode, the 1st preparation performance is executed until the end of the 1st CZ mode or the 2nd CZ mode, and the settings for the 2nd preparation performance and subsequent performances are made at the end of the 1st CZ mode or the 2nd CZ mode. In contrast, in a continuous performance triggered by the 3rd CZ mode, the 1st preparation performance is executed until partway through the 3rd CZ mode, and the settings for the 2nd preparation performance and subsequent performances are made at the end of the 1st preparation performance so that the continuous performance ends at the end of the 3rd CZ mode. In this case, a continuous performance triggered by the 1st CZ mode or the 2nd CZ mode is a continuous performance that continues to be executed even after the end of the 1st CZ mode or the 2nd CZ mode, while a continuous performance triggered by the 3rd CZ mode is a continuous performance that is completed during the 3rd CZ mode.

[0366] As already explained, the 1st CZ mode is the CZ mode set when transitioning to an advantageous section. Therefore, whether or not a continuous performance is being executed when transitioning to an advantageous section (whether or not the continuous performance has already ended) will differ depending on whether the previous advantageous section ended due to the end of the 2nd CZ mode or the end of the 3rd CZ mode. If the previous advantageous section ended due to the end of the 2nd CZ mode, the system is configured to continue the continuous performance that was started due to the 2nd CZ mode, rather than starting a new continuous performance with the 1st CZ mode as the trigger.

[0367] Thus, in this embodiment, each CZ mode with a different transition trigger can overlap through a series of performances, and in this configuration, commonality is achieved in the content of each series of performances and the number of games in which the series of performances are executed. The process will be explained in detail below.

[0368] In the continuous performance setting process, as shown in Figure 53, first in step S2201, it is determined whether or not a premonition command has been received. As already explained, the premonition command is a command output in the AT lottery process on the main control device 101 side (Figure 29) when the AT mode transition lottery is won but the immediate notification lottery is not won (step S1105: NO). In addition to information that the AT mode winning flag has been set, it contains information (the value of the premonition counter) of the number of games from the game in question (the game in which the AT mode winning flag was set) to the game in which the AT winning notification performance should be performed. If a premonition command has been received, in step S2202, it is determined whether or not a pseudo-premonition flag has been set in the various flag storage area 183a of RAM 183. The pseudo-premonition flag is a flag that allows the CPU 181 to understand that a continuous performance that will result in a defeat should be executed, and it is a flag that is set when a continuous performance is started without receiving a premonition command. In other words, if a premonition command is received in step S2201 and the pseudo-premonition flag is set in step S2202, it means that after starting a series of sequences that result in a defeat sequence, the AT mode transition lottery is won and a premonition command is received. The processing in this case will be explained in detail later, but here we will explain the processing when the pseudo-premonition flag is not set. In other words, if the pseudo-premonition flag is not set in step S2202, the process proceeds to step S2203.

[0369] In step S2203, the process of setting premonition flags in the various flag storage area 183a is executed. Premonition flags are flags that allow the CPU 181 to know that a series of winning sequences should be executed. Then, in step S2204, it is determined whether or not the 1st CZ mode flag is set in the various flag storage area 183a. The 1st CZ mode flag is a flag that allows the CPU 181 to know that it is in 1st CZ mode, and is set when the 1st CZ mode start command output from the main control unit 101 is received at the start of 1st CZ mode. Incidentally, in addition to the 1st CZ mode flag, there are also 2nd CZ mode flags and 3rd CZ mode flags, and the 2nd CZ mode flag is set when the 2nd CZ mode start command is received from the main control unit 101, and the 3rd CZ mode flag is set when the 3rd CZ mode start command is received.

[0370] If the 1st CZ mode flag is not set in step S2204, and the player is in 2nd CZ mode, 3rd CZ mode, or normal mode, then in step S2205, the player inputs the value of the pre-announcement counter included in the pre-announcement command, that is, the value corresponding to the number of games until the announcement of winning the lottery for transitioning to AT mode is executed, into the continuous performance counter located in the various counter area 183b of RAM 183. The continuous performance counter is decremented by 1 each game, and the AT winning announcement is executed in the game when the counter reaches 0.

[0371] On the other hand, if the first CZ mode flag is set in step S2204 and it is in the first CZ mode, it is determined in step S2206 whether a precursor start flag is set in the various flag storage areas 183a. The precursor start flag is a flag for the CPU 181 to recognize that the transition to the second preparation effect has occurred in the continuous effect. If the precursor start flag is not set, in step S2207, a process of setting an immediate notification flag in the various flag storage areas 183a is executed. When the immediate notification flag is set, even during the continuous effect, a winning notification that the lottery for transitioning to the AT mode has been won without going through the victory effect is performed. Note that the content and process of the winning notification when such an immediate notification flag is set will be described in detail later.

[0372] If the precursor command has not been received in step S2201, the process proceeds to step S2208. In step S2208, it is determined whether a first CZ mode start command or a second CZ mode start command has been received. If either CZ mode start command has been received, in step S2209, CZ start setting processing is executed. The CZ start setting processing is a process for performing effect settings when starting the first CZ mode and the second CZ mode. As already described, the first CZ mode is set when transitioning to the advantageous section, and the second CZ mode is set when winning the CZ mode transition lottery, and in both cases, a CZ mode start command corresponding to the start of the game is output. In contrast, the third CZ mode is set when the AT mode ends, and the third CZ mode start command is output at the end of the game. Therefore, the process of performing effect settings when starting the third CZ mode is performed in the all-stop effect setting process (step S2010).

[0373] <CZ start setting processing> In the CZ start setting process, as shown in the flowchart of Figure 54, step S2301 determines whether or not a second CZ mode start command has been received. If a second CZ mode start command has been received and the CZ mode to be started this time is the second CZ mode, step S2302 sets the second CZ mode flag. Then, step S2303 executes the CZ start effect setting process and then terminates this CZ start setting process. In the CZ start effect setting process, the above continuous start effect (Figure 61(a)) is performed on the auxiliary display unit 65 and speaker 64, and then the effect settings are made so that the first preparation start effect B (Figure 61(b2)) corresponding to the current CZ mode is performed.

[0374] If, in step S2301, it is determined that a command to start the first CZ mode has been received instead of a command to start the second CZ mode, then in step S2304, the process of setting the first CZ mode flag is executed. Then, in step S2305, it is determined whether or not the second CZ end flag is set in the various flag storage area 183a. As already explained, in this embodiment, the advantageous period may end when the second CZ mode or the third CZ mode ends, and the second CZ end flag is a flag that allows the CPU 181 to understand that the previous end of the advantageous period was triggered by the end of the second CZ mode. In other words, it is determined whether or not the advantageous period ended when the second CZ mode ended, and then the first CZ mode was set when the advantageous period was re-entered.

[0375] If the flag for the end of the second CZ is not set, the process for setting the CZ start animation is executed in step S2306, and then the CZ start setting process is terminated. More specifically, when setting the start animation for the first CZ mode, the continuous start animation shown in Figure 61(a) is set to be performed as the start animation for this game, and the first preparation start animation A shown in Figure 61(b1) is set to be performed as the animation when the game is completely stopped. The case where the flag for the end of the second CZ is set in step S2305 will be explained in detail later.

[0376] Returning to the explanation of the continuous performance setting process, after executing any of steps S2205, S2207, or S2209, if a positive result is obtained in step S2206, or a negative result is obtained in step S2208, proceed to step S2210. In step S2210, it is determined whether or not the premonition flag or pseudo-premonition flag is set. If either flag is set, the process of decrementing the continuous performance counter by 1 is executed in step S2211. Then, in step S2212, it is determined whether or not the premonition start flag is set.

[0377] As already explained, when the premonition start flag is set, it indicates that the game has transitioned to the second preparation sequence in the continuous sequence. In this embodiment, when transitioning to the second preparation sequence, a series of sequence data from the second preparation sequence to the battle sequence is set. More specifically, when transitioning to the second preparation sequence, the content of the battle sequence is determined based on the success or failure of the AT mode transition lottery, and a sequence sequence table corresponding to that content is set from the various table storage areas 182a. The sequence sequence table has sequence data set to be executed in each game according to the value of the continuous sequence counter. Then, for the continuous sequence from the second preparation sequence onward, the sequence data is set based on the set sequence sequence table and the continuous sequence counter, and the corresponding sequence is performed on the auxiliary display unit 65, speaker 64, etc. The process of setting the sequence sequence table will be explained in detail later, but here we will explain the process for setting the sequence sequence data based on the already set sequence sequence table.

[0378] In other words, if the premonition start flag is set in step S2212 and the performance table for the continuous performance has already been set, the address information of the set performance table is obtained in step S2213. Then, in step S2214, the performance data for the performance to be executed in this game is set based on the obtained performance table address information and the continuous performance counter.

[0379] For example, when setting the game production data in the second preparatory production, in step S2214, it is confirmed whether any of the excitement productions A to C are to be generated in the current game. If any of the excitement productions A to C are to be generated, the production data is set so that the corresponding excitement productions A to C occur as the production at the time of the full stop of the game (the production at the time of the stop OFF operation of the third reel). As described above, the excitement productions A to C that occur as the production at the time of the full stop are set to continue until the start of the next game based on the operation of the start lever 41.

[0380] After executing the process of step S2214, it is determined in step S2215 whether the continuous production counter has become 0. If it has become 0, then in step S2216, the process of clearing the precursor flag and the pseudo-precursor flag is executed, and then this continuous production setting process is terminated. If a negative determination is made in any of step S2210, step S2212, and step S2215, this continuous production setting process is terminated as it is.

[0381] <CZ mode in setting process> Regarding the CZ mode in setting process of step S2115 in the start production setting process, it will be described while referring to the flowchart of FIG. 55.

[0382] In step S2401, it is determined whether any CZ mode flag is set and whether it is in the CZ mode. If none of the CZ mode flags are set, the CZ mode in setting process is terminated as it is. If any CZ mode flag is set, the process proceeds to step S2402.

[0383] In step S2402, it is determined whether the 3rd CZ mode flag is set. If the 3rd CZ mode flag is set and the player is in 3rd CZ mode, in step S2403, it is determined whether the pre-announcement start flag is set and whether the player has transitioned to the 2nd preparation sequence in the continuous sequence triggered by 3rd CZ mode. If the pre-announcement start flag is not set, in step S2404, a process is executed to decrement the CZ sequence counters in the various counter areas 183b by 1.

[0384] In this embodiment, in the third CZ mode, a continuous performance is set to start when the third CZ mode begins and to end when the third CZ mode ends, and the first preparation performance, the second preparation performance, and the battle performance are executed during the third CZ mode.

[0385] The CZ performance counter that is decremented in step S2404 is a counter used by the CPU 181 to keep track of the remaining number of games in the first preparation performance in the third CZ mode. After decrementing the CZ performance counter by 1, it is determined in step S2405 whether the CZ performance counter has become 0 or not. If the CZ performance counter is not 0 in step S2405, or if it is the first or second CZ mode in step S2402, the process proceeds to step S2406, and steps S2406 to S2410 are used to execute the first preparation performance.

[0386] Specifically, in step S2406, the process of obtaining the weapon discovery animation table from the various table storage area 182a is executed. Then, in step S2407, the process of checking the set CZ mode flag and determining the type of CZ mode is executed. In the following step S2408, the process of determining the lottery result of the current game and the value of the cumulative counter RC based on the lottery result command received in this game is executed. Then, in step S2409, based on the weapon discovery animation table obtained in step S2406, the type of CZ mode determined in step S2407, and the game's lottery result and cumulative counter RC determined in step S2408, it is determined whether or not to generate a weapon discovery animation in the current game, the content of the animation if it is generated (especially the type of confirmation animation), and the timing of the confirmation animation. After setting the determined animation content as the animation content of the current game, the CZ mode setting process is terminated. By performing this process, for example, a treasure chest animation will occur as the starting animation of the current game, and confirmation animations will occur as each stopping animation of the current game.

[0387] As shown in Figure 66, the weapon discovery animation table determines whether or not the weapon discovery animation occurs, and the type of confirmation animation that occurs if it does occur, based on the type of CZ mode, the result of the current game's lottery, and the cumulative counter RC. More specifically, the larger the value of the cumulative counter RC, and the less likely the result of the current game's lottery, the more likely the weapon discovery animation is to occur, and if it does occur, the selection rate of confirmation animation C (machine gun) is set to be higher. Furthermore, comparing the 1st CZ mode to the 3rd CZ mode, even with the same cumulative counter RC value and the same lottery result, the 3rd CZ mode is the most likely to produce the weapon discovery animation, and if it does occur, the selection rate of confirmation animation C is higher. The 2nd CZ mode is the least likely to produce the weapon discovery animation, and if it does occur, the selection rate of confirmation animation C is lower.

[0388] In step S2408, after determining whether to trigger a weapon discovery animation and the type of confirmation animation, the timing of the confirmation animation is determined by lottery according to the type of confirmation animation, and the type of treasure chest animation to be performed at the start of the game is also determined by lottery. In this case, as described above, the more a confirmation animation with a high probability of winning the AT mode transition is selected, the more likely it is that a later timing will be selected for each stop animation, and the more a confirmation animation with a high probability of winning the AT mode transition lottery is selected, the more likely it is that treasure chest animation B will be selected as the treasure chest animation at the start of the game.

[0389] In the third CZ mode, if it is determined in step S2405 that the CZ performance counter is 0, the process proceeds to step S2410. In step S2410, the process of setting the pre-announcement start flag is executed, and in step S2411, the process of inputting the remaining number of games in the CZ mode into the continuous performance counter is executed. As a result of these processes, the continuous performance in the third CZ mode will transition from the first preparation performance to the second preparation performance. Then, in step S2412, it is determined whether the pre-announcement flag has been set and whether a pre-announcement command has already been received. If the pre-announcement flag has been set, the process proceeds to step S2413, where the process of obtaining the pre-announcement performance table corresponding to the value of the continuous performance counter from the various table storage area 182a is executed.

[0390] As shown in Figure 67(a), the pre-announcement performance tables are set according to the continuous performance counter when the second preparation performance begins, and furthermore, multiple types of performance tables are set corresponding to a single continuous performance counter. For example, when 13 is entered in the continuous performance counter, the performance table for when the second preparation performance begins is set to include a pre-announcement performance table with address information ZA0101, a performance table with address information ZA0102, a performance table with address information ZA0103, and so on, and address information is set one-to-one for each of these performance tables.

[0391] Furthermore, in the performance tables where the values ​​of these consecutive performance counters are common, the number of games for the second preparation performance and the battle performance, and the fact that the battle performance becomes a victory performance are common, but the content of the performances for each game are set to be different. In particular, in the premonition performance table, the content of the performance in the second preparation performance differs for each game according to the value of the consecutive performance counter, and the occurrence or non-occurrence of each of the teasing performances A to C, and the repair of teasing performances A to C if they occur, are uniquely determined.

[0392] In step S2413, as described above, the pre-announcement performance table to be used in the current continuous performance is determined by lottery or other means from among the multiple types of pre-announcement performance tables set for a single continuous performance counter. Then, in step S2414, the address information of the determined pre-announcement performance table is stored in the address information storage area 183c of RAM 183, and then the setting process for this CZ mode is terminated. By executing this process, it becomes possible to set performance data based on the pre-announcement performance table in steps S2213 and S2214 of the continuous performance setting process described above.

[0393] If the premonition flag is not set in step S2412 and no premonition command has been received, the process proceeds to step S2415 to set the pseudo-premonition flag. Then, in step S2416, the process of inputting the remaining number of games in the 3rd CZ mode into the continuous performance counter is executed. After that, in step S2417, the process of obtaining the pseudo-premonition performance table according to the value of the continuous performance counter is executed.

[0394] As shown in Figure 67(b), the pseudo-pre-announcement performance table is set up in the same way as the pre-announcement performance table, with each performance table set up according to the continuous performance counter when the second preparation performance is started. Furthermore, multiple types of performance tables are set up corresponding to a single continuous performance counter. For example, when 15 is entered in the continuous performance counter, the performance table that starts the second preparation performance is set up as a pre-announcement performance table with address information ZB0101, a performance table with address information ZB0102, a performance table with address information ZB0103, and so on, with one-to-one address information set up for each of these performance tables.

[0395] Furthermore, in the performance tables where the values ​​of these consecutive performance counters are common, the number of games for the second preparation performance and the battle performance, and the fact that the battle performance is a defeat performance are common, but the content of the performances for each game are set to be different. Similar to the pre-announcement performance table, in the pseudo-pre-announcement performance table, the content of the performance in the second preparation performance differs for each game according to the value of the consecutive performance counter, and the occurrence or non-occurrence of each of the teasing performances A to C, and the repair of teasing performances A to C if they occur, are uniquely determined.

[0396] Here, in both the pre-announcement effect table and the pseudo-pre-announcement effect table, there is an effect table set in which the second preparation effect starts when the continuous effect counter reaches 13 to 15. In other words, in both the second preparation effect in a continuous effect that results in a victory effect and the second preparation effect in a continuous effect that results in a defeat effect, the number of continuous games is set to 8 to 10. Furthermore, in both the pre-announcement effect table and the pseudo-pre-announcement effect table, there is an effect table set in which the content of each game of the second preparation effect (the game in which the teasing effect occurs and the type of teasing effect) is common.

[0397] In other words, it is not possible to determine whether the pre-announcement performance table or the pseudo-pre-announcement performance table is set from the number of games in the second preparation performance or the content of the performances in each game of the second preparation performance. However, in the pre-announcement performance table, a performance table with a high number of teasing performances in the second preparation performance is more likely to be selected, and a performance table in which teasing performance C (Figure 63(b3)) is more likely to occur is more likely to be selected. On the other hand, in the pseudo-pre-announcement performance table, a performance table with a low number of teasing performances in the second preparation performance is more likely to be selected, and a performance table in which teasing performance A (Figure 63(b1)) is more likely to occur is more likely to be selected. Therefore, although it is not possible to determine whether the pre-announcement performance table or the pseudo-pre-announcement performance table is set from the number of games in the second preparation performance or the content of the performances in each game of the second preparation performance, it is possible to predict it from the content of the performances in each game of the second preparation performance.

[0398] In step S2416, as described above, the pseudo-pre-announcement performance table to be used in the current continuous performance is determined by lottery or other means from among the multiple pseudo-pre-announcement performance tables set for a single continuous performance counter. Then, in step S2417, the address information of the determined pseudo-pre-announcement performance table is stored in the address information storage area 183c of RAM 183, and then the setting process for this CZ mode is terminated. By executing this process, it becomes possible to set the performance data based on the pseudo-pre-announcement performance table in steps S2213 and S2214 of the continuous performance setting process described above.

[0399] In the continuous performance setting process (Figure 53), if a premonition command is received while the pseudo-premonition flag is set (step S2201: YES, step S2202: YES), the pseudo-premonition flag is cleared in step S2217. Then, in step S2218, the number of premonition games is determined from the received premonition command, and a lottery process for the premonition performance table corresponding to that number of premonition games is executed. This process is the same as the process in step S2413 above. Then, in step S2219, the address information of the pseudo-premonition performance table entered in the address information storage area 183c is overwritten with the address information of the premonition performance table determined by lottery in step S2218. Then, the premonition flag is set in step S2203. As a result, the continuous performance using the pseudo-premonition performance table switches to a continuous performance using the premonition performance table.

[0400] <Processing for setting effects when all functions are stopped> Next, the process of setting the effects when the machine stops in step S2010 will be explained with reference to Figure 56. As already explained, the process of setting the effects when the machine stops is a command that is used when the newly received command is a command that is used when the machine stops, such as a winning result command, an AT start command, a CZ end command, a 1st AT win notification command, a 2nd AT win notification command, an AT end command, or a 3rd CZ mode start command.

[0401] Step S2501 determines whether the first AT win notification command or the second AT win notification command has been received. The first AT win command and the second AT win notification command are commands output from the main control device 101 when the AT mode win flag is set and the pre-announcement counter becomes 0. If these AT win notification commands have been received, the process proceeds to step S2502, where it is determined whether the immediate notification flag has been set. As already explained, the immediate notification flag is a flag that is set in the continuous performance setting process (Figure 53) when a pre-announcement command is received during the first CZ mode and the pre-announcement start flag has not been set (step S2207). The processing when the immediate notification flag is set will be explained in detail later, but here we will explain the processing when the immediate notification flag has not been set. That is, if the immediate notification flag has not been set, in step S2503, settings are made so that the AT win notification performance is shown on the auxiliary display unit 65 and the speaker 64. The AT win notification sequence, for example as shown in Figure 58(a), displays text such as "AT Confirmed!!" on the auxiliary display unit 65 and outputs a corresponding sound effect from the speaker 64. The AT win notification sequence does not explicitly indicate whether the player has won the 1st AT or the 2nd AT. This prevents the anticipation of which AT has been won from the time of the AT win notification until the AT start game. However, the system may also be configured to indicate whether the player has won the 1st AT or the 2nd AT using the auxiliary display unit 65 or speaker 64, depending on the type of AT win command received.

[0402] If it is determined in step S2501 that an AT win notification command has not been received, the process proceeds to step S2504. In step S2504, it is determined whether or not an AT start command has been received. An AT start command has been received if a push-order notification animation for the second or third re-spin is being performed at the start of the game. In this case, in step S2505, settings are made so that the AT start animation is performed on the auxiliary display unit 65 and speaker 64. The AT start animation, for example as shown in Figure 58(b), displays the re-spin symbols for the start corresponding to the type of AT mode being started (for example, a diagonal alignment of "BAR" symbols corresponding to the second re-spin for the first AT mode (Figure 14(a)), or a lower row alignment of "White 7" symbols corresponding to the third re-spin for the second AT mode (Figure 14(c)))) along with the text "AT Start!!" on the auxiliary display unit 65, and outputs a corresponding sound effect from speaker 64.

[0403] If an AT start command is not received in step S2504, it is determined in step S2506 whether or not an AT end command has been received. If an AT end command has been received, settings are made in step S2507 so that the AT end animation is displayed on the auxiliary display unit 65 and speaker 64. The AT end animation, for example, as shown in Figure 59(a), displays the number of games played in the current AT mode and the number of medals acquired in the current AT mode on the auxiliary display unit 65.

[0404] If the AT termination command is not received in step S2506, it is determined in step S2508 whether or not the 3rd CZ mode start command has been received. If the 3rd CZ mode start command has been received, steps S2509 to S2512 execute the process for starting the effects for the 3rd CZ mode. This process corresponds to the CZ start setting process in Figure 54.

[0405] In other words, in step S2509, the first step is to perform a lottery to determine the number of games for the CZ performance. Specifically, the number of games for the third CZ mode to be started is determined (25 to 30 games), and the number of games for the CZ performance (the number of games for executing the first preparation performance) is determined by lottery so that the number of games for the second preparation performance and the battle performance in the third CZ mode is within the range of 13 to 15 games.

[0406] For example, if the number of games in the third CZ mode that is starting this time is 25 games, then by determining the number of games for the CZ performance within the range of 10 to 12 games, the remaining number of games will be 13 to 15 games. Also, if the number of games in the third CZ mode that is starting this time is 30 games, then by determining the number of games for the CZ performance within the range of 15 to 17 games, the remaining number of games will be 13 to 15 games.

[0407] In step S2510, the value of the number of CZ performance games determined in step S2509 is entered into the CZ performance counter. As already explained, in the third CZ mode, the value of the CZ performance counter is deducted by 1 for each game, and when it reaches 0, the game transitions to the second preparation performance (steps S2404, S2505, S2510~S2518). Then, in step S2511, the third CZ mode flag is set, and in step S2512, settings are made so that the CZ start performance is displayed on the auxiliary display unit 65 and speaker 64.

[0408] As explained earlier, the CZ start animation is as follows: in this case, after the continuous start animation shown in Figure 61(a) is performed, the first preparation start animation C shown in Figure 61(b3) will be executed. Furthermore, in the third CZ mode, the CZ start animation is set at the end of the game, so for example, it is advisable to set the continuous start animation to be executed as the animation when the game is completely stopped, and the first preparation start animation C to be executed as the animation when betting in the next game.

[0409] If it is determined in step S2508 that the third CZ mode start command has not been received, it is determined in step S2513 whether the CZ mode end command has been received. If the CZ end command has been received, the effect setting process for CZ end is executed in step S2514. The CZ end command is a command output from the main control device 101 when the number of continuous games of the CZ mode (CZ counter) set at the time of CZ mode transition becomes 0, regardless of the result of the AT mode transition lottery.

[0410] <Effect setting process for CZ end> In the effect setting process for CZ end in step S2514, as shown in the flowchart of FIG. 57, first, in step S2601, it is determined whether the third CZ mode flag is set. If the third CZ mode flag is set and the trigger for setting the CZ counter, which becomes 0 this time, is the third CZ mode, the process proceeds to step S2602, where the process of clearing the third CZ mode flag is executed, and then the effect setting process for this CZ end is terminated.

[0411] As already explained, when the 3rd CZ mode begins, the number of games for the 1st preparation sequence is set (steps S2509 to S2510), and when this number of games (CZ sequence counter) becomes 0, the game transitions to the 2nd preparation sequence (steps S2405, S2410 to S2418). In this case, if a premonition command is received before the transition to the 2nd preparation sequence, the sequences for the 2nd preparation sequence and beyond are set using the premonition sequence table (steps S2413, S2414). If a premonition command is not received before the transition to the 2nd preparation sequence, the sequences for the 2nd preparation sequence and beyond are set using the pseudo-premonition sequence table (steps S2415 to S2418). Then, if a premonition command is received while a continuous sequence using the pseudo-premonition sequence table is being executed, the game switches to a continuous sequence using the premonition sequence table (steps S2217 to S2219). As described above, the CZ end command is received when the number of games for which the 3rd CZ mode was set becomes 0. On the main control unit 101 side, if the AT mode transition lottery is won during the 3rd CZ mode, the remaining number of games in the 3rd CZ mode is set as the number of pre-announcement games (step S1113).

[0412] In other words, when the number of continuous games set when transitioning to the 3rd CZ mode becomes 0, the number of pre-announcement games also becomes 0 at the same time, and the AT mode win notification performance is performed. Alternatively, the 3rd CZ mode ends without winning the AT mode transition lottery. In the former case, each AT win notification command is output in that game. If the AT mode transition lottery is won during the 3rd CZ mode and the player transitions to the pre-announcement mode, a series of performances using the pre-announcement performance table is performed as described above. In this case, the victory performance (Figure 64(c1)) is executed, followed by the AT win notification performance (step S2503). On the other hand, if the 3rd CZ mode ends without winning the AT mode transition lottery, a series of performances using the pseudo-pre-announcement performance table is performed as described above. In this case, the defeat performance (Figure 64(c2)) is executed, the 3rd CZ mode ends, the AT win notification performance is not executed, and it can be determined that the AT mode transition lottery was not won.

[0413] If the 3rd CZ mode flag is not set in step S2601, step S2603 determines whether the 2nd CZ mode flag is set. If the 2nd CZ mode flag is set and the CZ mode that triggered the setting of the CZ counter to 0 this time was the 2nd CZ mode, step S2604 executes a process to clear the 2nd CZ mode flag. In the following step S2605, a process to set the pre-announcement start flag is executed. In other words, in the 2nd CZ mode, when the CZ counter set when transitioning to the 2nd CZ mode becomes 0, the continuous performance that was started triggered by the 2nd CZ mode transitions from the 1st preparation performance to the 2nd preparation performance.

[0414] In step S2606, it is determined whether or not the premonition flag is set. If it is determined in step S2606 that the premonition flag is not set, it means that the second CZ mode ends without winning the AT mode transition lottery. In this case, in step S2607, the process of setting the pseudo-premonition flag is executed. Then, in step S2608, the process of inputting a predetermined number (15) into the continuous performance counter is executed. In the following step S2609, the performance table corresponding to the predetermined number is determined from the pseudo-premonition performance table by lottery or the like. This process corresponds to the process in step S2417 above. After that, similar to step S2418, in step S2610, the process of storing the address information of the determined pseudo-premonition performance table in the address information storage area 183c is executed. By executing this process, it becomes possible to set the performance data based on the pseudo-premonition performance table in steps S2213 and S2214 of the continuous performance setting process described above.

[0415] In step S2606, if the premonition flag is set, it means that the AT mode transition lottery has been won in the second CZ mode. In this case, as described above, a value corresponding to the number of premonition games set on the main control device 101 is input to the continuous performance counter (step S2205). Therefore, if the premonition flag is set, in step S2612, the value of the continuous performance counter is determined, and in step S2613, a performance table corresponding to the value of the continuous performance counter is determined from the premonition performance table by lottery or other means. This process corresponds to the process in step S2413. After that, in step S2614, similar to step S2414, the process of storing the address information of the determined premonition performance table in the address information storage area 183c is executed, and then the performance setting process for ending this CZ is terminated. By executing this process, it becomes possible to set performance data based on the premonition performance table in steps S2213 and S2214 of the continuous performance setting process. After executing the process in step S2614, the performance setting process for ending the CZ is terminated.

[0416] After executing the process in step S2413, the process of setting the 2nd CZ end flag in the various flag storage area 183a is executed in step S2414. The 2nd CZ end flag is a flag that allows the CPU 181 to understand that the continuous performance is continuing after the end of the 2nd CZ mode. After executing the process in step S2414, the performance setting process for the end of the CZ is terminated.

[0417] In step S2603, it is determined that the 2nd CZ mode flag is not set if the 1st CZ mode flag is set. If the 1st CZ mode flag is set and the trigger for setting the CZ counter to 0 this time was the 1st CZ mode, the process proceeds to step S2615 to clear the 1st CZ mode flag. In the following step S2616, it is determined whether or not the 2nd CZ end flag is set.

[0418] As already explained, if the 2nd CZ mode or the 3rd CZ mode ends without winning the AT mode transition lottery, the advantageous period also ends. The 1st CZ mode is a CZ mode set when transitioning to the advantageous period, and if the 2nd CZ end flag is set in step S2616, it indicates that the advantageous period ended when the 2nd CZ mode ended, and furthermore, the AT mode transition lottery was not won even in the 1st CZ mode set when transitioning to the advantageous period afterward. In other words, if the 2nd CZ end flag is not set in step S2616, it indicates that the advantageous period ended when the 3rd CZ mode ended, or that the game started from the normal period due to a setting change, and the AT mode transition lottery was not won even in the 1st CZ mode set when transitioning to the advantageous period afterward.

[0419] As already explained, if the flag for the end of the second CZ is not set, the CZ start animation and the first preparation start animation A are executed when the first CZ mode starts (step S2306). Then, in step S2616, if the flag for the end of the second CZ is not set, and the trigger for setting the CZ counter to 0 this time is the first CZ mode, and the end of the advantageous section before the transition to the advantageous section set in the first CZ mode is based on the end of the third CZ mode or the first advantageous section transition after the setting change, then in step S2617, the process of setting the premonition start flag is executed. Through this process, in the continuous animation that was triggered by the first CZ mode, the animations from the second preparation animation onwards will start.

[0420] In the following step S2618, the process of setting a pseudo-pre-announcement flag is executed. If a pre-announcement flag is set in step S2618, the process of clearing the pre-announcement flag and then setting a pseudo-pre-announcement flag is executed. In this embodiment, if the flag for the end of the second CZ is not set and a continuous performance has started triggered by the first CZ mode, the continuous performance based on the pseudo-pre-announcement table is set at the end of the first CZ mode, regardless of whether the AT mode transition lottery during the first CZ mode is successful or not. This is because, in the pre-announcement mode setting process during the first CZ mode on the main control device 101 side, the pre-announcement mode is set so that the AT win notification performance is performed 5 games after the CZ mode becomes 0. However, if a continuous performance is started triggered by the first CZ mode and the process transitions from the first preparation performance to the second preparation performance, each AT win notification command indicating the game in which the AT win notification performance should be executed is output in a game before the battle performance. In other words, if a continuous performance is initiated by the 1st CZ mode, the continuous performance may end without reaching the battle performance. In this case, the continuous performance up to the end will follow a performance pattern using the pseudo-pre-announcement performance table, regardless of whether the AT mode transition lottery is successful or not.

[0421] Subsequently, in step S2619, the number of pseudo-pre-announcement games is randomly determined by lottery or the like. Incidentally, in this embodiment, step S2619 is set to be one of 15 to 18 games. Then, in step S2620, the processing result of step S2619 is input into the continuous performance counter, and in step S2621, th...

Claims

[Claim 1] The game state is set to include a normal state and a specific state which is more advantageous to the player than the normal state. A specific determination means capable of performing a specific determination to cause a specific event that is advantageous to the player in the aforementioned specific state, If the result of the specific determination by the specific determination means is a specific result corresponding to causing the specific event, then means capable of causing the specific event, A means that allows transitioning from the normal state to the specific state when predetermined transition conditions are met, A means that allows transitioning from the specified state to the normal state when predetermined termination conditions are met, A specific notification means capable of performing specific notification regarding the specific determination in the specified state using a predetermined notification means, A mode setting means for setting the notification mode of the specific notification by the specific notification means, Equipped with, The mode setting means can configure the specified notification to be executed in a specified notification mode in the subsequent specified state if the previous specified state was terminated based on the fulfillment of a first termination condition, and can configure the specified notification not to be executed in a specified notification mode in the subsequent specified state if the previous specified state was terminated based on the fulfillment of a second termination condition different from the first termination condition. A gaming machine characterized in that, when the specified state ends according to the first termination condition, it is configured to be able to execute a notification related to the specified notification according to the specified notification mode before the termination of the specified state.

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