Gaming machine
The integration of multiple orbital bodies with distinct patterns and operational modes in gaming machines improves amusement by offering diverse prize-winning opportunities and dynamic gameplay states, thereby enhancing player engagement.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SANYO BUSSAN KK
- Filing Date
- 2025-06-27
- Publication Date
- 2026-05-19
AI Technical Summary
Existing gaming machines lack sufficient amusement value, necessitating improvements in gameplay experience.
Incorporation of multiple orbital bodies with visible patterns, a starting operation mechanism, lottery system, stop operation mechanism, drive control, and mode notification system, allowing for different prize-winning operations and special states with varying transition probabilities and termination conditions.
Enhances game enjoyment through varied gameplay mechanics and increased player engagement.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] As one type of gaming machine, pachinko machines, slot machines, etc. are known. In these gaming machines, an internal lottery is conducted based on the establishment of predetermined lottery conditions, and a privilege is granted to the player according to the result of the internal lottery.
[0003] Specifically, for 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 granted (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 Multiple orbital bodies with multiple types of patterns applied in the circumferential direction, Each of the aforementioned circular bodies is provided with a display unit that makes some of the patterns visible, A starting operation means that, when operated, initiates the rotation of each of the aforementioned circulating bodies, A lottery means that, based on the operation of the aforementioned starting operation means, conducts a lottery to determine whether or not to grant a prize to the player, A stop operation means that stops the rotation of each of the aforementioned circular bodies when operated, A drive control means that starts the rotation of each of the circulating bodies when the start operation means is operated, and stops the rotation of each of the circulating bodies when the stop operation means is operated, A granting means capable of granting a predetermined number of game media as a reward corresponding to the predetermined result when the lottery result in the lottery means is a predetermined result, A gaming machine equipped with, The lottery results by the lottery means include a first result in which a prize can be won by operating the stop operation means in a first operating manner, and a second result in which a prize can be won by operating the stop operation means in a second operating manner different from the first operating manner. The system includes a mode notification execution means capable of executing mode notification regarding operation modes including the first operation mode and the second operation mode using a predetermined notification means, A special state is set that allows transition to a specific state in which the mode notification execution means can perform the mode notification, In the aforementioned special state, the system is equipped with means capable of performing a specific determination to transition to the aforementioned specific state. The state in the aforementioned special state includes a first state in which the result of the specific determination is likely to result in a transition to the aforementioned specific state, and a second state in which the result of the specific determination is less likely to result in a transition to the aforementioned specific state than the first state. The system is configured to terminate the specified state and the special state when the first termination condition is met. The system is configured to terminate the specified state while preventing the special state from terminating when the second termination condition is met. If the specified state is terminated by the first termination condition, the system is configured to be set as the first state in the next special state. If the specified state is terminated by the second termination condition, the system is configured to allow setting the state after the specified state as the second state. The system is configured such that the specified state and the special state are terminated by the first termination condition, and the special state is not terminated in the first state set in the next special state. The system includes means capable of performing a transition determination to transition to the aforementioned special state, The transition determination is characterized in that the number of cases in which it is determined that the transition conditions for transitioning to the special state are met is greater than the number of cases in which it is determined that the transition conditions are not met. [Effects of the Invention]
[0008] According to the present invention, it is possible to enhance the enjoyment of games. [Brief explanation of the drawing]
[0009] [Figure 1] This is a front view of a slot machine in one embodiment. [Figure 2] This is a perspective view of a slot machine with the front door closed. [Figure 3] This is a perspective view of a slot machine with the front door open. [Figure 4] This is a rear view of the front door. [Figure 5] This is a front view of the enclosure. [Figure 6] This diagram shows the arrangement of symbols on each reel. [Figure 7] This is an explanatory diagram showing the relationship between the symbols visible through the display window and the winning lines. [Figure 8] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 9] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are 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] It is a diagram for explaining an example of the winning mode. [Figure 14] It is a diagram for explaining an example of the winning mode. [Figure 15] It is a block diagram showing the electrical configuration of the main control device. [Figure 16] It is a block diagram showing the electrical configuration of the display control device. [Figure 17] It is a flowchart showing the timer interrupt processing by the main control device. [Figure 18] It is a flowchart showing the normal processing by the main control device. [Figure 19] It is a flowchart showing the lottery processing. [Figure 20] It is a diagram showing an example of the lottery table for the normal game state at 3 bets. [Figure 21] It is a diagram showing an example of the lottery table for the normal game state at 2 bets. [Figure 22] It is a flowchart showing the reel control processing. [Figure 23] It is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning modes that are established. [Figure 24] It is a flowchart showing the bonus state processing. [Figure 25] It is a diagram showing an example of the lottery table for the bonus state. [Figure 26] It is an explanatory diagram showing the transition relationship between each state. [Figure 27] It is a flowchart showing the processing corresponding to the lottery result. [Figure 28] It is a flowchart showing the advantageous section transition lottery processing. [Figure 29] It is a flowchart showing the processing for the AT lottery. [Figure 30] This is a flowchart showing the process for consecutive AT (Automatic Trigger) wins. [Figure 31] This figure shows an example of various transition lottery tables. [Figure 32] This figure shows an example of a stock lottery table. [Figure 33] 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 34] This diagram illustrates the overview of the instruction monitor and section indicator. [Figure 35] This is an explanatory diagram showing an overview of the button press order notification effect performed on the auxiliary display unit. [Figure 36] This is a flowchart showing the process for notifying the button press order. [Figure 37] This is a flowchart showing the process for handling award results. [Figure 38] This is a flowchart showing the game count management process. [Figure 39] This is a flowchart showing the first processing step for displaying the interval. [Figure 40] This is a flowchart showing the second processing step for displaying the interval. [Figure 41] This is a flowchart showing the MY update process. [Figure 42] This diagram illustrates the relationship between the start and end games of the advantageous period and the display on the period indicator. [Figure 43] This is a flowchart showing the process for adjusting the number of balls dispensed. [Figure 44] This figure shows an example of a winning streak status table. [Figure 45] This is a flowchart showing the AT type determination process. [Figure 46] This figure shows an example of an AT type table. [Figure 47] This is a flowchart showing the process for setting up the ceiling counter. [Figure 48] This figure shows an example of a ceiling mode table. [Figure 49] This diagram shows how the payout is adjusted according to the progress of the game. [Figure 50] This diagram shows how the payout is adjusted according to the progress of the game. [Figure 51] (a) is a flowchart showing the processing of setting effects when the system is forced to shut down, performed by the display control device, and (b) is a diagram showing an example of a special effects table. [Figure 52] This figure shows an example of a winning streak status table in variation 1. [Figure 53] This figure shows an example of a winning streak status table. [Figure 54] This is a flowchart showing the payout adjustment process in modified example 2. [Figure 55] This is a flowchart showing the payout adjustment process in Modification Example 3. [Figure 56] This is a flowchart showing the payout adjustment process in Modification Example 4. [Figure 57] This is a flowchart showing the AT type determination process. [Figure 58] This is a flowchart showing the process for setting up the ceiling counter. [Figure 59] This is a flowchart showing the state transition notification process performed by the display control device in the second embodiment. [Figure 60] This figure shows an example of a display effect using an auxiliary display unit. [Figure 61] This flowchart shows the initialization process for continuous win status information performed by the main control unit in the third embodiment. [Figure 62] This flowchart shows the memory retention process. [Figure 63] This is a flowchart showing the AT lottery process in the fourth embodiment. [Figure 64] This figure shows an example of a pre-announcement game count table. [Figure 65] This is a flowchart showing the lottery result processing in the fifth embodiment. [Figure 66] This is a flowchart showing the process for determining when to enter the advantageous period. [Figure 67]This is a flowchart showing the process for setting up the ceiling counter. [Figure 68] This is a flowchart showing a part of the payout adjustment process in the sixth 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 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 small wins 1 through 32.
[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 small win (minor prize 1) is awarded. When a small win (minor prize 1) 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 a symbol corresponding to a winning combination (minor win 1) 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 small win (minor combination) is awarded. When a small win (minor combination) 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 symbols corresponding to the second small win stop on the active line ML, the "bell" symbols will line up and stop on the upper line L1. 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 first small win mentioned above, based on the difference in the lines on which the "bell" symbols line up.
[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 3-coin win is achieved. When a 3-coin win is achieved, 13 coins are paid out in a 3-bet game, and 5 coins are paid out in a 2-bet game.
[0032] As shown in Figure 11(c), when the symbols corresponding to the small win 3 combination stop on the active line ML, the "bell" symbols will line up and stop on the middle line L2. 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 small win 1 or small win 2 combinations mentioned above, based on the difference in the lines on which the "bell" symbols line up.
[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 small win of 4 is achieved. When a small win of 4 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 symbols corresponding to the 4-pronged win stop on the active line ML, the "bell" symbols line up and stop on the upward-sloping line L5. Therefore, the player can easily understand that a win corresponding to the bell has been achieved, and also understand that a different type of win has been achieved from the 1-pronged wins described above, based on the difference in the lines on which the "bell" symbols line up.
[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 small win of 5 is achieved. When a small win of 5 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 symbols corresponding to the 5-prize win stop on the active line ML, the "bell" symbols will line up and stop on the lower line L3. Therefore, the player can easily understand that a bell-corresponding prize has been won, and also understand that a different prize has been won than the 1-prize wins mentioned above, based on the difference in the lines on which the "bell" symbols line up.
[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 small win of 6 is achieved. When a small win of 6 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 a symbol corresponding to a win of small role 6 stops on the active line ML, a "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 win of small role corresponding to the bell has been achieved, and also understand that a different win of small role has been achieved from the wins of small roles 1 to 5 mentioned 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 small win of 7 is achieved. When a small win of 7 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 a symbol corresponding to a small win of 7 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, a small win of 8 is achieved. When a small win of 8 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 a symbol corresponding to a win of the small prize 8 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 prize corresponding to the watermelon has been won, and also understand that a different small prize has been won than the small prize 7 mentioned above, due to the difference in the line on which the "watermelon" symbol aligns.
[0043] Small wins 9 through 32 are primarily awarded when small wins 1 through 6 are missed; they are essentially missed wins. When small wins 9 through 32 are won, one medal is paid out in 3-bet games and one medal is paid out in 2-bet games. For small wins 9 through 32, 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 small wins of 9 to 32 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 winning combinations 1 to 32 mentioned above, the winning combinations that are paid out are a type of bonus awarded according to the outcome 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 stop switch 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, there is an instruction monitor 68 which has 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 rate of winning small prizes is changed by notifying the order of operation, allowing the player to play 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 in the credit display unit 60, the remaining payout display unit 61, and the payout display unit 62, 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 S213 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, the medal payout process in step S212, and the bonus state process in step S213 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, the system determines whether the corresponding role is correct or incorrect based on the index value IV. The system determines whether the judgment value DV exceeds 65535. If it exceeds 65535, in step S306, the system sets the winning flag for the game result corresponding to the index value IV, which was determined to be correct in step S305, in the winning flag storage area 106a. For example, if IV=23 and the judgment value DV exceeds 65535, the flags for winning small role 7 and small role 8 are set in step S306. Also, if IV=25 and the judgment value DV exceeds 65535, the flag for winning the first Big Bonus (BB) is set in step S306, and if IV=26 and the judgment value DV exceeds 65535, the flag for winning the second Big Bonus (BB) 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 small win 1 flag, the small win 9 flag, the small win 10 flag, and the small win 13 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 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 a 3-bet game, before winning the first Big Bonus (BB), you can expect a decrease of approximately 1.50 medals per game (net increase minus approximately 1.50 medals), and in the carry-over state after winning the first BB, you can expect a decrease of approximately 2.10 medals per game (net increase minus approximately 2.10 medals), excluding the increase during the first BB.
[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 a 2-bet game, before winning the second Big Bonus (BB), you can expect a decrease of approximately 0.24 medals per game (net increase minus approximately 0.24 medals), and in the carry-over state after winning the second BB, you can expect a decrease of approximately 0.64 medals per game (net increase minus approximately 0.64 medals), excluding the increase during the second BB state.
[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 flags set in step S306. For example, if a push-order bell 1 is won (when IV=11), and the small win 1 winning flag, small win 9 winning flag, small win 10 winning flag, and small win 13 winning flag are set, the stop symbol information is set so that the symbols corresponding to winning small win 1, small win 9, small win 10, and small win 13 can be stopped on each reel 32L, 32M, and 32R. Also, if a watermelon is won (when IV=23), and the small win 7 winning flag and small win 8 winning flag are set, the stop symbol information is set so that the symbols corresponding to winning small win 7 and small win 8 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 wins of Small Role 7 and Small Role 8 is set, the priority is set so that the wins of Small Role 7 and Small Role 8 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 wins of the 1st Replay, 2nd Replay, 3rd Replay, and 4th Replay is set, the priority is set so that the wins of each Replay take 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 spinning animation process. The spinning 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 spinning 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 winning combinations, 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 if 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 winning combination 17, 18, or 21 will be achieved. If the switches are operated in the order of middle → left → right, the stop information is set so that the winning combination 3 will be achieved. However, even if 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 a small win of 17, 18, or 21.
[0144] The 17th minor win symbol on the left reel 32L is the "Red 7" symbol and the "BAR" symbol. The 18th minor win symbol on the left reel 32L is the "Red Shell" symbol and the "White Shell" symbol. The 21st minor win 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 minor win 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 minor win 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 fourth "red clam" symbol (2-frame slip), which is the 18th small win symbol, and the fifth "replay" symbol (3-frame slip), which is the 21st small win symbol, in the middle position. However, the left reel 32L is controlled to stop so that the fourth "red clam" symbol, which has the fewest slipping frames, stops in the middle position. In this case, there is still a possibility of winning the 18th small win, but the 17th small win and the 21st small win will not be achieved.
[0145] If the 18 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 18 small win can be achieved.
[0146] The 18th small win 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 "Replay" symbols 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 18 symbols for the minor win 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 is possible to stop the 18 symbols, either the "white shell" or the "young man," in the upper position, or it is not possible to stop them in the upper position. If the right stop switch 44 is operated at a timing when it is possible to stop them in the upper position, the 18 minor win is achieved, and if the right stop switch 44 is operated at a timing when it is not possible to stop them in the upper position, 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 of winning the middle-sequential bell 1 as described above, resulting in a small win of 18, or there is a possibility of winning the middle-sequential bell 2, resulting in a small win of 20. In other words, the small win 20 symbol in the middle-sequential bell 2 is the same as the small win 18 symbol on the left reel 32L and the middle reel 32M. However, in the right reel 32R, the small win 18 symbol is the "White Shell" symbol and the "Young Man" symbol, while the small win 20 symbol is the "Red 7" symbol and the "White 7" symbol, which are different. In particular, on the right reel 32R, the symbols for small wins 18 and 20 are positioned such that if the right stop switch 44 is operated at a timing when it is possible to stop the small win 18 symbol on an active line, the small win 20 symbol cannot be stopped on an active line, and if the right stop switch 44 is operated at a timing when it is possible to stop the small win 20 symbol on an active line, the small win 18 symbol cannot be stopped on an active line. Therefore, assuming that it is not possible to know 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 small wins 18 and 20, it is not possible to aim for and win 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 small win of 3.
[0150] On the middle reel 32M, the "Replay" symbol, which is a minor winning symbol, is arranged so that the spacing between "Replay" symbols is 4 symbols or less. Therefore, when the middle stop switch 43 is operated for the first time, the "Replay" symbol will stop on the top row regardless of the timing of the operation.
[0151] On the left reel 32L, the "bell" symbol, which is the third small winning symbol, is arranged so 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 three small winning symbols, the "watermelon" and "red clam" symbols, are arranged so that the spacing between them 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 a bell 1 by pressing the middle button in order, and the middle stop switch 43 → left stop switch 42 → right stop switch 44 are operated in that order, a small winning combination of three symbols will be achieved regardless of the timing of the operation.
[0153] 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 a small prize 1, 2, 3, 4, 5, or 6. If stop switches 42-44 are operated in any other sequence, depending on the timing of the operation, you will either win a small prize or miss out on any small prizes. Incidentally, if you win a common bell, regardless of the order and timing of the operation, you will win a small prize 1, 2, 3, 4, 5, or 6.
[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 prize result response process is carried out in step S414. In the prize result response process, the game state is changed based on the prize result. This prize result response process will be explained in detail later.
[0156] After processing the winning results, step S415 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 S416, a winning result command is set to allow the display control device 81 to 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 S213 will be explained based on the flowchart in Figure 24. Note that the bonus state processing is activated at the end of a game in normal processing. If the timing for activating the bonus state arrives at a time other than the end of a game, the bonus state will not be activated, and the process will proceed to the next step in normal processing.
[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 specified bets are 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 by hitting small wins 1 through 6, 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 hitting 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, it is set so that hitting is more likely in the 1st BB state than in 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 winning combinations 1 to 6 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 small roles from small role 1 to small role 6 is 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 sequence of operations (Figure 25) that results in winning small prizes 1 through 6 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 system (button press order notification) when a button press order bell is won during that game (which will also be referred to as "normal gameplay" in the following explanation).
[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] More specifically, in step S601, it is determined 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 may occur and normal sections in which they cannot occur. The advantageous section flag is a flag that the CPU 102 uses to recognize that 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.
[0191] 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 S602, and then the lottery result processing is terminated.
[0192] 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 31, 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 31, 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.
[0193] 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.
[0194] If it is determined in step S705 that the transition lottery has been won, the process of setting the above-mentioned advantageous section flag is executed in step S706. This process makes it possible to make a positive determination in step S601 of the lottery result handling process for the next game and beyond (Figure 27). In the following step S707, the process of setting the advantageous section winning game flag is executed in the various flag storage area 106d. The advantageous section winning game flag is a flag that allows the CPU 102 to know that the transition lottery to the advantageous section has been won in the current game.
[0195] In the following step S708, the AT ceiling setting process is executed. As described above, in this embodiment, an AT mode is provided that assists with the operation order of stop switches 42 to 44 when a push-order bell is won, and the ceiling value of the AT mode is set when the lottery for transitioning to the advantageous section is won. The ceiling value is the value at which the transition to AT mode is confirmed after playing a set number of games, and in this embodiment, the maximum value of the ceiling value is set to 999. In other words, after winning the lottery for transitioning to the advantageous section, the transition to AT mode will always occur after playing 999 games. In step S708, the initial ceiling table is obtained from the various table storage area 105a, and a lottery counter is obtained from the various counter area 106e, and the initial ceiling value at the time of winning the advantageous section transition is determined by lottery, and the process of inputting the initial ceiling value determined by the lottery into the ceiling counter provided in the various counter area 106e is executed. In the initial ceiling table, for example, there is about a 1 in 10 chance that a value between 1 and 30 will be selected, about a 2 in 10 chance that a value between 101 and 200 will be selected, about a 3 in 10 chance that a value between 301 and 400 will be selected, and the remaining values will be randomly selected. Note that the initial ceiling table may be set differently depending on the setting value set in the winning probability setting process. The ceiling counter is a counter used by the CPU 102 to keep track of the number of games until the ceiling that triggers the transition to AT mode, and it is deducted by 1 each time a game is played in the advantageous section.
[0196] In the following step S709, the process of inputting 100 as a predetermined number into the advantageous section continuation counter provided in the various counter areas 106e is executed. The advantageous section continuation counter is a counter for measuring the number of games played in the advantageous section when the player is not in AT mode, has not won the lottery to transition to AT mode, is not in CZ mode (where the probability of winning the lottery to transition to AT mode is high), and has not won the lottery to transition to CZ mode (normal advantageous section). This advantageous section continuation counter is decremented by 1 for each game played in the normal advantageous section. When the advantageous section continuation counter reaches 0, the advantageous section ends and the player transitions to the normal section. In other words, after winning the lottery to transition to the advantageous section, when the number of games played without winning AT mode or CZ mode reaches a predetermined number, the advantageous section ends and the player transitions to the normal section. Therefore, the advantageous section may end before the ceiling counter, which was input in the previous step S708, reaches 0. Note that the predetermined number input in step S709 is a value smaller than the upper limit of the advantageous section (1500). If a negative result is obtained in step S705, or after the processing in step S709 is completed, the advantageous section transition lottery process is terminated.
[0197] Returning to the explanation of the lottery result processing, if it is determined in step S601 that the advantageous section flag is set, the process proceeds to step S603. In step S603, it is determined whether the AT mode winning flag or the AT mode flag is set in the various flag storage area 106d. The AT mode winning flag is set when the lottery for transitioning to that AT mode is won, and the AT mode flag is set when transitioning to AT mode. In other words, in step S603, it is determined whether the transition to AT mode is already confirmed or has already occurred. If neither flag is set in step S603 and the transition to AT mode is not yet confirmed, the AT lottery processing is executed in step S604. On the other hand, if either flag is set in step S603, the AT continuous play processing is executed in step S605.
[0198] <AT lottery selection process> First, the AT lottery selection process in step S604 will be described while referring to the flowchart of FIG. 29.
[0199] First, at step S801, the lottery result of the current game is grasped. Then, at step S802, it is determined whether the CZ mode flag is set in the various flag storage area 106d. In this embodiment, as a state before winning the AT mode lottery in the advantageous section, a normal mode and a CZ mode are provided. The CZ mode is set as a mode in which it is easier to win the lottery for transitioning to the AT mode than the normal mode. The CZ mode flag is a flag for the CPU 102 to grasp whether the current mode is the normal mode or the CZ mode, and is set when transitioning to the CZ mode. If it is determined at step S802 that the CZ mode flag is not set, then at step S803, a normal AT mode transition lottery table is acquired from the various table storage area 105a of the ROM 105. If it is determined at step S802 that the CZ mode flag is set, then at step S804, a CZ AT mode transition lottery table is acquired.
[0200] As shown in Figure 31, these AT mode transition lottery tables have different probabilities of transitioning to AT mode depending on the type of lottery result (winning combination). For example, in the AT mode transition lottery table for normal mode, chance combination B is more likely to result in an AT mode transition lottery than chance combination A, and chance combination C is even more likely to result in an AT mode transition lottery than chance combination B. In general, the lower the probability of winning (appearance rate) of a result as a lottery result in the game, the more likely it is to win the AT mode transition lottery. Furthermore, for normal replay A and cherry A, the probability of winning the AT mode transition lottery differs depending on the setting value set in the winning probability setting process, and the higher the setting value which is set to increase the payout rate (the higher the setting value), the more likely it is to win the AT mode transition lottery. Comparing the AT mode transition lottery table for normal play with the AT mode transition lottery table for the CZ (Chance Zone), it is found that even with the same lottery result, the CZ version is set to have a higher chance of winning the AT mode transition lottery than the normal version. For example, the AT mode win rate for chance event A in CZ mode is double the AT mode win rate for chance event A in normal mode. In this embodiment, the AT mode transition lottery is not conducted for common bells and ordered bells.
[0201] Furthermore, the AT mode transition lottery may also be conducted with these common bells and ordered bells, and the game results that trigger the AT mode transition lottery are not limited to those mentioned above. For example, the advantage of the CZ mode may be ensured by having different types of game results that trigger the AT mode transition lottery in the normal mode and the CZ mode, in which case it is preferable that the types of game results that trigger the AT mode transition lottery be greater in the CZ mode. In addition, in this case the probability of winning the AT mode transition lottery may be the same in the normal mode and the CZ mode. Multiple CZ modes may be provided, and different AT mode transition lottery tables may be set for each CZ mode, such as one CZ mode where it is easier to win the AT mode transition lottery with a chance symbol, and another CZ mode where it is easier to win the AT mode transition lottery with a cherry.
[0202] In step S805, the AT mode transition lottery is performed using the lottery results for the current game obtained in step S801 and the AT mode transition lottery table obtained in step S803 or step S804. Similar to the advantageous section transition lottery, the AT mode transition lottery also uses a configuration where random numbers for the lottery are obtained from various counter areas 106e and the lottery is performed using these random numbers. This lottery configuration is the same for the other lotteries described below, and their explanation is omitted.
[0203] Step S806 determines whether or not the lottery for transitioning to AT mode has been won. If the lottery for transitioning to AT mode has been won, step S807 clears the ceiling counters in the various counter areas 106e to 0, and then step S808 sets the AT mode winning flag. As described above, the ceiling counter has an initial ceiling value entered when the lottery for transitioning to the advantageous section is won. In other words, if the lottery for transitioning to AT mode is won after transitioning to the advantageous section, the transition to AT mode will occur as if the ceiling has been reached before the number of games entered in the initial ceiling value has been consumed.
[0204] Subsequently, in step S809, the process of setting the premonition flags in the various flag storage area 106d and setting the premonition command as an output target to the display control device 81 is executed, and then the AT lottery process is terminated.
[0205] In this embodiment, when a situation arises in which a transition to AT mode may occur, a premonition mode is set to indicate that situation. More specifically, as described above, a ceiling counter is set such that when it reaches 0, a transition to AT mode is permitted. In the premonition mode, before the ceiling counter reaches 0, an indication is displayed on the auxiliary display unit 65, speaker 64, etc., to suggest that it is approaching 0. When the ceiling counter reaches 0, a transition to AT mode is permitted, and an announcement (AT mode winning announcement) is made to that effect. The premonition mode is set to be entered when the value of the ceiling counter falls below a predetermined value (for example, 32). The premonition flag is a flag that allows the CPU 102 to recognize that the system is in the premonition mode, and the premonition command is a command that causes the display control device 81 to recognize that the system is in the premonition mode. The premonition command includes information on the remaining number of games until the ceiling counter reaches 0 in the premonition mode, that is, information on the number of games in the premonition mode.
[0206] Incidentally, if you set the premonition flag in step S809 and transition to premonition mode, the ceiling counter will be 0, meaning the number of games in premonition mode in this case is 0. In other words, in this case, without going through the various suggestive effects in premonition mode, the AT mode winning notification effect will be performed, indicating that the transition to AT mode is permitted.
[0207] If it is determined in step S806 that the AT mode transition lottery was unsuccessful, the process proceeds to step S810. In step S810, it is determined whether or not the CZ mode flag is set. If the CZ mode flag is not set, the CZ mode transition lottery is performed in step S811. In the CZ mode transition lottery, the CZ mode transition lottery table (see Figure 31) is obtained from the various table storage area 105a, and a lottery counter is obtained from the various counter area 106e to determine whether or not to transition to CZ mode. In this embodiment, the triggers for the CZ mode transition lottery are set to chance eye A, chance eye B, chance eye C, cherry A, cherry B, cherry C, and watermelon, but the lottery may be performed using other symbols as triggers, and the winning probabilities are not limited to those shown in Figure 31.
[0208] Then, in step S812, it is determined whether or not the CZ mode transition lottery has been won. If it has been won, in step S813 the CZ mode flag is set, and a predetermined value of 10 is input to the CZ counter provided in the various counter area 106e. Furthermore, the CZ start command is set as the output target to the display control device 81. By setting the CZ mode flag, a positive determination is made in step S802, making it possible to receive an AT mode transition lottery using a favorable lottery table. The CZ counter is a counter used by the CPU 102 to keep track of the number of games in CZ mode, and it is decremented by 1 each time a game is played in CZ mode. When the CZ counter reaches 0, the CZ mode flag is cleared and CZ mode ends. The CZ start command is a command that makes the display control device 81 aware that the CZ mode has started. Upon receiving such a CZ start command, the display control device 81 controls the auxiliary display unit 65 and the speaker 64 so that the CZ mode start effects are performed, and also controls the auxiliary display unit 65 and the speaker 64 so that the CZ mode effects are performed during each game in the CZ mode.
[0209] If the CZ mode flag is set in step S810, if the CZ mode transition lottery is unsuccessful in step S812, or if any of the above conditions are met after the processing in step S813, the process proceeds to step S814. In step S814, the ceiling counter is decremented. Then, in step S815, it is determined whether the ceiling counter has become 0 as a result of the decrementing process in step S814. If the ceiling counter has become 0, the process proceeds to step S808, where the AT mode winning flag is set. After that, the process for AT lottery is completed after the processing in step S809.
[0210] If it is determined in step S815 that the ceiling counter is not 0, then in step S816 it is determined whether the ceiling counter is 32 or less, which is the number of games that triggers a transition to the pre-announcement mode. If it is 32 or less, then in step S817 it is determined whether a pseudo-pre-announcement flag is set in the various flag storage area 106d. In this embodiment, a pseudo-pre-announcement mode (a mode in which so-called false effects occur) is set in which the same or similar suggestive effects as the pre-announcement mode occur, but the AT mode winning notification effect that ultimately allows a transition to AT mode is not performed and the effect mode ends. The pseudo-pre-announcement flag is a flag that allows the CPU 102 to recognize that such a pseudo-pre-announcement mode is in effect. If the pseudo-pre-announcement flag is not set, then in step S818 it is determined whether the pre-announcement flag is set, and if the pre-announcement flag is already set, then the AT lottery process ends as is. If it is determined in step S818 that the pre-announcement flag is not set, then in step S819 the process of inputting the current value of the ceiling counter into the pre-announcement counter provided in the various counter area 106e is executed. Then, in step S820, the process of setting the premonition flag and setting the premonition command as an output target to the display control device 81 is executed, and then the AT lottery process ends. The premonition counter is a counter that the CPU 102 uses to keep track of the remaining number of games in premonition mode. As described above, the premonition command contains information on the remaining number of games until the ceiling, that is, the remaining number of games in premonition mode, and the display control device 81 performs a lottery for the occurrence of suggestive effects according to the remaining number of games in premonition mode.
[0211] In step S817, the pseudo-pre-announcement flag is set if the ceiling counter falls below 32 during the pseudo-pre-announcement mode. In this case, the game proceeds to step S821, where the pseudo-pre-announcement flag is cleared, and the pseudo-pre-announcement counter, which is used to determine the remaining number of games in the pseudo-pre-announcement mode, is reset to 0 before proceeding to step S819. In this case, the game will be set to the pre-announcement mode immediately following the pseudo-pre-announcement mode.
[0212] If it is determined in step S816 that the ceiling counter is not less than 32, the process proceeds to step S822 to determine whether the pseudo precursor flag is set. If the pseudo precursor flag is set, the current AT lottery selection process ends as it is. If the pseudo precursor flag is not set, the processes for setting the pseudo precursor mode are executed in steps S823 to S825. That is, in step S823, it is determined by lottery whether to set the pseudo precursor mode and the number of games in the pseudo precursor mode when setting. Regarding such a lottery, for example, the more difficult-to-win (lower appearance rate) the lottery result of the game is, the easier it is to win the lottery for transitioning to the pseudo precursor mode. Also, when winning the lottery for transitioning to the pseudo precursor mode with a lottery result of the game that is easier to win (higher appearance rate), a pseudo precursor mode with a relatively long number of games may be set. Then, in step S824, the process of inputting the number of games in the pseudo precursor mode determined in step S823 into the pseudo precursor counter is executed. If not winning the lottery for transitioning to the pseudo precursor mode, the process of step S823 is not performed (input 0 into the pseudo precursor counter). After that, in step S824, the pseudo precursor flag is set and the process of setting the pseudo precursor command as an output target to the display control device 81 is executed, and then the current AT lottery selection process ends. The pseudo precursor command is a command for making the display control device 81 recognize that the pseudo precursor mode has been set, includes information on the remaining number of games in the pseudo precursor mode, and the display control device 81 performs a lottery for generating a suggestive effect according to the remaining number of games in the pseudo precursor mode. If not winning the lottery for transitioning to the pseudo precursor mode in step S823, it is advisable to end the AT lottery selection process as it is without performing the process of step S825.
[0213] <AT consecutive win processing> Next, the AT continuation process executed in step S605 will be explained with reference to the flowchart in Figure 30. As already explained, the AT continuation process is executed when the AT mode winning flag or AT mode flag is set, and is a process for adding (stocking) the number of AT mode sets, which are executed in sets of a predetermined number of games.
[0214] In other words, in step S901, the results of the current game's lottery are determined. Then, in step S902, the process of obtaining the stock lottery table from the various table storage area 105a is executed, and in step S903, the stock lottery process is executed. As shown in Figure 32, the stock lottery table is set so that the probability of winning the lottery for adding sets (stock) differs depending on the current situation and the results of the game's lottery. For example, even if the AT mode transition lottery is won and the AT mode winning flag is set, if we compare the situation before the notification of winning the AT mode transition lottery is made (before AT mode win notification) and the situation after the notification of winning has been made but before transitioning to AT mode (after win notification but before transition), even with the same trigger for the stock lottery, the situation after the notification of winning but before transitioning is set so that it is easier to win the stock lottery than before the notification of winning the AT mode. Furthermore, in this embodiment, two AT modes are set: a first AT mode and a second AT mode, each with a different number of consecutive games per set. The second AT mode is set to have a longer number of consecutive games than the first AT mode. Comparing the stock lottery in the first AT mode and the stock lottery in the second AT mode, the second AT mode is set to have a higher chance of winning the stock lottery.
[0215] After the stock lottery is conducted in step S903, it is determined in step S904 whether or not the stock lottery was won. If it is not won, the AT continuous play process ends as is. If it is won, in step S905, the process of adding 1 to the stock counter provided in the various counter area 106e is executed, and then the AT continuous play process ends. The stock counter is a counter used by the CPU 102 to keep track of the remaining number of sets in AT mode.
[0216] Return to the explanation of the lottery result processing (Figure 27).
[0217] After executing the process in step S604 or step S605, step S606 determines whether the result of the lottery for this game was a sequence-based win. A sequence-based win includes not only sequence-based 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.
[0218] Specifically, as shown in Figure 33, 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 re-spin 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, and the first AT mode starts in games where the AT mode winning flag is set and a second re-spin win is possible, and the second AT mode starts in games where the AT mode winning flag is set and a third re-spin win is possible.
[0219] If it is determined in step S606 that a button-press sequence win has occurred, it is determined in step S607 whether the AT mode win flag or the AT mode flag is set. If either flag is set, the button-press sequence notification process is executed in step S608, and then the lottery result processing is terminated. If it is determined that the result is negative in step S606 or step S607, the lottery result processing is terminated as is.
[0220] <Overview of button press order notification> Prior to explaining the button press order notification process performed in step S608, 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.
[0221] First, the configuration of this instruction monitor 68 will be explained with reference to Figure 34. Figure 34(a) is a front view of the instruction monitor 68, and Figure 34(b) is a diagram illustrating the relationship between the display mode and the displayed content of the instruction monitor 68.
[0222] As shown in Figure 34(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 predetermined symbols (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.
[0223] 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 ".".
[0224] 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.
[0225] 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 34(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.
[0226] The eighth display segment N8 lights up in the game in which the conditions for triggering the button press order notification are met, when the game transitions to the advantageous section, an AT mode win notification is issued, and the AT mode flag is set, or when other predetermined triggering conditions are met, which can lead to a button press order notification. It also turns off when the AT mode ends and the game transitions from the advantageous section to the normal section.
[0227] 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.
[0228] As already explained, the instruction monitor 68, which has the first display segment N1 to the seventh display segment N7 as a push order indicator and the eighth display segment N8 as a section indicator, is located near the side of the payout display section 62 on the game panel 25. In other words, the instruction monitor 68 is located above the stop switches 42 to 44 etc. operated by the player, and to put it another way, it is not located below the position where the stop switches 42 to 44 etc. are located on the decorative panel on the front of the game machine. Therefore, the eighth display segment N8 is less likely to be obscured by the player's hand operating the stop switches 42 to 44 etc., and it can be said that it is located in a position that is easy for the player to see. Furthermore, since it is located near the payout display section 62, which is easy for the player to keep an eye on as they play the game aiming to win medals, it can be said that the chances of the player overlooking it are reduced.
[0229] Furthermore, in the instruction monitor 68, the brightness of the corresponding LED for the eighth display segment N8 is set to be higher than that of the surrounding display units (for example, the payout count display unit 62 or the backlight of the game panel 25) (more specifically, twice the brightness of the surrounding display units). Therefore, even when both the eighth display segment N8 and the surrounding display units are under illumination control (in a lit state), the eighth display segment N8 stands out more prominently. Regarding the illumination directed towards the front of the game machine, the illumination of the corresponding LED for the eighth display segment N8 is set to be higher than that of the surrounding display units (more specifically, twice the illumination of the surrounding display units). This configuration also improves the visibility of the eighth display segment N8, and reduces the likelihood of it being overlooked when it is lit.
[0230] Next, the button-press order notification feature performed by the auxiliary display unit 65 will be explained with reference to Figure 35. Here, the button-press order notification feature of the auxiliary display unit 65 will be explained using the case where the button-press order is Middle → Right → Left as an example.
[0231] As shown in Figure 35(a), in the auxiliary display unit 65, of 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.
[0232] When a player operates the middle stop switch 43, as shown in Figure 35(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.
[0233] When the player operates the right stop switch 44, as shown in Figure 35(c), the right button display corresponding to the right stop switch 44 disappears on the auxiliary display unit 65, and the left button display corresponding to the left stop switch 42 is displayed prominently. 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.
[0234] 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.
[0235] <Processing for button press order notification> Next, the button press order notification process performed in step S608 will be explained with reference to the flowchart in Figure 36.
[0236] First, in step S1001, it is determined whether or not the AT mode winning flag is set. If 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 S1002, it is determined whether or not the first AT notification flag or the second AT notification flag is set in the various flag storage area 106d. The first AT notification flag and the second AT notification flag are flags that are set based on the fact that after winning the AT mode transition lottery, it becomes possible to transition to AT mode via the pre-announcement mode, and the AT mode winning notification performance is performed. 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 as is. If the first AT notification flag or the second AT notification flag is set, the player proceeds to step S1003.
[0237] In step S1003, it is determined whether the lottery result of the current game is a normal replay B or a normal replay C. If it is not a normal replay B or a normal replay C, but a normal replay A or a push order bell, the main push order notification process is terminated as it is. If it is either a normal replay B or a normal replay C, it is determined in step S1004 whether it is a normal replay B. If it is a normal replay B, it is determined in step S1005 whether the above-mentioned first AT notification flag is set. If the second AT notification flag is set instead of the first AT notification flag, the main push order notification process is terminated as it is. If the player wins the normal replay B and the first AT notification flag is set, the process proceeds to step S1006 and the process for starting the first AT mode is executed.
[0238] That is, in step S1006, the first AT notification flag is cleared. And in step S1007, the first AT start flag is set in the various flag storage areas 106d. The first AT start flag is a flag for the CPU 102 to recognize that the first AT mode is started from the current game. Then, in step S1008, the instruction monitor 68 is controlled so that the push order notification corresponding to the second replay winning is performed. And in step S1009, after executing the process of setting the push order command including the information of the operation order corresponding to the second replay winning as the output target to the display control device 81, the main push order notification process is terminated. In the display control device 81 that receives this push order command, as the push order notification effect corresponding to the second replay winning, the push order notification effect of the order in which the right stop switch 44 should be operated first, the display such as "Aim from the right!!", the voice navigation, etc. are performed, and the auxiliary display unit 65 and the speaker 64 are controlled so that the notification of the symbol corresponding to the second replay winning is performed.
[0239] If step S1004 determines that it is a normal replay C and not a normal replay B, proceed to step S1010. In step S1010, 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 main button press notification process. If a normal replay C is selected and the flag for the second AT notification is set, proceed to step S1011 and execute the process to start the second AT mode.
[0240] In other words, in step S1011, the flag for the second AT notification is cleared. Then, in step S1012, 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 S1013, the instruction monitor 68 is controlled so that a push order notification corresponding to the third re-play win is made. Then, in step S1014, 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, including 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.
[0241] When it is determined in step S1001 that the AT mode selection flag is not set, it means that the transition to the AT mode has already occurred. In this case, the process proceeds to step S1015. In step S1015, it is determined whether the lottery result of the current game is the push order bell. If it is not the push order bell, the push order notification process ends as it is. If it is the push order bell, in step S1016, the instruction monitor 68 is controlled so that push order notifications corresponding to winning small roles 1 to 6 are performed according to the type of the current push order bell. Then, in step S1017, after executing the process of setting the push order command including the information on the operation order corresponding to winning small roles 1 to 6 as the output target to the display control device 81, this push order notification process ends. In the display control device 81 that receives this push order command, the auxiliary display unit 65 and the speaker 64 are controlled so that push order notification effects corresponding to winning small roles 1 to 6 are performed.
[0242] <Winning result corresponding process> Next, the winning result corresponding process implemented in step S414 in the reel control process will be described while referring to the flowchart in FIG. 37. In the winning result corresponding process, processes for starting or ending the AT mode, etc. are performed according to the game result of the game.
[0243] First, in step S1101, a game count management process is performed. In the game count management process, processes for managing the number of games in the CZ mode and the number of games in the precursor mode are performed.
[0244] More specifically, as shown in the flowchart in Figure 38, in step S1201, it is determined whether the first BB state flag or the second BB state flag is set. If either BB state is present, the game count management process ends. That is, if a transition to the second BB state occurs in a 2-bet game, the game count management for the pre-announcement mode or CZ mode is not performed. If neither BB state is present, the process proceeds to step S1202, where it is determined whether the CZ mode flag is set. If the CZ mode flag is set, step S1203 is executed to decrement the CZ counter by 1. Then, in step S1204, it is determined whether the CZ counter has become 0. If it has become 0, step S1205 is executed to clear the CZ mode flag and set the CZ mode termination command as an output target to the display control device 81. Clearing the CZ mode flag terminates the CZ mode and transitions to normal mode. Furthermore, upon receiving the CZ mode termination command, the display control device 81 controls the auxiliary display unit 65 and the speaker 64 to notify the user that the CZ mode has ended (for example, by displaying text such as "Too bad" or by using a sound effect).
[0245] If a negative result is obtained in either step S1202 or step S1204, or after the processing in step S1205 is executed, the process proceeds to step S1206. In step S1206, it is determined whether the premonition flag or the pseudo-premonition flag is set. If neither flag is set, the game count management process ends. If either flag is set, the process proceeds to step S1207, where the premonition counter or pseudo-premonition counter is decremented by 1. That is, in step S1207, if it is premonition mode, the premonition counter is decremented by 1, and if it is pseudo-premonition mode, the pseudo-premonition counter is decremented by 1.
[0246] After executing the process in step S1207, step S1208 determines whether the premonition flag is set and whether the premonition counter has become 0. That is, if the number of premonition games becomes 0 in premonition mode, the process proceeds to step S1209 to clear the premonition flag. Then, in step S1210, 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 will be explained in detail later.
[0247] In step S1211, it is determined whether the result of the processing in step S1210 was determined to be the first AT mode. If it is determined to be the first AT mode, in step S1212, the first AT notification flag is set and the first AT winning notification command is set as an output target to the display control device 81, and 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. In addition, the display control device 81, which has received the first AT winning notification command, controls the auxiliary display unit 65 and speaker 64 to perform a first AT winning notification performance as notification that the AT mode transition lottery has been won and the transition to AT mode has been permitted, as well as that the current AT mode is the first AT mode. In the first AT winning notification performance, for example, the auxiliary display unit 65 will display "REG The message "BONUS!!" is displayed, and a corresponding sound effect is output from speaker 64.
[0248] If, in step S1211, 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 S1213, the 2nd AT notification flag is set, and the 2nd AT winning notification command is set as an output target to the display control device 81, and the game count management process is terminated. With the 2nd AT notification flag set, the above-mentioned push-order notification process will now perform the process to generate a push-order notification for the 3rd re-play win. In addition, upon receiving the 2nd AT winning notification command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 to perform a 2nd AT winning notification performance as notification that the AT mode transition lottery has been won and the transition to AT mode has been permitted, as well as that the current AT mode is the 2nd AT mode. In the 2nd AT winning notification performance, for example, the auxiliary display unit 65 displays "BIG BONUS!!" and outputs a corresponding sound effect from speaker 64.
[0249] In step S1208, if the premonition counter is not 0, or if it is 0 but a pseudo-premonition flag is set instead of a premonition flag, the process proceeds to step S1214. In step S1214, it is determined whether the pseudo-premonition counter is 0 and whether a pseudo-premonition flag is set. If the determination in step S1214 is positive, the process to clear the pseudo-premonition flag is executed in step S1215, and then the game count management process is terminated. This terminates the pseudo-premonition mode. If the determination in step S1215 is negative, and the pseudo-premonition counter is not 0, or if it is 0 but a premonition flag is set instead of a pseudo-premonition flag, the game count management process is terminated as is.
[0250] Returning to the explanation of the prize result handling process, after executing the game count management process in step S1101, it is determined in step S1102 whether or not the flag for starting the first AT is set. As described above, the flag for starting the first AT is set in the game in which a second re-play prize is possible when a transition to the first AT mode occurs, and more specifically, it is set at the start of the 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, in step S1103 the flag is cleared, and in step S1104 the process of setting 100 to the AT counter provided in the various counter area 106e is executed. The AT counter is a counter used by the CPU 102 to keep track of the remaining number of medals to be paid out in AT mode, and when a medal is paid out in each game during AT mode, a number corresponding to the number of medals paid out is deducted. In other words, the first AT mode is an AT mode that ends when 100 or more tokens are dispensed.
[0251] If it is determined in step S1102 that the flag for starting the first AT is not set, then in step S1105 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, which would result in a transition to the second AT mode. 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 S1106 the flag is cleared, and in step S1107 the AT counter is set to 200. In other words, the second AT mode is an AT mode that ends when 200 or more medals are paid out, and it is an AT mode in which more medals can be expected to be won than in the first AT mode.
[0252] After executing the process in step S1104 or step S1107, the process proceeds to step S1108, where the AT mode winning flag is cleared. Then, in step S1109, the AT mode flag is set, and in step S1110, the AT start command is set as the output target to the display control device 81. Upon receiving the AT start command, the display control device 81 controls the auxiliary display unit 65 and the speaker 64 so that the AT start animation is performed according to the type of AT mode to be started.
[0253] If it is determined in step S1105 that the flag for starting the second AT is not set, the process proceeds to step S1111. In step S1111, it is determined whether the AT mode flag is set and whether the game is in AT mode. If the game is not in AT mode, the process for handling the winning result ends. If the game is in AT mode, in step S1112, the process of subtracting the number of medals paid out from the AT counter is executed based on the result of the game. For example, if a small win of 1 is achieved and 13 medals are paid out, 13 is subtracted from the AT counter. Also, if the result of the game is a re-spin win or a loss, no medals are paid out, so the process of subtracting from the AT counter is not executed.
[0254] In step S1113, it is determined whether the AT counter has become 0 or less based on the processing result of step S1112. If it is greater than 0, the process corresponding to the winning result is terminated. In this case, the AT mode will continue. If the AT counter is 0 or less, in step S1114, the process of clearing the AT mode flag is executed. This will terminate the AT mode.
[0255] Subsequently, in step S1115, the ceiling counter setting process is executed. This process will be explained in detail later, but in step S1115, the ceiling counter is reset when the AT mode ends. Then, in step S1116, the process of setting the AT termination command as an output target to the display control device 81 is executed, and then the prize result handling process is terminated.
[0256] <Management of game count and net payout during the advantageous period> Next, we will explain the first and second section display processes, which control the eighth display segment N8 as a section indicator and manage the number of games and the difference in tokens within the advantageous section.
[0257] <First processing for displaying the interval> First, the first section display process will be explained with reference to Figure 39. 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 to the display mode (lottery result corresponding process) is performed based on the lottery result.
[0258] In step S1301, 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 S1301 is negative and it is determined that the eighth display segment N8 is off, the process proceeds to step S1302.
[0259] In step S1302, it is determined whether an advantageous section flag is set in the various flag storage areas 106d. The advantageous section flag is a flag that is set when winning the lottery for transitioning to an advantageous section in the advantageous section transition lottery process (Fig. 28). If the advantageous section flag is set, in step S1303, it is determined whether an advantageous section winning game flag is set. The advantageous section winning game flag is a flag that is set when winning the advantageous section transition lottery in the above-mentioned advantageous section transition lottery process, and it is a flag for the CPU 102 to identify that it is the winning game. If the advantageous section winning game flag is set, in step S1304, a process of clearing the advantageous section winning game flag is executed. If the advantageous section winning game flag is not set in step S1303, the process proceeds to step S1305.
[0260] In step S1305, it is determined whether the counting of the number of games in the advantageous section, more specifically, whether the measurement of the advantageous section game number AG in the various counter areas 106e has started. If the measurement of the advantageous section game number AG has not started, in step S1306, a process of starting the measurement of the advantageous section game number AG is performed. The advantageous section game number AG corresponds to a grasping means for grasping the number of executed games in the advantageous section, and a process of adding 1 to each game in the advantageous section is executed.
[0261] If it is determined in step S1305 that measurement has already started, or after the processing in step S1306 has been completed, the process proceeds to step S1307. In step S1307, it is determined whether or not the AT mode flag is set. As already explained, when the AT mode winning notification performance is performed and the AT mode flag is set, a state is created in which a push-order notification can occur when a push-order role is won, and the notification start condition of the section indicator is met. If it is determined in step S1307 that the AT mode flag is set, in step S1308, the display of the section indicator is started by lighting up the 8th display segment N8. In addition, when the main control device 101 starts displaying the 8th display segment N8 as a section indicator by lighting it up, it outputs a sound output command to the display control device 81 so that a predetermined sound effect (for example, a mechanical sound like "Gago!") is output from the speaker 64. Based on the sound output command, the display control device 81 controls the speaker 64 so that the predetermined sound effect is emitted. Furthermore, when the display of the eighth display segment N8 begins, the auxiliary display unit 65 or other display units may be configured to generate special effects. In this case, a corresponding command is output to the display control device 81, and the display control device 81 controls the auxiliary display unit 65, etc., so that the corresponding special effects are performed.
[0262] If it is determined in step S1301 that the eighth display segment N8 is being displayed as a section indicator, then in step S1309, a process is executed to continue the display during the advantageous section. Specifically in step S1309, 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.
[0263] If it is determined in step S1302 that the advantageous section flag is not set, or if the advantageous section flag is set but it is a winning game (after the processing in step S1304), or if it is not a winning game but it is not a situation in which a push-order notification can occur (if it is determined in step S1307 that the AT mode flag is not set), the process proceeds to step S1310. In step S1310, the process of adding 1 to the first role ratio counter provided in the various counter areas 106e is executed. The first role ratio counter is a counter for counting the number of games in which a push-order notification does not occur, that is, the number of games in the normal section and the non-specific section.
[0264] Furthermore, after the display start process for the section indicator is executed in step S1308 and the display continuation process is executed in step S1309, the process proceeds to step S1311. In step S1311, 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.
[0265] After executing the process in step S1310 or step S1311, the role ratio calculation process is executed in step S1312. 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 S1313, a process is executed to display the result of the calculation in step S1312 on the role ratio monitor 77.
[0266] 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.
[0267] In step S1313, the result of the calculation process in step S1312 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, up to four decimal places, such as "0.5012", as the percentage of the total number of games in which a push order notification may occur. After the processing in step S1313 is completed, the first section display processing is terminated.
[0268] Furthermore, the calculation process in step S1312 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", the first display unit 77a may be omitted, or the first display unit 77a may be configured to always display "0" by printing or the like. In addition, it is preferable to configure the system so that a decimal point is displayed between the first display unit 77a and the second display unit 77b by printing or the like.
[0269] <Second processing for displaying the interval> Next, the second section display process will be explained with reference to the flowchart in Figure 40. As already explained, the second section display process is performed in step S415 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).
[0270] In step S1401, 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 S1402, the process of counting the number of games in the advantageous section is executed. Specifically, the process of incrementing the above advantageous section game count AG by 1 is performed. After executing the process in step S1402, in step S1403, the process of updating the advantageous section increase / decrease amount MY (MY counter) provided in the various counter areas 106e is executed.
[0271] In the MY update process in step S1403, as shown in the flowchart in Figure 41, step S1501 determines whether the result of the current game is a re-spin win or not. If it is a re-spin win, the MY update process ends without updating the MY increase / decrease amount in the advantageous section. If it is not a re-spin win, the process proceeds to step S1502.
[0272] Step S1502 is executed to subtract the number of tokens bet from the number of tokens paid out, based on the results of the game. Step S1502 is a process to determine the increase or decrease in tokens by subtracting the tokens used from the tokens won in the game. For example, in a 3-bet game, if a small win of 1 is achieved, 3 tokens were bet and 13 tokens were paid out, resulting in a net increase of 10 tokens. Also, in a 3-bet game, if a small win of 9 is achieved, 3 tokens were bet and 1 token was paid out, resulting in a net decrease of 2 tokens. And in a 3-bet game, if no small wins are achieved, 3 tokens were bet and 0 tokens were paid out (no tokens were paid out), resulting in a net decrease of 3 tokens.
[0273] In the following step S1503, the result of the calculation in step S1502 is added to the number of medals increased or decreased in the advantageous section MY. For example, if the result of the calculation in step S1502 is an increase of 10 medals, then 10 is added to the number of medals increased or decreased in the advantageous section MY. If the result of the calculation in step S1502 is a decrease of 2 medals, then 2 is subtracted from the number of medals increased or decreased in the advantageous section MY. Then, in step S1504, it is determined whether the number of medals increased or decreased in the advantageous section MY is 0 or greater. If it is 0 or greater and there is an increase in medals in the advantageous section, the MY update process is terminated. On the other hand, in step S1504, if the number of medals increased or decreased in the advantageous section MY is less than 0 and there is no increase in medals in the advantageous section but there is a decrease in medals, then in step S1505, the number of medals increased or decreased in the advantageous section MY is cleared to 0 before the MY update process is terminated.
[0274] In the second section display process, after executing the MY update process in step S1403, the remaining game count management process is executed in step S1404, followed by the remaining coins management process in the subsequent step S1405. The remaining game count management process is a process for managing whether the advantageous section will reach its upper limit of games (1500 games) with the current remaining number of games, based on the remaining number of games in AT mode, etc. In the remaining game count management process, for example, at the start of the second AT mode, if the number of games in the advantageous section AG is 1450, it is determined whether the advantageous section will reach its upper limit of games before the termination condition of that AT mode (number of coins paid out = 200) if the AT mode continues as is. If such a situation exists, the first excess flag is set in the various flag storage area 106d as a flag to identify that situation. The remaining coins management process is a process for managing whether the advantageous section will reach its upper limit of increases (2400 coins) with the current remaining number of games, based on the remaining number of games in AT mode, etc. In the remaining payout management process, for example, at the start of the second AT mode, the system determines whether the advantageous section increase / decrease amount MY is 2300, and whether continuing the AT mode would reach the upper limit of the advantageous section increase before the AT mode termination condition (payout amount = 200). If such a situation exists, the second excess flag is set in the various flag storage area 106d as a flag to identify that situation.
[0275] In the following step S1406, a payout adjustment process is executed. This process will be explained in detail later, but in the payout adjustment process, the net increase in coins per game is calculated based on the number of games and the number of coins paid out in a specific section, and based on that net increase in coins, parameters used in the AT type determination process and the ceiling counter setting process are set.
[0276] After executing the process in step S1406, in step S1407, it is determined whether the number of games in the advantageous section AG has reached the upper limit of 1500 games, or whether the increase / decrease in the advantageous section MY has reached the upper limit of 2400 or more. If either of these forced termination conditions is met, in step S1408, 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 S1409, the display of the 8th display segment N8 as a section indicator is terminated. Then, in step S1410, the parameters and information such as various flags and counters in the advantageous section are initialized, and then this section display second process is terminated.
[0277] More specifically, the data initialization process in step S1410 is the process of resetting the flags and counters set when transitioning to the current advantageous section, as well as the flags and counters set during the current advantageous section, back to their initial values. For example, if the AT mode winning flag or AT mode flag is set, these flags are cleared. Furthermore, if the pre-announcement counter for the pre-announcement mode, or the counters for the number of continuous games in CZ mode or AT 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, which is a favorable state using push-order notification, and performs a RAM clear on such variables or parameters.
[0278] If, in step S1407, 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 S1411 to determine whether the normal termination conditions for the advantageous section have been met. More specifically, it is determined whether the remaining number of games has become 0, including modes higher than CZ mode, and whether the CZ mode flag, AT mode winning flag, and AT mode flag are not set. If none of these flags are set, the process proceeds to step S1412 to decrement the advantageous section continuation counters in the various counter areas 106e by 1. As already explained, the advantageous section continuation counter is used to count the number of games in the advantageous section, when it is not in AT mode or CZ mode, and the transition lottery to AT mode or CZ mode has not been won (normal advantageous section). For example, in the game in which the advantageous section transition lottery is won, a predetermined value of 100 is entered (step S709). After executing the process in step S1412, it is determined in step S1415 whether the advantageous section continuation counter has become 0. If the value is not 0, the second section display process ends. If the advantageous section continuation counter becomes 0, the process proceeds to step S1408, and after performing the advantageous section termination process from steps S1408 to S1410, the second section display process ends.
[0279] <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 42.
[0280] In this slot machine 10, as shown in Figure 42, during the normal section, which is not the advantageous section, the 8th display segment N8, which serves as the section indicator, is off (not lit). During this normal section, no button press order notification is provided. In other words, while the advantageous section has the capability to provide instruction functions such as button press order notification, the normal section does not have such instruction functions. The situation where the display mode is normal mode mainly corresponds to the normal section.
[0281] In the normal section, if you win the lottery to transition to the advantageous section, for example by winning a small role 7 (watermelon), the counting of the number of games in the advantageous section (counting of advantageous section games AG) begins from the game following the game in which the game result that triggered the win occurred. Then, if you win the lottery to transition to AT mode during the advantageous section, and a situation arises where a push-button order notification can occur, such as when a win notification and an AT mode flag are set, the conditions for starting the section display are met, and the 8th display segment N8 lights up.
[0282] 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. 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.
[0283] When the number of games in the advantageous period reaches the upper limit, or when the number of medals increased in the advantageous period reaches the upper limit, and it becomes the final game of the advantageous period, the 8th display segment N8 also turns off, and the notification of the advantageous period ends. In this embodiment, in the final game of the advantageous period, the 8th display segment N8 turns off at the timing when medal payout is completed (by the second period display process, 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 is stopped OFF. This allows the player to clearly understand that the game was the final game of the advantageous period.
[0284] As described above, the game count for the advantageous section begins from the game following the game in which the transition to the advantageous section is won, while the button press order notification only occurs during the period when the 8th display segment N8 is lit. In other words, even within the advantageous section, the button press order notification does not occur in sections where the 8th display segment N8 is unlit (non-specific sections). In other words, by checking whether the 8th display segment N8, which acts as a section indicator, is lit, it is possible to clearly understand that the advantageous section is at least a situation where the benefits of the button press order notification can be enjoyed (specific section, effectively increased section). This prevents a difference in the degree of advantage between a player who ends the game without knowing that they are in a situation where they can enjoy the benefits of the button press order notification and the player who takes over after them. In other words, since the button press order notification does not occur when the 8th display segment N8 is not lit, it is also possible to end the game cleanly.
[0285] Thus, in this slot machine 10, if the player wins the advantageous zone transition lottery during the normal zone, the player transitions to the advantageous zone. In the advantageous zone, if the player transitions to AT mode, a button press order notification may occur, and by hitting the bell according to this notification, it becomes possible to win many medals. On the other hand, in the advantageous zone, several forced termination conditions are predetermined, such as the maximum number of games and the maximum number of medal increases. The advantageous zone ends if the maximum number of games is reached, even if the maximum number of medal increases has not been reached, and the advantageous zone also ends if the maximum number of medal increases has been reached, even if the maximum number of games has not been reached. In this respect, in order to allow players to enjoy the game for a longer period, it is preferable for the advantageous zone to continue until the maximum number of games is reached, and more preferably, it is preferable to reach the maximum number of medal increases in the game in which the maximum number of games is reached.
[0286] As already explained, in a 3-bet game while carrying over a second Big Bonus win, the net increase in tokens is approximately -2.10 tokens. Even in the advantageous section, if the button press order notification does not occur, the number of tokens held can decrease by approximately 2.10 tokens per game. In contrast, when transitioning to AT mode and the button press order notification occurs, it becomes possible to achieve small wins 1 through 6 when each button press order bell is won, and the net increase in tokens during AT mode is approximately +8.04 tokens. In this case, if AT mode continues for approximately 300 games in the advantageous section, the maximum increase of 2400 tokens will be reached, and there is a high possibility that the advantageous section will be forcibly terminated by the forced termination of the maximum increase before the maximum number of games is reached. In other words, the advantageous section may be forcibly terminated without playing a sufficient number of games in the advantageous section, which may result in situations where players cannot enjoy the game for a longer period. However, reducing the number of tokens won when a button press order bell is won, which is the main trigger for increasing tokens in AT mode, or lowering the probability of winning a button press order bell, would not be desirable in terms of improving the enjoyment of each game. Therefore, in this embodiment, the AT mode is configured to make various adjustments in the advantageous period, taking into account the current increase or decrease in the number of medals. The adjustment process will be described below.
[0287] <Processing for adjusting payout> In this embodiment, multiple states are set that can affect the payout performance (rate of medal increase) by AT mode. More specifically, multiple consecutive win states are set that can affect the appearance rate of AT mode and the type of AT mode when it appears. The multiple consecutive win states are high consecutive win state, medium consecutive win state, and low consecutive win state. The high consecutive win state results in the highest medal increase rate by AT mode, and the low consecutive win state results in the lowest medal increase rate by AT mode. In the payout adjustment process of step S1406 in the second section display process described above, these consecutive win states are set based on the current medal increase rate. Figure 43 is a flowchart of the payout adjustment process.
[0288] Step S1601 determines whether the eighth display segment N8, which serves as the section indicator, is currently displayed. That is, it determines whether the transition to the advantageous section has occurred, the AT mode win notification has been made, and the transition to a specific section where a substantial increase in medals can be expected has occurred. If the AT mode win notification has been made, step S1602 determines whether the result of this game is a re-spin win. If it is not a re-spin win, the process proceeds to step S1603. If, in step S1601, the situation is that the AT mode win notification has not yet been made since the transition to the advantageous section, and it is a non-specific section before the transition to the specific section, or if, in step S1602, the result of this game is a re-spin win, the payout adjustment process ends without performing the setting process for the continuous win state from step S1603 onwards.
[0289] In step S1603, the number of medals paid out in the current game is determined, and the determined number of medals paid out is added to the consecutive win out counter OC located in the various counter areas 106e. The consecutive win out counter OC is a counter used by the CPU 102 to determine the total number of medals paid out since a specific period began. For example, if the result of the current game is a win of one small role and 13 medals are paid out, 13 is added to the consecutive win out counter OC. If the result of the current game is a loss and no small roles are achieved, 0 is added to the consecutive win out counter OC. Incidentally, the advantageous period increase / decrease in medals MY shows the increase / decrease in medals that takes into account the number of medals bet, and can be subtracted in games where no payout occurs, whereas the consecutive win out counter OC shows the number of medals paid out that does not take into account the number of medals bet, and is not subtracted in games where no payout occurs.
[0290] In the following step S1604, the process of adding 1 to the consecutive game count counter GC located in the various counter areas 106e is executed. The consecutive game count counter GC is a counter used by the CPU 102 to keep track of the number of games played since a specific interval began. Incidentally, the advantageous interval game count AG indicates the total number of games played in the advantageous interval, while the consecutive game count counter GC differs in that it indicates the number of games played since the medal increase actually occurred.
[0291] In step S1605, it is determined whether the consecutive win out counter OC, which is the result of the processing in step S1603, is six times or more the number of consecutive win games counter GC, which is the result of the processing in step S1604. A positive determination in step S1605 is made if the average number of medals paid out per game in a 3-bet game is 6 or more (net increase of 3 or more medals in a 3-bet game), and the payout rate (ratio of medals obtained to medals inserted) is 200% or more. If a positive determination is made in step S1605, step S1606 is executed to input 2 to the second offset counter provided in the various counter areas 106e. The second offset counter is one of several parameters provided to set the consecutive win state in AT mode, and a value from 0 to 2 is input to the second offset counter.
[0292] If a negative result is obtained in step S1605, step S1607 determines whether the consecutive win out counter OC is 5 times or more the number of consecutive win games counter GC. A positive result is obtained in step S1607 if the average number of medals paid out per game in a 3-bet game is 5 or more (net increase of 3 or more medals in a 3-bet game) and the payout rate is 166% or more. If a positive result is obtained in step S1607, step S1608 executes the process of inputting 1 into the second offset counter. If a negative result is obtained in step S1607, step S1609 executes the process of inputting 0 into the second offset counter.
[0293] After executing any of steps S1606, S1608, or S1609, the process proceeds to step S1610. Steps S1610 and S1611 determine whether the situation is close to the condition for forced termination of the advantageous section. Specifically, step S1610 determines whether the current number of games in the advantageous section is close to the upper limit of games, and more specifically, whether it is 1300 or more, which is 70% or more of the upper limit of 1500, the upper limit of the number of games in the advantageous section AG. In step S1611, it determines whether the current increase or decrease in medals is close to the upper limit of the increase, and more specifically, whether it is 2000 or more, which is 70% or more of the upper limit of 2400, the upper limit of the increase or decrease in medals MY in the advantageous section. If a positive result is obtained in either step S1610 or step S1611, the process of inputting 4 into the first offset counter provided in the various counter areas 106e is executed in step S1612, and then the main payout adjustment process is terminated. The first offset counter is one of several parameters provided to set the continuous win state in AT mode, and a value from 0 to 4 is input to the first offset counter.
[0294] If either step S1610 or step S1611 is rejected and the conditions for forcibly ending the advantageous section are not yet met, then in steps S1613 to S1619, a process is executed to input a different value into the first offset counter according to the value of the consecutive game count counter GC. Specifically, in step S1613, it is determined whether the consecutive game count counter GC is greater than 500. If in step S1613 the number of games since entering a specific section in the advantageous section exceeds 500 games, then in step S1614, a process is executed to input 3 into the first offset counter, and then the main payout adjustment process is terminated.
[0295] If the consecutive win game counter GC is 500 or less in step S1613, it is determined in step S1615 whether the consecutive win game counter GC is greater than 200. If the number of games since the specific interval is between 200 and 500 in step S1615, the process of inputting 2 into the first offset counter is executed in step S1616, and then the main payout adjustment process is terminated.
[0296] If the consecutive win game counter GC is 200 or less in step S1615, it is determined in step S1617 whether the consecutive win game counter GC is greater than 100. If the number of games since entering the specific section is between 100 and 200 in step S1617, the process of inputting 1 into the first offset counter is executed in step S1618, and then the main payout adjustment process is terminated. On the other hand, if the number of games since the increase in medals in the advantageous section occurred in step S1617 is up to 100, the process of inputting 0 into the first offset counter is executed in step S1619, and then the main payout adjustment process is terminated.
[0297] <Winning Streak Status Table> The following explains the consecutive win state that is set based on the input of the first offset counter and the second offset counter during the payout adjustment process as described above. Figure 44 shows an example of a consecutive win state table stored in the various table storage area 105a.
[0298] As described above, the AT mode has three consecutive win states: high consecutive win state, medium consecutive win state, and low consecutive win state. The parameters that determine these consecutive win states are the first offset counter and the second offset counter. The first offset counter is determined by the consecutive win game count counter GC and the forced termination condition of the advantageous section, while the second offset counter is determined by the payout rate (net increase in coins) calculated by the consecutive win game count counter GC and the consecutive win out counter OC.
[0299] For example, if 0 is entered in the first offset counter, it means that the number of games since the specific interval began is up to 100 games. In this situation, regardless of the value of the second offset counter, the game is set to a high-win-streak state. On the other hand, if the number of games since the specific interval begins exceeds 100 games and 1 to 3 is entered in the first offset counter, the win-streak state will differ depending on the value of the second offset counter. That is, if the number of games since the specific interval began is between 100 and 200 games and 1 is entered in the first offset counter, the game is set to a high-win-streak state if the payout rate is less than 166% and the net increase in tokens is less than 2 (second offset counter = 0), but if the payout rate is 166% or more and the net increase in tokens is 2 or more (second offset counter = 1, 2), the game is set to a medium-win-streak state. Furthermore, if the number of games played since entering a specific section is 200 or more, and the first offset counter is set to 2 or 3, the game will be set to a high-winning-consecutive-win state if the payout rate is less than 166% and the net increase in coins is less than 2 (second offset counter = 0). However, if the payout rate is between 166% and 200% and the net increase in coins is 2 or more but less than 3 (second offset counter = 1), the game will be set to a medium-winning-consecutive-win state. And if the payout rate is 200% or more and the net increase in coins is 3 or more (second offset counter = 2), the game will be set to a low-winning-consecutive-win state.
[0300] Furthermore, if the conditions for forcibly ending the advantageous period are about to be met and the first offset counter is set to 4, the game will be set to a low-win-streak state regardless of the payout rate (net increase in coins, value of the second offset counter).
[0301] Incidentally, when the advantageous period ends, the initialization process (step S1410) is performed, and both the first and second offset counters are set to 0. Therefore, when the advantageous period begins, the winning streak state starts from a high winning streak state.
[0302] Hereinafter, a configuration in which the continuous winning state of the AT mode set as described above affects the winning performance of the AT mode will be described. In the present embodiment, as a process (a process for adjusting the winning performance) for determining whether to improve the winning performance (cause a favorable event) by referring to the continuous winning state of the AT mode, an AT type determination process and a ceiling counter setting process are set. The AT type determination process is a process for determining the type of the current AT mode when the transition to the AT mode is permitted, and is a process executed in step S1210 in the game number management process (FIG. 38). The ceiling counter setting process is a process for determining the next ceiling when the AT mode is terminated, and is a process executed in step S1115 in the winning result corresponding process (FIG. 37).
[0303] <AT type determination process> FIG. 45 is a flowchart showing the AT type determination process.
[0304] In step S1701, a process of acquiring the AT type table from the various table storage areas 105a is executed. Then, in step S1702, a process of grasping the current continuous winning state is executed. When grasping the continuous winning state, the above continuous winning state table, the first offset counter, and the second offset counter are referred to.
[0305] As shown in Figure 46, the AT type table is set so that the selection rate between the 1st AT mode and the 2nd AT mode differs depending on the set winning streak state. As already explained, the 1st AT mode is an AT mode in which the maximum number of medals payout is set to 100, and the 2nd AT mode is an AT mode in which the maximum number of medals payout is set to 200, making the 2nd AT mode more advantageous for the player than the 1st AT mode. In these AT modes, although there is no transition in the game state, so-called bonus symbols such as the "red 7" symbol, "white 7" symbol, or "BAR" symbol may line up and stop on a predetermined line in the starting game (Figure 14), and then medals can be acquired through push order notification. Therefore, in contrast to the transition to the bonus state when bonus symbols line up, these are called so-called pseudo-bonuses. The first AT mode is called a pseudo-regular bonus (pseudo-RB), which is a pseudo-bonus with a small payout, and the second AT mode is called a pseudo-big bonus (pseudo-BB), which is a pseudo-bonus with a large payout.
[0306] When there is a high winning streak, the first AT mode, which is a pseudo-RB, and the second AT mode, which is a pseudo-BB, are selected in roughly equal proportions. More specifically, the probability of selecting the second AT mode is slightly higher, with the selection rates for the first and second AT modes being approximately 46.88% and 53.13%, respectively. When there is a moderate winning streak, the probability of selecting the first AT mode is higher than the probability of selecting the second AT mode, with the selection rates for each AT mode being approximately 65.63% and 34.38%, respectively. When there is a low winning streak, the first AT mode is selected, but the second AT mode is not selected.
[0307] In step S1703, the type of AT mode for the current game is determined by lottery using the acquired AT type table, the consecutive win status determined by the consecutive win status table and each offset counter, and the lottery counters acquired from the various counter areas 106e. The determined type of AT mode is then temporarily stored in a register or the like, and the AT type determination process ends. In this case, in step S1211, which is executed following the AT type determination process, the type of AT mode determined in the AT type determination process is checked, and if it is the first AT mode, a process is executed to show that a transition to the first AT mode has been permitted (step S1212), and if it is the second AT mode, a process is executed to show that a transition to the second AT mode has been permitted (step S1213).
[0308] <Setting process for ceiling counter> Next, we will explain the process for setting the ceiling counter, referring to the flowchart in Figure 47.
[0309] In step S1801, it is determined whether the stock counters in the various counter areas 106e are 1 or greater. As already explained, the stock counter is a counter used by the CPU 102 to keep track of the remaining number of AT modes. For example, if 1 is entered in the stock counter, the transition to the next AT mode is permitted immediately after the end of the first AT mode. If the stock counter is 1 or greater, in step S1802, the process of subtracting 1 from the stock counter is executed, and in step S1803, the process of entering 0 into the ceiling counter is executed before the setting process for this ceiling counter is completed. That is, for example, if the stock counter is 1 at the end of the first AT mode, then 0 is entered into the ceiling counter, and in the AT lottery process for the next game after the end of the first AT mode (Figure 29), the AT mode winning flag is set regardless of the result of the AT mode lottery process (step S815 → step S808).
[0310] If the stock counter is determined to be 0 in step S1801, the process proceeds to step S1804. In step S1804, the process of obtaining the ceiling table from the various table storage area 105a is performed. Then, in step S1805, the process of determining the current winning streak state is performed based on the winning streak state table and each offset counter, similar to step S1702 above. In the following step S1806, the process of determining the setting value set in the winning probability setting process is performed.
[0311] As shown in Figure 48, the ceiling table is configured so that the value of the ceiling counter selected differs depending on the current winning streak state and the set value. More specifically, there are three types of ceiling modes—Super Heaven Mode, Heaven Mode, and Normal Mode—depending on the value of the selected ceiling counter, and the selection rate of each mode differs depending on the current winning streak state and the set value.
[0312] Super Heaven Mode is a ceiling mode where the ceiling counter is set to one value between 1 and 30, and the next AT mode is entered within 30 games after the end of the first AT mode. Heaven Mode is a ceiling mode where the ceiling counter is set to one value between 31 and 100, and the next AT mode is entered within 100 games after the end of the first AT mode. Normal Mode is a ceiling mode where the ceiling counter is set to one value between 101 and 999, and the AT mode winning flag is not set until the maximum ceiling of 999 games, unless the AT mode transition lottery is won after the end of the first AT mode.
[0313] In this embodiment, when setting the ceiling counter, the system first determines whether to use the Super Heaven Mode, Heaven Mode, or Normal Mode, and then selects the detailed value for the ceiling counter. As shown in Figure 48, the distribution rate for each mode is set to differ depending on the current winning streak state and the set value. After being assigned to a mode, the value selected is randomly determined within the range of each mode.
[0314] In a high-winning streak state, regardless of the setting, the game will be distributed to one of three modes: Super Heaven Mode, Heaven Mode, or Normal Mode. Heaven Mode is the most likely mode to be distributed, followed by Normal Mode, and Super Heaven Mode is the least likely. The probability of being distributed to Super Heaven Mode or Heaven Mode is highest with setting 5, and decreases in the order of setting 3, setting 1, setting 4 and setting 2, and setting 6. In other words, setting 6, the highest setting, is less likely to be distributed to Super Heaven Mode or Heaven Mode even in a high-winning streak state.
[0315] In a moderate winning streak state, regardless of the setting value, the game can be assigned to one of three modes: Super Heaven Mode, Heaven Mode, or Normal Mode. However, the probability of being assigned to Super Heaven Mode or Heaven Mode is lower than in a high winning streak state. In other words, in a moderate winning streak state, the game is more likely to be assigned to Normal Mode than in a high winning streak state.
[0316] In a low-win streak state, regardless of the setting, the game will not be assigned to Super Heaven Mode or Heaven Mode. In other words, in a low-win streak state, regardless of the setting, the ceiling mode after the AT mode ends will be assigned to Normal Mode.
[0317] In the ceiling counter setting process, step S1807 performs a lottery for the ceiling mode using the ceiling table, the winning streak status, the setting value, and the lottery counter. Then, in step S1808, the current ceiling game count is determined by lottery within the range of game counts for the ceiling mode determined in step S1807. In this embodiment, the lottery for the ceiling game count is determined randomly, but for example, there may be settings for game counts that are easier or harder to select, or the selection rate and number of these easy or difficult game counts may differ depending on the setting value and the winning streak status.
[0318] After executing the process in step S1808, step S1809 executes the process of inputting the ceiling game count determined in step S1808 into the ceiling counter. Then, in step S1810, the process of inputting 100 into the advantageous section continuation counter is executed, and the setting process for this ceiling counter is completed. As already explained, the advantageous section continuation counter corresponds to the number of games in which the advantageous section continues when not in AT mode or CZ mode, and when AT mode or CZ mode has not been won. In other words, as described above, if normal mode is selected as the ceiling mode, and a ceiling game count within the range of normal mode (101 to 999) is input into the ceiling counter, the advantageous section will end before the ceiling counter reaches 0, and the ceiling counter will be reset. In this case, when transitioning to the advantageous section next time, a new ceiling game count will be set.
[0319] Here, we will provide a supplementary explanation regarding the ceiling value set during the AT ceiling setting process, which is performed when the lottery for transitioning to the advantageous section is won, and the ceiling value set at the end of the AT mode. As already explained, the maximum value of the ceiling set when the lottery for transitioning to the advantageous section is won is 999, and the maximum value of the ceiling set at the end of the AT mode is also 999, so they are the same. In contrast, the ceiling value set when the lottery for transitioning to the advantageous section is, on average, more likely to be set to a smaller ceiling value (shallower ceiling) than the ceiling value set as normal mode at the end of the AT mode. Therefore, when transitioning to the advantageous section, even if the lottery for transitioning to AT mode is not won, it can be expected that the player will transition to AT mode because the ceiling counter will reach 0.
[0320] Furthermore, in high-winning streaks, Super Heaven Mode, Heaven Mode, and Normal Mode are selected as the ceiling mode, while in low-winning streaks, Normal Mode is selected as the Heaven Mode. Therefore, regardless of whether the winning streak is high or low, Normal Mode is selected as the Heaven Mode. Consequently, the maximum value of the ceiling set at the end of AT mode is a common 999, regardless of the winning streak state.
[0321] <Consecutive wins and changes in medal count> The progression of the game and the increase / decrease in medals when the consecutive win state is set as described above and the payout performance of the AT mode is adjusted will be explained with reference to Figures 49 and 50.
[0322] If the game transitions to the advantageous section at timing t1 and then the AT mode starts at timing t2, the section from timing t2 onwards becomes the display section for the 8th display segment N8 as a section indicator. The update of the consecutive win out counter OC and the consecutive win game count counter GC starts from the game after timing t2 and is not a re-spin winning game (for example, a bell winning game).
[0323] As explained earlier, the games in which the 1st AT mode or 2nd AT mode is started are games in which a normal replay B or normal replay C is won. In other words, the games in which the AT mode is started and the AT mode flag is set, causing the section indicator to display, are games in which a replay is performed, and the consecutive win out counter OC and the consecutive win game count counter GC are not updated in these games. In this configuration, where games that result in a replay are not included in the updates of each counter, by making the games in which updates of each counter are started to result in a replay, the processing for starting the update (processing to start the section indicator display) and the processing for updating are not performed redundantly, thus distributing the processing.
[0324] At t2, when the AT mode starts, an AT type determination process is performed to determine the type of AT mode to transition to. As described above, depending on the AT type, if it is the 1st AT mode, the maximum payout will be 100 coins, and if it is the 2nd AT mode, the maximum payout will be 200 coins. In the AT type determination process at t2, it is determined to be the 2nd AT mode, and the 2nd AT mode ends at t3 when a payout of 200 or more coins occurs. When the AT mode ends, the ceiling mode is set in the ceiling counter setting process. At t3, the Heaven mode is set, and a winning streak within 100 games is guaranteed. With the Heaven mode set, the transition to the next AT mode occurs in the game at t4 when the ceiling counter, which has a value of 100 or less entered, becomes 0. At t4, it is determined to be the 1st AT mode, and the 1st AT mode ends at t5 when a payout of 100 or more coins occurs.
[0325] Here, as described above, in the payout adjustment process, the net increase in tokens is calculated using the consecutive win out counter OC and the consecutive win game count counter GC, and the value of the second offset counter is determined according to the calculated net increase in tokens. In this case, the games for which the consecutive win out counter OC and the consecutive win game count counter GC are updated are, as described above, games after the transition to AT mode occurs in the advantageous section, and games that result in a re-spin win are excluded from the update. Therefore, as shown in an enlarged view in Figure 49, when calculating the net increase in tokens in the AT mode starting from t2, using a game in which a bell win occurs (shown as "ベ" in the figure) as the starting game, the net increase excluding the game in which the re-spin win occurs will be greater than the net increase including the game in which the bell win occurs, games with a losing result (shown as "×" in the figure), and games that result in a re-spin win (shown as "R" in the figure) (in the figure, the slope of the graph showing the increase in tokens is steeper). Therefore, rather than using the net increase in tokens including games that result in replay wins as input to each offset counter, it is easier for large values to be entered as each offset counter, and the AT mode's winning streak state is more likely to be set to a low or medium winning streak state. In other words, as in the above configuration, by using the net increase in tokens that do not include games that result in replay wins as input to each offset counter, it is possible to effectively suppress the occurrence of token payouts that far exceed the design value.
[0326] Furthermore, as described above, by using the net increase in coins, excluding games that result in a re-spin win, to adjust the payout in AT mode, even in configurations where the probability of winning a re-spin changes depending on the game state, it becomes possible to adjust the payout in AT mode based on the net increase in coins without considering the changes in the game state. It also becomes possible to adjust the payout while minimizing the influence of events such as winning consecutive re-spin results or not winning re-spin results by chance.
[0327] Figure 49 shows how the medal count increases when the continuous win state set by the payout adjustment process is not referenced during the setting process of each AT mode (AT type determination process and ceiling counter setting process) from the timing of t6 onward.
[0328] In other words, if the Super Heaven Mode is selected as the ceiling mode at t7, when the second AT mode, which started at t6, ends, a transition to AT mode will occur again at t8, within 30 games. In this case, the AT mode is also the second AT mode, and if the Super Heaven Mode is selected as the ceiling mode after the second AT mode, a transition to AT mode will occur again at t9, within 30 games. The second AT mode is selected again at t9, and the winning streak continues in Super Heaven Mode thereafter. The diagram shows that during the second AT mode, which starts at t10, the maximum payout of the advantageous section, 2400 coins, is reached, and the advantageous section is forcibly terminated. Note that in calculating the maximum payout, the calculation starts at t2, when the actual increase in coins occurs, not at t1, when the advantageous section begins.
[0329] In contrast, Figure 50 shows the increase in medals when the continuous win state set by the payout adjustment process is referenced in the setting process for each AT mode (AT type determination process and ceiling counter setting process) from the timing of t26 onwards, after the start of the advantageous period, the start of measurement of the number of medals added / decreased in the advantageous period MY, the continuous win out counter OC, and the continuous win game count counter GC at t21 to t25, similar to t1 to t5 in Figure 49.
[0330] In other words, in the ceiling counter setting process performed at timing t27, when the second AT mode, which started at timing t26, ends, the ceiling mode is set after referring to the consecutive win state defined by each offset counter. For example, if the consecutive win state of the AT mode is defined as a medium consecutive win state at t27, in this embodiment, even if the consecutive win state is a medium consecutive win state and not a high consecutive win state, the Super Heaven mode may be selected as the ceiling mode, and therefore the Super Heaven mode may be selected at t27. In this case, similar to the AT mode at t8 after the second AT mode which ends at t7, the system transitions back to AT mode at t28, which is within 30 games from t27. However, at t28, the AT type determination process is performed again after referring to the consecutive win state defined by each offset counter. The figure shows the case where the system is in a medium consecutive win state at t28 and the first AT mode is selected. In this case, while t8 transitions to the second AT mode with a maximum payout of 200 coins, t28 transitions to the first AT mode with a maximum payout of 100 coins, thus suppressing the increase in medals.
[0331] When the first AT mode, which started at t28, ends at t29, if Heaven Mode is selected as the ceiling mode instead of Super Heaven Mode, the transition to the next AT mode (reaching the ceiling) will occur at a later game in t29 compared to when Super Heaven Mode is selected when the second AT mode, which started at t8, ends. In other words, the increase in medals is also suppressed by the selection of the ceiling mode. Then, at t30, 31 to 100 games after t29, the game transitions to AT mode again. For example, if the game is still in a moderate winning streak state at t30, the second AT mode may also be selected. In other words, as described above, even in situations where the increase in medals is suppressed, the configuration allows for the selection of not only the first AT mode but also the second AT mode as AT types, thus avoiding the situation where extreme payout restrictions diminish the players' motivation to play.
[0332] At t31, when the second AT mode, which started at t30, ends, the ceiling mode is set to normal mode. As a result, the transition to the next AT mode will occur after 101 games, which is after the end of the advantageous period, unless the AT mode lottery is won. Here, we show the case where the AT mode lottery is won within 100 games, and at t33, t34, and t35, the transition to the first AT mode occurs within 100 games, and at t36, the maximum increase of 2400 coins for the advantageous period is reached. In this case, t36 is a later game than t11 (t32 in Figure 50), when the maximum increase was reached if the payout adjustment did not function as shown in Figure 49, meaning that the advantageous period was played for a longer period of games.
[0333] <Regarding the animation when the system is forcibly terminated> In this embodiment, if the advantageous period ends due to the fulfillment of any of the forced termination conditions, a special ending sequence is generated. The process for setting up such a forced termination sequence will be explained with reference to Figure 51. Figure 51(a) is a flowchart showing the forced termination sequence setting process executed by the CPU 181 of the display control device 81, which is a sub-control device. This sequence setting process is activated, for example, at a predetermined period (2 msec period).
[0334] In step S1901, it is determined whether or not a favorable section initialization command has been received from the main control unit 101. The favorable section initialization command is a command output in the second section display processing (Figure 40) on the main control unit 101 side when the initialization process (step S1410) is executed at the end of the favorable section. This favorable section initialization command contains information about the event that triggered the end of the favorable section. If the favorable section initialization command has not been received in step S1901, it is not a forced termination timing, so this performance setting process is terminated as is. If it has been received, the process proceeds to step S1902.
[0335] In step S1902, based on the received advantageous section initialization command, it is determined whether the event that triggered the end of the current advantageous section was the fulfillment of any of the forced termination conditions. If it is not the fulfillment of any of the forced termination conditions, but rather a normal termination, i.e., 100 games have been played after the AT mode has ended, and the process has gone through steps S1411 to S1413, then it is determined that it is not a forced termination timing, and the main performance setting process ends. If it is the fulfillment of any of the forced termination conditions, the process proceeds to step S1903.
[0336] In step S1903, the forced termination condition is determined to be whether the game has ended by reaching the maximum number of games. If the game has not ended by reaching the maximum number of games, it is indicated that the game has ended by reaching the maximum number of increased coins. In this case, step S1904 is executed to determine the number of remaining games until the maximum number of games. More specifically, for example, if the number of games since the start of the advantageous period is 1350, it is determined that the number of games until the maximum number of games is 150. In the following step S1905, it is determined whether the number of games determined in step S1904 is less than a predetermined number of games, which is less than 200 games. If it is not less than 200 games, in step S1906, the first special effect is set to be displayed on the auxiliary display unit 65 and speaker 64 as the effect for this forced termination, and then this effect setting process is terminated. On the other hand, if it is determined in step S1905 that the number of games is less than 200, then in step S1907, the second special effect is set to be displayed on the auxiliary display unit 65 and speaker 64 as the effect for this forced termination, and then the main effect setting process is terminated. If it is determined in step S1903 that the game has ended because the upper limit number of games has been reached, then in step S1908, the third special effect is set to be displayed on the auxiliary display unit 65 and speaker 64 as the effect for this forced termination, and then the main effect setting process is terminated.
[0337] In this embodiment, the first special effect, the second special effect, and the third special effect are each set to have different display content on the auxiliary display unit 65 and different sound effects from the speaker 64, allowing the player to identify which special effect is being performed. Furthermore, these first, second, and third special effects are each set to have a first special effect A, a first special effect B, a second special effect A, a second special effect B, a third special effect A, and a third special effect B, and each special effect A and special effect B has different display content on the auxiliary display unit 65 and different sound effects from the speaker 64 to the extent that the player can distinguish between them.
[0338] As shown in Figure 51(b), when each special performance is performed, the selection rate for either Special Performance A or Special Performance B differs depending on the setting value set in the winning probability setting process. Specifically, when the first special performance is performed, in settings 1, 3, and 5, the first special performance A is selected with a 60% probability and the first special performance B is selected with a 40% probability. In contrast, in settings 2, 4, and 6, the first special performance A is selected with a 40% probability and the first special performance B is selected with a 60% probability. In other words, if the advantageous section ends after reaching the upper limit increase while many games (200 games or more) remain until the upper limit, a setting suggestion performance indicating whether the setting value is even or odd is performed as the first special performance.
[0339] In contrast, when the second special performance is performed, for settings 1, 3, and 5, the second special performance A is selected with a 5% probability, and the second special performance B is selected with a 95% probability. In contrast, for settings 2, 4, and 6, the second special performance A is selected with a 95% probability, and the second special performance B is selected with a 5% probability. In other words, when the advantageous period is close to the maximum number of games (less than 200 games) and the game ends after reaching the maximum increase, the second special performance is executed as a setting value suggestion that indicates whether the setting is even or odd, and it is easier to determine whether the setting is even or odd than in the case of the first special performance described above.
[0340] Furthermore, when the third special effect is performed, in settings 1-3, the third special effect A is selected with a 5% probability, and the third special effect B is selected with a 95% probability. In contrast, in settings 4-6, the third special effect A is selected with a 95% probability, and the third special effect B is selected with a 5% probability. In other words, when the advantageous period reaches the upper limit of games and ends, a setting value suggestion effect that indicates whether the setting value is high or low is performed as the third special effect.
[0341] In these setting value suggestion sequences, assuming that players play hoping to play on a machine with a high setting value, it is preferable for the player if a third special sequence is performed, which allows them to determine whether the setting value is high or low. Subsequently, it is preferable if a second special sequence is performed, which allows them to determine whether the setting value is even or odd. In other words, when these first to third special sequences are performed, the third special sequence is the one that best provides the player with the most advantageous benefit, followed by the second special sequence, which provides the most advantageous benefit.
[0342] As described in detail above, this embodiment provides the following excellent effects.
[0343] In the payout adjustment process, the net increase in tokens (payout rate) calculated by the consecutive win out counter OC and the consecutive win game count counter GC is used to set the second offset counter. The consecutive win state is determined by this second offset counter, and the probability of selecting the second AT mode in the AT type determination process and the probability of selecting the super heaven mode in the ceiling counter setting process differ depending on the consecutive win state. This eliminates situations where the net increase in tokens becomes extremely high or extremely low, making it possible to increase or decrease the amount of game tokens as designed.
[0344] In particular, during the advantageous period, if the number of coins gained or lost during the advantageous period (MY) reaches its upper limit, the game is forcibly terminated even if the number of games played during the advantageous period (AG) has not reached its upper limit. Therefore, if the net increase in coins during the advantageous period becomes too large, the advantageous period is more likely to be forcibly terminated when the number of coins gained or lost during the advantageous period (MY) reaches its upper limit, meaning the advantageous period ends without reaching its upper limit. This prevents players from enjoying the advantageous period for as long as possible. Therefore, in the above configuration, when the net increase in coins is large, it is more likely to enter a low-continue winning state, thereby suppressing the net increase in coins and allowing players to enjoy the advantageous period for a longer time.
[0345] The calculation of the net increase in tokens using the consecutive game count counter GC and the consecutive game out counter OC is performed for each game in the payout adjustment process, excluding games that result from replays during AT mode. Compared to a configuration where the net increase in tokens is calculated only for the games in which it is desired, this configuration standardizes the processing load for each game and optimizes processing through the distribution of the processing load.
[0346] In particular, by excluding information about the game resulting from the replay from the calculation of the net increase in tokens, it is possible to avoid the dilution (decrease) of the net increase in tokens due to a large number of wins in the replay result by chance. This allows for a proper understanding of the actual token increase / decrease rate (payout rate), and enables feedback control by setting the winning streak state using that actual token increase / decrease rate.
[0347] In this case, the starting game of the AT mode, which begins updating the consecutive game count counter GC and the consecutive game out counter OC, and calculating the net increase in coins, is a game resulting from a replay, such as a normal replay B or a normal replay C. In other words, in the game in which these counters are updated and the net increase in coins is calculated, only the processing to start the update and calculation (setting the AT mode flag) is performed, and the update and calculation actually begin from the next game. This makes it possible to eliminate the localized increase in processing load through the distribution of processing.
[0348] Furthermore, the main result that leads to winning the AT mode transition lottery (the result that often triggers the transition) is the result of replaying, such as Chance Eye A to Chance Eye C or Cherry A to Cherry C. Therefore, when the above-mentioned consecutive game counter GC and consecutive out counter OC are being updated and the net increase in coins is being calculated, the game that wins the AT mode transition lottery again is highly likely to be one of these games resulting from replaying. In other words, information about the game that wins the AT mode transition again is not taken into consideration when updating the above-mentioned counters or calculating the net increase in coins. By doing this, it is possible to avoid forcing players to miss game results that trigger the AT mode transition lottery in order to lower the net increase in coins, and instead allow players to concentrate on the game in which the AT mode transition lottery is held (allowing them to enjoy the game without considering the net increase in coins).
[0349] Furthermore, although the consecutive win game counter GC does not include information about the game that results in a replay, it has an advantageous section game count AG that does include information about the game that results in a replay. Therefore, by using them appropriately depending on whether you want to manage information about the game that results in a replay or not, it becomes possible to manage payouts and other aspects effectively.
[0350] The consecutive game count counter GC and the consecutive game out counter OC are configured to be updated only after the section indicator starts displaying in the advantageous section, and updates are performed during situations where a substantial increase in medals can be expected (AT mode). In this way, updates are not started in situations where there is no substantial increase in medals, making it possible to efficiently identify events where the net increase in medals is large and the medal increase rate exceeds the design value.
[0351] In contrast, once the update of the consecutive game count counter GC and the consecutive game out counter OC begins, the system is configured to continue updating as long as it is within the advantageous section, even outside of AT mode. Here, after AT mode ends, the advantageous section is maintained for 100 games, so if Heaven mode is selected as the ceiling mode, or if the AT mode transition lottery is won within those 100 games even if Normal mode is selected, AT mode will continue within the same advantageous section without crossing into the Normal section. With this configuration, as described above, by configuring the system to continue updating even after AT mode as long as it is within the advantageous section, it becomes possible to suitably calculate the net increase in coins during a single advantageous section (during consecutive wins).
[0352] The consecutive win state table reflects not only the value of the second offset counter but also the value of the first offset counter, which is mainly determined by the consecutive win game count counter GC. In other words, the system is configured to set the consecutive win state by taking into account not only the net increase in tokens but also the number of games used to calculate that net increase. This makes it possible to set the consecutive win state based on the net increase in tokens, while taking into account events such as when a game result with a large payout happens to occur consecutively in a small number of games, resulting in a large net increase in tokens.
[0353] The system is configured to centrally manage the winning streak status, determined by the winning streak game count counter GC and the winning streak out counter OC, as a process for adjusting payouts. This winning streak status information is then used in multiple payout performance adjustment processes with different conditions, such as the AT type determination process and the ceiling counter setting process. By doing so, the system simplifies the processing configuration and reduces the processing load through the sharing of processing results, such as the centralized management of the winning streak status.
[0354] In particular, the AT type determination process and the ceiling counter setting process, which are processes for adjusting the payout performance, are designed so that there is no difference in settings (difference in setting values set by the winning probability setting process) for the AT type determination process, whereas the ceiling counter setting process is designed to have a difference in settings. However, the continuous win state, which is centrally managed, is designed to have no difference in settings. In this way, it becomes possible to adjust the payout performance, which differs in whether or not there is a difference in settings, while centrally managing information on the continuous win state, thereby increasing the usefulness of the continuous win state information.
[0355] The adjustment processes for each payout performance, which share information on consecutive win states, are performed at the start of AT mode and at the end of AT mode, respectively, in different games, and before and after the increase in medals that occurs, such as in AT mode. In these adjustment processes for each payout performance, the information on consecutive win states is centrally managed and shared, and this information on consecutive win states is updated every game, so that the latest information can be used to adjust the payout performance in any of the adjustment processes.
[0356] After entering the advantageous period, the advantageous period continues for 100 games even if the AT mode is not won, and the advantageous period also continues for 100 games after the AT mode ends. In this way, instead of managing payout rate information on an AT mode basis, it becomes possible to suitably manage payout rate information when the AT mode is triggered consecutively.
[0357] Furthermore, by utilizing a configuration where the advantageous period continues for 100 games after the end of AT mode, that is, a configuration where the advantageous period ends if AT mode is not won again within 100 games, the ceiling counter setting process is made more likely to select a number of games greater than 100 when the condition for forced termination of the advantageous period is about to be met. As a result, when the condition for forced termination of the advantageous period is about to be met, the advantageous period is more likely to end before it is forcibly terminated. This makes it possible to prevent a decrease in player interest in the game caused by a forced termination.
[0358] In this case, even if the advantageous period ends before the forced termination condition is met as described above, the system is configured to conduct a lottery for transitioning to the advantageous period using all game results except for losses in each game. Furthermore, it is set up so that there will be no instances of not winning the lottery for transitioning to the advantageous period. Therefore, basically, after the advantageous period ends, the system immediately transitions to a new advantageous period. In this case, the advantageous period game count AG, etc., is reset from the state where the forced termination condition is about to be met as described above, and the system transitions again as a brand new advantageous period. In this way, in a configuration with an advantageous period that has a forced termination condition such as an upper limit on the number of games, by reducing the number of situations in which the system is forcibly terminated due to the upper limit on the number of games, etc., it is possible to make players less aware of the upper limit on the number of games in that advantageous period, and to fully enjoy other aspects of gameplay (such as whether or not there is a transition to AT mode or whether or not there are consecutive wins).
[0359] Furthermore, as described above, once the advantageous period ends, the consecutive win game counter GC and the consecutive win out counter OC are also reset, and each offset counter returns to its initial value. When a transition to AT mode occurs in the newly transitioned advantageous period, the consecutive win state is set to a high consecutive win state. This makes it possible to realize a gameplay cycle in which, if AT mode has achieved a consecutive win close to the upper limit in the advantageous period, the advantageous period is set to a low consecutive win state and ends, then immediately transitions back to the advantageous period, is reset to a high consecutive win state, and the AT mode consecutive wins can start again.
[0360] In this case, the beginning of the advantageous period is more likely to be set to a high-winning streak state, and the end of the advantageous period is more likely to be set to a low-winning streak state. Therefore, as described above, when advantageous periods are consecutive, the end of the first advantageous period is more likely to be set to a low-winning streak state, and the beginning of the second advantageous period is more likely to be set to a high-winning streak state. In other words, when advantageous periods are consecutive, a set of situations where the game is likely to be set to a low-winning streak state and a situation where it is likely to be set to a high-winning streak state can continue across the advantageous period. To put it another way, a situation where the game is likely to be set to a high-winning streak state does not continue for a long time across the advantageous period. By doing this, situations with high and low payout rates are created within a single advantageous period, preventing the payout rate from becoming too high within the advantageous period, while increasing the enjoyment of the game by creating fluctuations in the payout rate, and furthermore, this effect can be expected to continue even when the advantageous period is crossed.
[0361] <Example 1> This section explains a modified version of the winning streak status table.
[0362] In the consecutive win state table in Figure 52, in addition to each offset counter, a setting value is set as a parameter for the consecutive win state. That is, for example, in a situation where the first offset counter is 0 and the consecutive win game count counter GC is 100 or less, and the second offset counter is 1, and the net increase in coins calculated by the consecutive win game count counter GC and the consecutive win out counter OC is 2 or more but less than 3, in the first embodiment described above, the system was uniformly set to a high consecutive win state. However, in Figure 52, settings 1, 3, and 5 are set to a high consecutive win state, and settings 2, 4, and 6 are set to a medium consecutive win state. Also, in a situation where the first offset counter is 0 and the consecutive win game count counter GC is 100 or less, and the second offset counter is 2, and the net increase in coins calculated by the consecutive win game count counter GC and the consecutive win out counter OC is 3 or more, settings 1, 2, 3, 4, and 6 are set to a medium consecutive win state, and setting 5 is set to a high consecutive win state.
[0363] Furthermore, in a situation where the first offset counter is 2 and the consecutive win game counter GC is between 201 and 500, if the second offset counter is 1 and the net increase in coins calculated by the consecutive win game counter GC and the consecutive win out counter OC is 2 or more but less than 3, then settings 1, 2, 4, and 6 are set to a low consecutive win state, setting 3 is set to a medium consecutive win state, and setting 5 is set to a high consecutive win state.
[0364] In this way, by making the continuous win state itself, which is a common parameter used to adjust the payout rate of AT mode, such as the ceiling counter setting process and the AT type determination process, different values can be created depending on the setting. For example, it becomes possible to create setting differences in a single table for the ceiling counter (ceiling mode) set by the ceiling counter setting process and the type of AT mode determined by the AT type determination process. In this case, the tables can be simplified as it becomes unnecessary to create setting differences in the ceiling counter table and the AT type table. Furthermore, when using a ceiling counter table with setting differences as in the first embodiment described above, it becomes possible to make the setting differences more prominent and complex by creating superimposed differences in the setting values when setting the ceiling counter.
[0365] Incidentally, in Figure 52 above, when the first offset counter is 3 and the consecutive win game counter GC is 501 or more, or when the first offset counter is 4 and the advantageous period is near its upper limit, no difference is made due to the setting value. These situations, in particular, have a significant impact on the number of games in the playable advantageous period, and by doing so, it becomes possible to optimize gameplay in the advantageous period regardless of the setting value.
[0366] In the consecutive win state table in Figure 53, the consecutive win state set when the first offset counter is 4 and the advantageous period is near its upper limit differs from that of the first embodiment described above. That is, in Figure 53, when the first offset counter is 4 and the advantageous period is near its upper limit, the high consecutive win state is set regardless of the value of the second offset counter. In this way, when the advantageous period is near its upper limit, the Super Heaven Mode is more likely to be set as the ceiling mode, and the 2nd AT Mode is more likely to be set as the AT type, thereby increasing the rate of medal increase.
[0367] Therefore, when either the maximum number of games or the maximum increase in games is about to be met, the condition for meeting the maximum increase in games is more likely to be met first. In this way, by making it more difficult to reach the maximum number of games, the rarity of the second and third special announcements is increased, and through increased attention, it is possible to raise expectations for reaching the maximum number of games.
[0368] In Figure 53, the consecutive win state, depending on the payout rate (value of the second offset counter), differs depending on whether the consecutive win game counter GC is between 201 and 500 (the first offset counter is 2) or whether the consecutive win game counter GC is 501 or higher (the first offset counter is 3). Specifically, when the payout rate is between 166% and 200% (net increase of 2 or more coins but less than 3 coins), the game is set to a medium consecutive win state if the consecutive win game counter GC is between 201 and 500, while it is set to a low consecutive win state if the game is 501 or higher.
[0369] <Modification 2> In this modified example, the method for setting the first offset counter differs from that of the first embodiment described above. Figure 54 is a flowchart showing the payout adjustment process in this modified example.
[0370] In this modified example, the payout adjustment process differs in the part of the process that inputs the value of the consecutive game count counter GC to the first offset counter, but the other processes are the same as those in the first embodiment described above. That is, the processes in steps S2001 to S2009 are the same as the processes in steps S1601 to S1609, updating the consecutive out counter OC and the consecutive game count counter GC, calculating the net increase in tokens based on these counters, and then setting the second offset counter.
[0371] Furthermore, the processing in steps S2010 to S2012 is the same as that in steps S1610 to S1612, and if the situation is close to the forced termination condition of the advantageous section, 4 is entered into the first offset counter. If a negative determination is made in step S2011, the first offset counter is set in steps S2013 to S2021 based on the value of the consecutive game count counter GC.
[0372] In other words, in step S2013, it is determined whether the consecutive game count counter GC is greater than 500, which is the first predetermined number. If it is greater than 500, the process of inputting 3 into the first offset counter is executed in step S2014, and then the main payout adjustment process is terminated. Note that the processes in steps S2013 and S2014 are the same as the processes in steps S1613 and S1614.
[0373] If it is determined in step S2013 that the value is 500 or less, in step S2015 it is determined whether the consecutive game count counter GC is greater than the second predetermined number of 200. If it is greater than 200, the process proceeds to step S2016. In this modified example, in step S2016, a process is performed to determine the value to be entered into the first offset counter by lottery. More specifically, a lottery is performed to enter 1 into the first offset counter. Then, in step S2017 the lottery result is determined, and if it is determined to be a win, 1 is entered into the first offset counter in step S2020. If it is determined not to be a win, the process of entering 2 into the first offset counter is performed in step S2018, and then this payout adjustment process is terminated.
[0374] If it is determined in step S2015 that the value is 200 or less, then in step S2019, it is determined whether the consecutive win game counter GC is greater than 100. If it is greater, 1 is entered into the first offset counter in step S2020. If it is 100 or less, 0 is entered into the first offset counter in step S2021, and then the main payout adjustment process is terminated.
[0375] In this case, when the consecutive win game counter GC is between 201 and 500, the first offset counter may or may not receive a value of 1. This introduces randomness into which consecutive win state is set. In other words, the consecutive win game counter GC and the consecutive win out counter OC are updated based on the results of the game, and by tracing the results of the game, the player can determine the current values of the consecutive win game counter GC and the consecutive win out counter OC. Thus, in a configuration where each offset counter or consecutive win state is uniquely determined from these consecutive win game counters GC and consecutive win out counter OC, as in the first embodiment described above, it can be said that the player can play while identifying the current consecutive win state. However, as in this modified example, by making it possible to determine the consecutive win state from the consecutive win game counter GC and the consecutive win out counter OC in some cases, it becomes possible to allow players to enjoy the game while predicting the consecutive win state, which significantly improves the gameplay experience.
[0376] Incidentally, the probability of winning the lottery in step S2016 is arbitrary, but in this modified example, for example, it is set to have a 30% chance of winning. Furthermore, the probability of winning in the lottery process of step S2016 may be configured to differ depending on the setting value, for example, setting 6 may have the highest probability of winning, and the probability of winning may decrease as the setting value decreases.
[0377] Furthermore, while the configuration is such that 1 or 2 is input to the first offset counter when the consecutive game count counter GC is between 201 and 500, it is also possible to configure it so that other values (0, 4) can be input. Moreover, the number of games for which the value input to the first offset counter is random is not limited to the above, and it may also be when the consecutive game count counter GC is 501 or more, or when it is between 0 and 200.
[0378] <Variation 3> In this modified example, the information (parameters) used for inputting each offset counter differs from that of the first embodiment. Specifically, in the first embodiment, the first offset counter basically inputs a value based on the information of the consecutive game count counter GC, and the second offset counter inputs a value based on the net number of coins calculated by the consecutive game count counter GC and the consecutive out counter OC. In this modified example, the first offset counter inputs a value based on the information of the advantageous section game count AG, and the second offset counter inputs a value based on the net increase in coins calculated by the advantageous section game count AG and the advantageous section increase / decrease coin count MY.
[0379] Figure 55 is a flowchart showing the process for adjusting the number of balls dispensed in this modified example.
[0380] In steps S2101 and S2102, similar to the processing in steps S1601 and S1602 above, it is determined whether it is time to calculate the net increase in payouts for adjustment and to change the values of each offset counter. Specifically, in step S2101, it is determined whether the 8th display segment N8, which serves as the section indicator, is currently displayed, and in step S2102, it is determined whether the result of the current game is a re-play win or not. If the section indicator is currently displayed and it is not a re-play win, the process proceeds to step S2103.
[0381] Steps S2103 to S2107 perform input processing for the second offset counter based on the net increase in coins in this modified example. Specifically, in step S2103, it is determined whether the increase / decrease in coins in the advantageous section MY is 3 times or more the number of games in the advantageous section AG. This process determines whether the net increase in coins calculated from the increase / decrease in coins in the advantageous section MY and the number of games in the advantageous section AG is 3 or more (whether the payout rate is 200% or more). If the net increase in coins is 3 or more, step S2104 is executed to input 2 into the second offset counter.
[0382] If a negative result is obtained in step S2103, step S2105 determines whether the increase / decrease in the advantageous period MY is twice or more the number of games in the advantageous period AG. This process determines whether the net increase in coins calculated from the increase / decrease in the advantageous period MY and the number of games in the advantageous period AG is 2 or more (whether the payout rate is 166% or more). If the net increase in coins is 2 or more, step S2106 is executed to input 1 to the second offset counter.
[0383] Then, if a negative result is obtained in step S2105, the process of inputting 0 into the second offset counter is executed in step S2107.
[0384] As already explained, the Advantageous Section Increase / Decrease in Coins MY represents the increase in coins after the number of coins paid out exceeds the number of bets after the transition to the Advantageous Section, while the Consecutive Win Out Counter OC represents the number of coins paid out since the section indicator started displaying. For example, an increase in medals that occurs independently of AT mode is included in the Advantageous Section Increase / Decrease in Coins MY, but not in the Consecutive Win Out Counter OC. Also, the Advantageous Section Game Count AG represents the number of games after the transition to the Advantageous Section, while the Consecutive Win Game Count Counter GC represents the number of games since the section indicator started displaying, excluding games that resulted in a re-play win. Therefore, the Advantageous Section Game Count AG is generally a larger value than the Consecutive Win Game Count Counter GC. In this case, the net increase in coins per game calculated by the Consecutive Win Out Counter OC and the Consecutive Win Game Count Counter GC will be a different number from the net increase in coins per game calculated by the Advantageous Section Increase / Decrease in Coins MY and the Advantageous Section Game Count AG, and the former is likely to be a larger number than the latter. In other words, as in this modified example, when the value of the second offset counter is input using the number of coins increased or decreased in the advantageous period MY and the number of games in the advantageous period AG, a smaller value is more likely to be input than in the first embodiment described above (making it easier to set to a high-winning-consecutive-win state).
[0385] After executing any of steps S2104, S2106, or S2107, the process proceeds to step S2108. Steps S2108 to S2110 are the same as steps S1610 to S1612, and if the situation is close to the forced termination condition of the advantageous period, 4 is entered into the first offset counter.
[0386] If a negative result is obtained in step S2109, the process proceeds to step S2111. In step S2111, it is determined whether the number of games in the advantageous section AG is greater than 500, which is the first predetermined number, rather than the number of consecutive games counter GC. If a positive result is obtained in step S2111, the process of inputting 3 into the first offset counter is executed in step S2112, and then the main payout adjustment process is terminated. If a negative result is obtained in step S2111, it is determined in step S2113 whether the number of games in the advantageous section AG is greater than 200, which is the second predetermined number. If it is greater than 200, the process of inputting 2 into the first offset counter is executed in step S2114, and then the main payout adjustment process is terminated. If a negative result is determined in step S2113, step S2115 determines whether the number of games in the advantageous section AG is greater than 100, which is the third predetermined number. If it is greater than 100, 1 is entered into the first offset counter in step S2116. If it is 100 or less, 0 is entered into the first offset counter in step S2117, and then the main payout adjustment process is terminated.
[0387] The number of games in the advantageous section AG tends to be a larger value than the number of consecutive wins counter GC. With the above configuration, a larger value is more likely to be input to the first offset counter than in the first embodiment (making it easier to set to a low consecutive win state).
[0388] As described above, by using the number of games in the advantageous period AG and the number of coins added or removed in the advantageous period MY as the information used to set the winning streak state, it becomes unnecessary to separately store or measure the winning streak game counter GC and the winning streak out counter OC, thereby simplifying the processing configuration.
[0389] Furthermore, by calculating the net increase in coins including games that resulted in a re-spin win, such as the advantageous section game count AG, and by setting the value of the first offset counter, the relationship with the actual number of games played becomes clearer, making it easier to maintain consistency. Also, if a state is created where the probability of winning a re-spin may differ, such as the RT state, it becomes possible to set the consecutive win state according to that state. Therefore, the consecutive win state can be set in more detail to match the actual gameplay.
[0390] <Modification 4> In this modified example, the timing of setting the continuous win state (input to each offset counter) is different. Figure 56 is a flowchart showing the payout adjustment process in this modified example.
[0391] In this modified version, steps S2201 to S2204 perform the same update processing as steps S1601 to S1604 above for the consecutive win out counter OC and the consecutive win game count counter GC. However, in this modified version, after updating the consecutive win out counter OC and the consecutive win game count counter GC, the payout adjustment processing is terminated without performing the input processing for each offset counter (steps S1605 to S1618). Therefore, in the second section display processing that is activated at the end of each game, only the consecutive win out counter OC and the consecutive win game count counter GC are updated, and the calculation of the net increase in coins based on these counters is not performed.
[0392] In contrast, in the AT type determination process (Figure 57) and ceiling counter setting process (Figure 58) in this modified example, when each process is started, the first step is to input each offset counter (steps S1605 to S1618) (steps S2301 and S2401). Subsequently, the AT mode type and ceiling counter (ceiling mode) are set based on the continuous win state defined by each offset counter input in steps S2301 and S2401.
[0393] In this way, instead of performing the calculation of the net increase in tokens every game, by configuring the system to perform the calculation only when necessary (in the above case, when transitioning to AT mode or when AT mode ends), the number of times the process is executed can be reduced, and the process can be simplified.
[0394] <Second Embodiment> In this embodiment, the system predicts a subsequent winning streak state from the current winning streak state and provides notification according to that prediction. Figure 59 is a flowchart showing the state transition notification process in this modified example. The state transition notification process is a process that is periodically activated (for example, every 2 msec) in the CPU 181 of the display control device 81.
[0395] In step S2501, it is determined whether or not an offset command has been received from the main control unit 101. A detailed explanation with diagrams is omitted, but the main control unit 101 outputs an offset command to the display control unit 81 each time it performs payout adjustment processing (each time it sets an offset counter). The offset command contains the value of the offset counter set this time, as well as information on the current consecutive win out counter OC and consecutive win game count counter GC. If no offset command has been received, the state transition notification processing ends. If an offset command has been received, the process proceeds to step S2502.
[0396] In step S2502, the system performs a process to determine the current winning streak status based on the values of each offset counter included in the received offset command. The display control device 81 also stores a table similar to the winning streak status table in the main control device 101, and it is possible to identify the winning streak status by comparing the offset counters with this table.
[0397] In the following step S2503, it is determined whether the winning streak status identified in step S2502 is a high winning streak status. If it is a high winning streak status, a lottery is held in step S2504 to determine whether or not to announce that it is a high winning streak status. Then, in step S2505, a process is executed to determine whether or not the lottery was won, and if it was won, in step S2506, the auxiliary display unit 65 and speaker 64 are controlled so that a high winning streak status announcement is made. In the high winning streak status announcement, for example, the background color of the auxiliary display unit 65 is changed to a different color than the normal color (for example, if the normal color is blue, it is changed to red), and a different sound effect is output from the speaker 64.
[0398] If a negative determination is made in step S2503 or step S2505, or after the processing in step S2506 is executed, the process proceeds to step S2507. In step S2507, processing is performed to determine the current consecutive win out counter OC and consecutive win game count counter GC based on the received offset command. Then, in step S2508, if it is determined that the machine is not in AT mode, in step S2509, it is determined whether the consecutive win out counter OC is 6 times or more the consecutive win game count counter GC, that is, whether the current payout rate is 200% or more and the net increase in tokens is 3 or more. In this case, since 2 is input to the second offset counter, the processing in step S2509 may be configured to be based on the information of the second offset counter included in the received offset command.
[0399] If the current net increase in tokens is 3 or more, the process proceeds to step S2510, where a predetermined number of games (30 games) is added to the current continuous game counter GC, and the expected increase / decrease in tokens when the predetermined number of games are played in non-AT mode is added to the current continuous game out counter OC. The process then determines whether the net increase in tokens will be less than 3. That is, a value obtained by multiplying the current continuous game out counter OC by a predetermined number and the expected net increase in tokens in non-AT mode (minus approximately 2.10 tokens) is added, and the process determines whether this value is less than 6 times the value obtained by adding a predetermined number to the continuous game counter GC. This process determines whether the value input to the second offset counter can change from 2 to 1 or 0 if a predetermined number of games are played in non-AT mode, excluding games that result in a re-play win. If the value input to the second offset counter can decrease, in step S2511, the auxiliary display unit 65 and speaker 64 are controlled so that the first state transition notification is given, and then the state transition notification process is terminated.
[0400] The first state transition notification, for example as shown in Figure 60(a), displays a message on the auxiliary display unit 65 such as "State UP in 30 more games!?", suggesting that if a transition to AT mode does not occur for a predetermined number of 30 games, there is a possibility that the continuous win state will transition to the high continuous win state. In other words, this first state transition notification suggests that the likelihood of selecting a favorable AT mode type in the AT type determination process performed when transitioning to AT mode is increased.
[0401] Thus, in the advantageous period, when the player is not in AT mode and the number of tokens they possess may decrease, they would normally play expecting an early transition to AT mode. However, by providing the first state transition notification as described above, it becomes possible to make the player expect a later transition to AT mode, that is, to expect the transition to AT mode to occur after the announced number of games have been played.
[0402] If, in step S2509, it is determined that the current net increase in tokens is not 3 or more, then in step S2512, it is determined whether the current consecutive win out counter OC is 5 times or more the consecutive win game count counter GC, that is, whether the current payout rate is 166% or more but less than 200% and the net increase in tokens is 2 or more but less than 3. In this case, since 1 is input to the second offset counter, the processing in step S2512 may be configured to be based on the information of the second offset counter included in the received offset command.
[0403] If the current net increase in tokens is 2 or more but less than 3, the process proceeds to step S2513, where a predetermined number of games (30 games) is added to the current consecutive game counter GC, and the expected increase / decrease in tokens when the predetermined number of games are played in non-AT mode is added to the current consecutive game out counter OC. The process then determines whether the net increase in tokens is less than 2. In other words, a value obtained by multiplying the current consecutive game out counter OC by a predetermined number and the expected net increase in tokens in non-AT mode (minus approximately 2.10 tokens) is added, and the process determines whether this value is less than 5 times the value obtained by adding a predetermined number to the consecutive game counter GC. This process corresponds to the process in step S2510 above, and determines whether the value input to the second offset counter can change from 1 to 0 if a predetermined number of games are played in non-AT mode, excluding games that result in a re-play win from the current games. If the value input to the second offset counter decreases, in step S2511, the auxiliary display unit 65 and speaker 64 are controlled so that the first state transition notification is given, and then the state transition notification process is terminated.
[0404] If a negative determination is made in any of steps S2510, S2512, or S2513, the state transition notification process is terminated. Once the first state transition notification has started, it is preferable that the first state transition notification continues until an AT mode transition occurs or until a predetermined number of games have been played without an AT mode transition. In this case, the first state transition notification that is being continued should be updated with each game so that the number of remaining games displayed decreases in accordance with the progress of the game. If an AT mode transition occurs, the first state transition notification is terminated, and if a predetermined number of games have been played without an AT mode transition, it is preferable to notify that the value of the second offset counter may have changed. It is also possible to configure the system to notify that the value of the second offset counter has changed (success notification), or to not notify if it has not changed, or to notify differently (failure notification). Alternatively, in step S2511, a lottery may be held to determine whether or not to perform the first state transition notification, and if the lottery is won, the first state transition notification may be performed. Furthermore, the trigger for starting the first state transition notification may be, for example, when a predetermined game result is achieved, when the number of games after the end of AT mode reaches a predetermined number, when a change in the continuous win state occurs, or when the value of each offset counter changes.
[0405] If it is determined in step S2508 that the game is in AT mode, the process proceeds to step S2514. In step S2514, it is determined whether the consecutive win out counter OC is less than 6 times the consecutive win game count counter GC, that is, whether the current payout rate is less than 200% and the net increase in tokens is less than 3. If the net increase in tokens is less than 3, in step S2515, it is determined whether the consecutive win out counter OC is less than 5 times the consecutive win game count counter GC, that is, whether the current payout rate is less than 166% and the net increase in tokens is less than 2. Note that these processes may also be determined based on the information from the second offset counter.
[0406] If the current net increase in coins is less than 2 in step S2515, the process proceeds to step S2516 to determine whether the net increase in coins will be 2 or more when a predetermined number (40 coins) is added to the current continuous win out counter OC. That is, it is determined whether the value obtained by adding the predetermined number to the current continuous win out counter OC is 5 times or more the value obtained by adding the average number of games required for a predetermined number of coins to be paid out (40 coins ÷ approximately 8 coins, which is the average net increase in coins in AT mode = 5 games) to the continuous win game counter GC. This process determines whether the value input to the second offset counter can change from 0 to 1 or 2 when a predetermined number of coins is paid out according to the push order notification in the current AT mode. If the value input to the second offset counter can increase, in step S2517, the auxiliary display unit 65 and speaker 64 are controlled so that the second state transition notification is performed, and then the state transition notification process is terminated.
[0407] The second state transition notification, for example as shown in Figure 60(b), displays a message on the auxiliary display unit 65 such as "State DOWN after getting 40 coins!?", suggesting that the continuous win state may shift to a low continuous win state when a predetermined number of 40 coins are dispensed. In other words, the second state transition notification suggests that an unfavorable ceiling mode may be selected during the ceiling counter setting process at the end of AT mode.
[0408] Thus, in the advantageous period, when the player is in AT mode and the number of medals held can increase, the player would normally play with the expectation of acquiring as many medals as possible. In particular, in an AT mode like this embodiment where an upper limit on the number of medals that can be paid out is set, the player would play with the expectation of reaching the upper limit in the fewest number of games. However, by providing the second state transition notification as described above, it becomes possible to make the player expect that medal payouts will be kept to a minimum in AT mode, that is, that the announced number of medals will be paid out in the largest possible number of games.
[0409] Incidentally, as already explained, if stop switches 42-44 are operated according to the push-order notification given when a push-order bell is won, a win of small role 1 to small role 6 will occur, resulting in a payout of 13 medals. On the other hand, if stop switches 42-44 are operated in a different order than the push-order notification, a win of small role 9 to small role 32, resulting in a payout of 1 medal, may occur, or a miss may occur, resulting in no medal payout. Therefore, in order to prevent the continuous win state from shifting to the low continuous win state when the second state transition notification is given as described above, it is conceivable to operate stop switches 42-44 in a different order than the push-order notification in AT mode. In the above case, the operation order of stop switches 42-44 that results in a win of small role 9 to small role 32 may be announced as a push-order notification effect on the auxiliary display unit 65. In this case, the button press order notification on the instruction monitor 68 (notification of the operation order corresponding to winning small prize 1 to small prize 6) and the button press order notification display on the auxiliary display unit 65 (notification of the operation order corresponding to winning small prize 9 to small prize 32) will be different.
[0410] If the current net increase in tokens at step S2515 is 2 or more but less than 3, the process proceeds to step S2518 to determine whether the net increase in tokens will be 3 or more when a predetermined number (40 tokens) is added to the current continuous win out counter OC. That is, it is determined whether the value obtained by adding the predetermined number to the current continuous win out counter OC is 6 times or more the value obtained by adding the average number of games required for a predetermined number of tokens to be paid out (40 tokens ÷ approximately 8 tokens, which is the average net increase in tokens in AT mode = 5 games) to the continuous win game counter GC. This process determines whether the value input to the second offset counter can change from 1 to 2 when a predetermined number of tokens is paid out according to the push order notification in the current AT mode. If the value input to the second offset counter can increase, in step S2517, the auxiliary display unit 65 and speaker 64 are controlled so that the second state transition notification is performed, and then the state transition notification process is terminated.
[0411] If a negative determination is made in any of steps S2514, S2516, or S2518, the state transition notification process is terminated. Once the second state transition notification is started, it is preferable that the second state transition notification continues until the AT mode ends or until a predetermined number of coins are dispensed before the AT mode ends. In this case, the second state transition notification that is continued should be updated so that the display of the remaining number of coins to be dispensed decreases according to the number of coins dispensed each time a coin is dispensed. When the AT mode ends, the second state transition notification is terminated, and if a predetermined number of coins are dispensed before the AT mode ends, it is preferable to notify that the value of the second offset counter may have changed. Alternatively, the system may be configured to notify that the value of the second offset counter has changed (in this case, it is a failure notification, the opposite of the first state transition notification described above), or it may be configured not to notify if there is no change, or to notify a different type of notification (success notification). Alternatively, in step S2517, a lottery may be held to determine whether or not to perform the seco...
Claims
[Claim 1] Multiple orbital bodies with multiple types of patterns applied in the circumferential direction, Each of the aforementioned circular bodies is provided with a display unit that makes some of the patterns visible, A starting operation means that, when operated, initiates the rotation of each of the aforementioned circulating bodies, A lottery means that, based on the operation of the aforementioned starting operation means, conducts a lottery to determine whether or not to grant a prize to the player, A stop operation means that stops the rotation of each of the aforementioned circular bodies when operated, A drive control means that starts the rotation of each of the circulating bodies when the start operation means is operated, and stops the rotation of each of the circulating bodies when the stop operation means is operated, A granting means capable of granting a predetermined number of game media as a reward corresponding to the predetermined result when the lottery result in the lottery means is a predetermined result, A gaming machine equipped with, The lottery results by the lottery means include a first result in which a prize can be won by operating the stop operation means in a first operating manner, and a second result in which a prize can be won by operating the stop operation means in a second operating manner different from the first operating manner. The system includes a mode notification execution means capable of executing mode notification regarding operation modes including the first operation mode and the second operation mode using a predetermined notification means, A special state is set that allows transition to a specific state in which the mode notification execution means can perform the mode notification, In the aforementioned special state, the system is equipped with means capable of performing a specific determination to transition to the aforementioned specific state. The state in the aforementioned special state includes a first state in which the result of the specific determination is likely to result in a transition to the aforementioned specific state, and a second state in which the result of the specific determination is less likely to result in a transition to the aforementioned specific state than the first state. The system is configured to terminate the specified state and the special state when the first termination condition is met. The system is configured such that when the second termination condition is met, the specified state is terminated, while the special state is not terminated. If the specified state is terminated by the first termination condition, the system is configured to be set as the first state in the next special state. If the specified state is terminated by the second termination condition, the system is configured to allow setting the state after the specified state as the second state. The system is configured such that the specified state and the special state are terminated by the first termination condition, and the special state is not terminated in the first state set in the next special state. The system includes means capable of performing a transition determination to transition to the aforementioned special state, The aforementioned transition determination is characterized in that the number of cases in which it is determined that the transition conditions for transitioning to the special state are met is greater than the number of cases in which it is determined that the transition conditions are not met.