Gaming machine

The gaming machine addresses the lack of innovation in gaming machines by allowing player-controlled reel stopping and dynamic performance displays, enhancing engagement and experience.

JP7878534B2Active Publication Date: 2026-06-23SANYO BUSSAN KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SANYO BUSSAN KK
Filing Date
2025-09-11
Publication Date
2026-06-23

AI Technical Summary

Technical Problem

Existing gaming machines lack innovative features to enhance player engagement and improve the overall gaming experience.

Method used

A gaming machine equipped with multiple revolving bodies, a driving mechanism, variable display means, and a system that allows players to control the stopping of reels based on lottery results, accompanied by performance displays and special effects that vary based on the visibility of an opening/closing member.

Benefits of technology

Enhances player engagement through dynamic reel stopping and performance displays, improving the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine for enhancing performance properties.SOLUTION: A game machine includes variable display means capable of executing a variation display of identification information corresponding to a result of a winning / losing drawing regarding whether privilege is granted. The game machine is configured such that a specific privilege can be won when a mode derivable in a variation display of identification information on the basis of a winning / losing drawing is determined and at least a specific mode can be derived in a variation display of identification information, and a privilege game progress value in which the remaining amount is changed following progress of a game is set in a privilege state in which a specific privilege is granted. The game machine is configured so as to be capable of executing a pseudo game for permitting behavior differing from a variation display for identification information when at least a privilege game progress value is granted or a privilege game progress value is retained, and is configured so as to be capable of dividing the untaught amount of privilege game progress value in which retention is not taught into plural parts and teaching or suggesting it by a pseudo game.SELECTED DRAWING: Figure 1
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Description

Technical Field

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

Background Art

[0002] As one type of gaming machine, there is a reel-type gaming machine, for example, a slot machine. The slot machine includes a plurality of reels with a plurality of symbols attached thereto. When a player inserts medals and operates the start lever, each reel starts to rotate. After each reel starts to rotate, by operating the stop switch or when a predetermined time elapses, each reel stops sequentially. Further, in the slot machine, a lottery is conducted on the condition that a prescribed number of medals are inserted and the start lever is operated. When winning a predetermined privilege (granting of a prescribed number of medals or occurrence of a special gaming state advantageous to the player) based on the lottery, the privilege is granted on the condition that the symbol associated with the predetermined privilege is stopped on a preset effective line (for example, see Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In addition, as an effect of the gaming machine, something novel is always required.

[0005] The present invention has been made to solve the above-exemplified problems and the object thereof is to provide a gaming machine capable of improving the effect.

Means for Solving the Problems

[0006] The gaming machine according to claim 1 is Multiple Several types of identification information It comprises a plurality of revolving bodies with a bearing attached, and a driving means for driving the revolving bodies. Variable display means, and A starting operation means that can be operated by the player, A start operation detection means for detecting the operation of the start operation means, A set of stop operation means is provided in multiple locations, each corresponding to one of the multiple reel bodies, and is configured to be operable by the player. A stop operation detection means for detecting the operation of the stop operation means, Starting accompanied by detection by the aforementioned starting operation detection means. Based on the fulfillment of the conditions, whether to grant an advantage to the player draw Selection control means for performing selection, and The system includes a drive control means that starts driving the revolving body based on the fulfillment of the aforementioned starting conditions, and stops driving the corresponding revolving body based on the fulfillment of a stop condition detected by the stop operation detection means, Based on the fulfillment of the aforementioned stopping conditions, at a specific location visible to the player Corresponding to the result of the lottery do Stop the identification information Making it happen Possible In a gaming machine configured as follows: A specific performance means capable of executing a specific performance including a specific operation of the revolving body, before Production display for teaching or suggesting the result of the lottery execution Possible production display means and 、 The system includes a special performance means that enables the performance display means to execute a special performance when the aforementioned specific performance is performed, The aforementioned gaming machine is equipped with an opening and closing member, The opening / closing member is configured to allow detection of when it is open. Depending on the value assigned, the configuration of the revolving body that is displayed as if it were stopped during a specific operation of the revolving body is different. When the first value is assigned, If the specific performance is performed after it has been decided to perform it, but before it is known that the opening / closing member has been opened, the specific performance is performed in the first mode. When the decision to perform the aforementioned specific performance is made, and the opening / closing member is known to be open, the aforementioned specific performance is performed in a second manner different from the first manner. If a second value different from the first value is assigned, If the specific performance is performed after it has been decided to perform it, but before it is known that the opening / closing member has been opened, the specific performance is performed in the third mode. When the decision to perform the aforementioned specific performance is made, and the opening / closing member is known to have been opened, the aforementioned specific performance is performed in a fourth mode that differs from the third mode. If, while the specific performance is being executed in the first mode, it is detected that the opening / closing member has been opened, the specific performance is executed in the second mode. The second aspect is configured to include aspects common to a predetermined aspect of the first aspect, In the second embodiment, a display is made using characters that are not displayed in the first embodiment but are displayed in the second embodiment. is characterized by

Effect of the Invention

[0009] According to the present invention, the production performance can be improved.

Brief Description of the Drawings

[0010] [Figure 1]This is a front view of a slot machine in one embodiment (first 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 is a disassembled perspective view of the left reel. [Figure 7] This is a diagram showing the unfolded state of the symbols on each reel. [Figure 8] This is a block diagram of a slot machine. [Figure 9] This flowchart shows the NMI interrupt handling process. [Figure 10] This is a flowchart showing timer interrupt handling. [Figure 11] This flowchart shows the procedures to be followed during a power outage. [Figure 12] This is a flowchart of the main process. [Figure 13] This is a flowchart of the normal process. [Figure 14] This is a flowchart showing the lottery process. [Figure 15] This is a flowchart showing the reel control process. [Figure 16] This is a flowchart showing the medal payout process. [Figure 17] This is a flowchart showing the bonus state processing. [Figure 18] This is a flowchart showing the bonus symbol determination process. [Figure 19] This is a flowchart showing the RT state processing. [Figure 20] This is a flowchart showing the guidance game setting process. [Figure 21] This is a flowchart showing the freeze game processing. [Figure 22] This is a flowchart showing the processing during a freeze in gameplay. [Figure 23] This is a flowchart showing the process for setting up the guidance and gameplay effects. [Figure 24] This is a flowchart showing the freeze effect setting process. [Figure 25] This is an explanatory diagram showing the display modes of the reel unit and the performance display device. [Figure 26] This is an explanatory diagram showing the display modes of the reel unit and the performance display device. [Figure 27] This is a flowchart showing the AT start freeze process in the second embodiment. [Figure 28] This is a flowchart showing the processing during the initial freeze. [Figure 29] This is a flowchart showing the processing during the initial freeze. [Figure 30] This is a flowchart showing the processing during the initial freeze. [Figure 31] This is a flowchart showing the process for specific AT freezes. [Figure 32] This is an explanatory diagram showing the structure of a modified example. [Modes for carrying out the invention]

[0011] (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 cabinet 11.

[0012] As shown in Figures 1 to 5, the slot machine 10 is equipped with a casing 11 that forms its outer shell. The casing 11 consists of a top plate 11a, a bottom plate 11b, a back plate 11c, a left side plate 11d, and a right side plate 11e, all formed from wooden boards. The adjacent plates 11a to 11e are fixed together by means of adhesive or other fastening, forming the overall structure into a box shape with an open front. In addition to being made of wooden panels, the plates 11a to 11e may also be made of synthetic resin panels or metal panels, or they may be formed into a single box shape from synthetic resin material or metal material. The casing 11, configured as described above, is attached to the so-called island equipment in the gaming hall by driving nails into it or the like.

[0013] A front door 12, which serves as an opening and closing member, is attached to the front side of the housing 11 so as to be openable and closable. Specifically, a pair of upper and lower support shafts 25a and 25b are provided on the left side plate 11d of the housing 11. The support shafts 25a and 25b have tapered shaft portions that protrude upward. On the other hand, the front door 12 is provided with support shaft fittings 26a and 26b, each corresponding to the support shafts 25a and 25b, and equipped with insertion holes into which the shaft portions of the support shafts 25a and 25b are inserted. Then, by positioning the support fittings 26a and 26b above the support shafts 25a and 25b and then lowering the front door 12, the shaft portions of the support shafts 25a and 25b are inserted into the insertion holes of the support fittings 26a and 26b. As a result, the front door 12 is rotatably supported on the housing 11 around an opening / closing axis extending vertically between the two support shafts 25a and 25b, and this rotation allows the front open side of the housing 11 to be opened or closed.

[0014] The front door 12 is locked in an inoperable state by a locking device located on its rear side. A key cylinder 20, which serves as the unlocking mechanism, is provided on the upper right side of the front door 12. The key cylinder 20 is integrated with the locking device, and the locked state is released by a predetermined key operation on the key cylinder 20. The locking mechanism, including the locking device, will now be described in general terms.

[0015] A locking device is provided on the back side of the front door 12, on the right end side, that is, on the opposite side of the opening axis of the front door 12. The locking device comprises a base frame that extends vertically and is fixed to the front door 12, a key cylinder 20 that extends from the top of the base frame toward the front of the front door 12, and a long interlocking rod 21 that is assembled to be movable vertically relative to the base frame. Of the locking device, only the key cylinder 20 is provided in a position that protrudes toward the front of the front door 12. The position where the key cylinder 20 is provided is the upper part of the front door 12 where the wall thickness is thin, and as a result, a short, versatile key cylinder 20 can be used. The interlocking rod 21 is moved downward by operating the key inserted into the key cylinder 20 clockwise. The interlocking rod 21 is provided with a pair of hook-shaped upper and lower hook fittings 22. When the front door 12 is closed to the housing 11, the hook fittings 22 engage with the support fitting 23 on the housing 11 side, locking it in place. The hook fittings 22 are also provided with a biasing member, such as a coil spring, that biases them toward the side that maintains the locked state. When the key is turned clockwise on the key cylinder 20, the interlocking rod 21 moves downward, and the hook fittings 22 move against the biasing force of the biasing member, releasing the engagement between the hook fittings 22 and the support fitting 23, thereby releasing the lock on the front door 12 to the housing 11.

[0016] A game panel 30 is provided near the top center of the front door 12 to inform or suggest the game status to the player. The game panel 30 has three vertically elongated display windows 31L, 31M, and 31R arranged horizontally. The display windows 31L, 31M, and 31R are made of transparent or translucent material (for example, synthetic resin, tempered glass, etc.), and the inside of the slot machine 10 can be seen through each of the display windows 31L, 31M, and 31R. Alternatively, the display windows 31L, 31M, and 31R may be combined into a single common display window.

[0017] As shown in Figure 3, the housing 11 is divided into upper and lower sections by a partition plate 40, and a reel unit 41 constituting a variable display means is attached to the upper part of the partition plate 40. The reel unit 41 comprises a left reel 42L, a middle reel 42M, and a right reel 42R, each formed as a cylindrical (annular) rotating body. Each reel 42L, 42M, and 42R is rotatably supported such that its central axis is the axis of rotation of that reel. The axes of rotation of each reel 42L, 42M, and 42R are arranged on the same axis extending in a substantially horizontal direction, and each reel 42L, 42M, and 42R corresponds one-to-one with each display window 31L, 31M, and 31R. Therefore, a portion of the surface of each reel 42L, 42M, and 42R is visible through the corresponding display windows 31L, 31M, and 31R. Furthermore, when reels 42L, 42M, and 42R rotate in the forward direction, the surfaces of reels 42L, 42M, and 42R are displayed through the respective display windows 31L, 31M, and 31R as if they were moving from top to bottom. Note that LEDs (not shown) are built into the upper and lower edges of each display window 31L, 31M, and 31R, and the LED corresponding to the reel 42L, 42M, or 42R that should be stopped illuminates as appropriate.

[0018] Each of these reels 42L, 42M, and 42R is connected to a stepping motor 61L, 61M, and 61R, respectively, which serves as the driving means. The drive of each stepping motor 61L, 61M, and 61R allows each reel 42L, 42M, and 42R to rotate individually, that is, independently. Since each of these reels 42L, 42M, and 42R has a similar configuration, the left reel 42L will be used as an example in this explanation based on Figure 6. Figure 6 is an exploded perspective view of the left reel 42L. In this embodiment, a hybrid (HB) type two-phase stepping motor employing a 1-2 phase excitation method is used as the stepping motor 61. Note that the stepping motor is not limited to hybrid or two-phase types; various stepping motors, such as four-phase or five-phase stepping motors, can be used.

[0019] The left reel 42L comprises a cylindrical frame member 50 that forms a cylindrical cage, and a strip-shaped sheet wound endlessly around its outer surface. These constitute the rotating body in this embodiment. The sheet is attached to the cylindrical frame member 50 via a pair of sealing portions formed along both sides of the long edge of the sheet to maintain its wound state. Numerous patterns serving as identification information are printed at equal intervals on the outer surface of the sheet. A boss portion 51 constituting a support shaft is formed in the center of the cylindrical frame member 50 and is attached to the drive shaft of the left reel stepping motor 61L via a disc-shaped boss reinforcing plate 52. Therefore, as the drive shaft of the left reel stepping motor 61L rotates, the cylindrical frame member 50 rotates around the drive shaft, causing the left reel 42L to revolve along the annular reel surface.

[0020] The left reel stepping motor 61L is fixed with screws 54 to the side of the motor plate 53, which is positioned upright within the reel unit 41 (Figure 3). A reel index sensor (rotation position detection sensor) 55 is installed on the motor plate 53 as a detection means at a predetermined detection position. In this embodiment, a transmissive photosensor is used as the reel index sensor 55, in which a light-emitting element 55a as a light-emitting part and a light-receiving element 55b as a light-receiving part are held at a predetermined distance apart.

[0021] Meanwhile, a boss reinforcement plate 52 integrated with the left reel 42L has a first sensor cut band 56 and a second sensor cut band 57 attached to it, extending in the radial direction. The base ends 56b and 57b of the first sensor cut band 56 and the second sensor cut band 57 are fixed with screws 58. The tip of the first sensor cut band 56 is bent at approximately a right angle, and a first projection 56a, which is the first detected part, is formed on this tip and protrudes along the rotation axis direction of the left reel 42L. Similarly, a second projection 57a, which is the second detected part, is formed on the tip of the second sensor cut band 57. The first sensor cut band 56 and the second sensor cut band 57 are aligned so that the first projection 56a and the second projection 57a, respectively, can pass between the two elements 55a and 55b of the reel index sensor 55. Then, each time the left reel 42L completes approximately half a rotation, the reel index sensor 55 detects the passage of the first protrusion 56a and the second protrusion 57a, and a detection signal is output to the main control device 131, which will be described later, each time this detection occurs. The reel index sensor 55 is configured to perform the detection periodically (at a period of 1.49 msec in this embodiment). Therefore, the main control device 131 can check and correct the rotational position (rotational angle position) of the left reel 42L approximately every half rotation based on this detection signal.

[0022] The stepping motor 61L is configured to rotate once when given a drive signal (also called an excitation signal or excitation pulse; the same applies hereinafter) of, for example, 504 pulses. In other words, the left reel 42L is rotated by an amount corresponding to the number of drive signals, such that 7 pulses of drive signal change the angle of the left reel 42L by 5°. Furthermore, the rotational position of the stepping motor 61L, that is, the rotational position of the left reel 42L, is controlled by this drive signal.

[0023] Each sheet on each reel 42L, 42M, and 42R has multiple patterns (identification information) drawn in the direction of its long side (circumferential direction), specifically 21 patterns. Therefore, it takes 24 pulses (= 504 pulses ÷ 21 patterns) to switch from one pattern to the next at a predetermined position. Then, based on the number of pulses from the moment the rotation position of the left reel 42L is detected (for example, when the starting end 56s of the first sensor cut van 56 (first protrusion 56a) is detected), it is possible to recognize which patterns are visible from the display window 31L, or to control which patterns are made visible from the display window 31L.

[0024] Of the symbols attached to each reel 42L, 42M, and 42R, the number of symbols that can be fully viewed through the display windows 31L, 31M, and 31R is limited to a predetermined number, mainly determined by the vertical length of the display windows 31L, 31M, and 31R. In this embodiment, there are three symbols on each reel. Therefore, when all reels 42L, 42M, and 42R are stopped, 3 x 3 = 9 symbols are visible to the player. Of the three symbols displayed in each display window 31L, 31M, and 31R (upper, middle, and lower), the symbol displayed at the top is also referred to as "the upper symbol on the left reel 42L, the upper symbol on the middle reel 42M, and the upper symbol on the right reel 42R," the symbol displayed in the middle is also referred to as "the middle symbol on the left reel 42L, the middle symbol on the middle reel 42M, and the middle symbol on the right reel 42R," and the symbol displayed at the bottom is also referred to as "the lower symbol on the left reel 42L, the lower symbol on the middle reel 42M, and the lower symbol on the right reel 42R."

[0025] Here, we will explain the patterns on each reel, 42L, 42M, and 42R. Figure 7 shows the pattern arrangements on the sheets wound around the left reel 42L, the middle reel 42M, and the right reel 42R. As shown in the figure, each reel, 42L, 42M, and 42R, has 21 patterns arranged in a row. The reels 42L, 42M, and 42R are numbered from 1 to 21, but these numbers are assigned for the sake of explanation and are not actually assigned to the reels 42L, 42M, and 42R. However, these numbers will be used in the following explanation.

[0026] The symbols include the "Red 7" symbol (for example, the 15th position on the left reel) which transitions to the Big Bonus Game, the "BAR" symbol (for example, the 9th position on the left reel) which transitions to the Regular Bonus Game, and the "White 7" symbol (for example, the 5th position on the left reel) which is used to transition between states during Replay Time, which will be explained in more detail later. There is also a "Replay" symbol (for example, the 1st position on the left reel) which transitions to the Replay Game (re-spin). Furthermore, there are the "Watermelon" symbol (for example, the 3rd position on the left reel), the "Bell" symbol (for example, the 2nd position on the left reel), and the "Cherry" symbol (for example, the 10th position on the left reel) which are used to pay out small wins. The number and order of each symbol differ in the sheets wrapped around each reel 42L, 42M, and 42R. In addition, the left reel 42L has blank symbols (relatively small square symbols, the 4th and 14th positions on the left reel) that are not used in the winning combinations. Furthermore, each reel 42L, 42M, and 42R of the reel unit 41 is an example of a variable display means that displays identification information in a variable manner (variable display), and constitutes the main display unit.

[0027] As shown in Figure 1, the game panel 30 has a total of five combination lines: three parallel horizontal lines and two diagonal lines, connecting the display windows 31L, 31M, and 31R. Of course, the maximum number of combination lines may be six or more, or less than five, and the maximum number of combination lines may be changed according to predetermined conditions. Corresponding to each of these combination lines, active line indicators 32, 33, and 34 are provided on the left side when viewed from the front of the display window group 31L, 31M, and 31R. The first active line indicator 32 is indicated by lighting up or the like when the central horizontal line (center line) of the combination lines is activated. The second active line indicator 33 is indicated by lighting up or the like when the upper and lower horizontal lines (upper line and lower line) of the combination lines are activated. The third active line indicator 34 is indicated by lighting up or the like when a pair of diagonal lines (downward right line and upward right line) of the combination lines are activated. Then, when the symbols stop in a predetermined combination on an activated combination line, i.e., an active line, a prize is awarded, and predetermined processes such as medal payouts or transitions to specific games are executed.

[0028] Here, we will explain the number of medals awarded (paid out) when each symbol is a winning combination. When the "Watermelon" symbol aligns on the designated active line in the order of left, middle, and right (hereinafter also referred to as "the combination of Watermelons is displayed and a win has been made"), 15 medals are awarded. When the "Bell" symbol aligns on the designated active line in the order of left, middle, and right (hereinafter also referred to as "the combination of Bells is displayed and a win has been made"), 8 medals are awarded. When the "Cherry" symbol on the left reel 42L stops on the active line (hereinafter also referred to as "the Cherry is displayed and a win has been made"), 2 medals are awarded. In other words, the "Cherry" symbols on the middle reel 42M and the right reel 42R are unrelated to the awarding of medals. Furthermore, in the case of the "cherry" symbol, medals are awarded regardless of its combination with other symbols. Therefore, if the "cherry" symbol stops at a position where multiple active lines on the left reel 42L overlap (specifically, the upper or lower row), medals will be awarded equal to the number of overlapping active lines multiplied by the "cherry" symbol. As a result, in this embodiment, 4 medals will be awarded. In this embodiment, the only active lines that can line up watermelon combinations are the upper line, the downward-right line, and the upward-right line. However, the configuration may also allow for aligning on the middle line and the lower line.

[0029] If the "Red 7" symbol aligns left, middle, and right on the designated active lines as a bonus role (hereinafter also referred to as "the combination of BB symbols stopped and was awarded"), 0 medals are awarded (no medals are awarded), and the game transitions to the Big Bonus Game. Similarly, if the "BAR" symbol aligns left, middle, and right on the designated active lines as a bonus role (hereinafter also referred to as "the combination of RB symbols stopped and was awarded"), 0 medals are awarded (no medals are awarded), and the game transitions to the Regular Bonus Game.

[0030] In this embodiment, when the "Replay" symbols line up left, middle, and right on the active lines as a replay trigger (hereinafter also referred to as "the combination of Replay symbols stopped and displayed, a win occurred"), no medals are awarded, but the next game (the display of the next change in identification information) is designated as a replay game (replay). In this embodiment, when the "White 7" symbols line up left, middle, and right on the predetermined active lines (hereinafter also referred to as "Special Replay A stopped and displayed, a win occurred"), no medals are awarded, the next game is designated as a replay game, and the game transitions to the second replay time (hereinafter also referred to as "RT2"), in which the probability of winning a replay is relatively high. Furthermore, if the combination of "White 7, Red 7, and Watermelon" stops in such a way that three of the same symbols do not line up on a designated active line (for example, combinations that result in a winning combination, such as "White 7, White 7, Watermelon" or "Watermelon, Red 7, Watermelon," and combinations that do not result in a winning combination, such as "White 7, Watermelon, Red 7") (hereinafter also referred to as "Special Replay B is displayed, a win has been achieved"), no medals will be awarded, the next game will be treated as a replay game, and the game will transition to the second replay time (RT2).

[0031] In this embodiment, if a special replay A is won, a special replay B is also won (simultaneous win), and if special replay A is not displayed, special replay B is displayed. Furthermore, if a special replay A is won, the performance display device 15, which will be described later, outputs an instruction to aim for and display special replay A, which is the corresponding role. In addition, special replay A is controlled to line up on the center line of the active lines. Special replay B that includes "white 7" (where a white 7 tenpai is not denied) is controlled to line up on the center line of the active lines, and other combinations are controlled to line up on lines other than the center line.

[0032] In addition, in the stopping control of reels 42L, 42M, and 42R, symbols that have a high number of combinations in the winning combination are given priority in stopping control (the winning combination is drawn onto the active line as much as possible). For example, in special replay B, there are 6 combinations in which "white 7", "red 7", and "watermelon" stop on the left reel (the number of combinations in which these symbols stop on the middle and right reels is the same). Here, when special replay A, which is won simultaneously with special replay B, is to be stopped, there is one more combination in which "white 7" stops on each reel than the combination in which "red 7" and "watermelon" stop on each reel corresponding to the winning combination (special replay A and special replay B). Therefore, "white 7" is given priority over "red 7" and "watermelon" to stop on the center line.

[0033] In this embodiment, even if you win Special Replay B, you may not have won Special Replay A. Also, as will be described in more detail later, in this embodiment, in games where Special Replay B is won alone and does not overlap (win simultaneously) with Special Replay A, no effects are shown to suggest or inform that you have won Special Replay B. However, it is also possible to configure it so that such effects are shown. Furthermore, the number of symbols and patterns for Special Replays A and B are not particularly limited and can be set appropriately for each machine.

[0034] In addition, if the combination "Replay-Bell-Replay" aligns on an active line (hereinafter also referred to as "Fake Replay is displayed as stopped, a win has been achieved"), no medals will be awarded, and the next game will be a replay game. Fake Replays are controlled so that if the third stop is 42R on the right reel, they will align on the upper line; if the third stop is 42M on the middle reel, they will align on the downward sloping line to the right; and if the third stop is 42L on the left reel, they will align on the lower line. In other words, first, when the left reel is stopped near the white 7, a replay symbol will stop on the top of the left reel and a white 7 in the middle of the left reel. Next, when the middle reel is stopped near the white 7, a bell symbol will stop on the top of the middle reel and a white 7 in the middle of the middle reel. Finally, when the right reel is stopped near the white 7, a replay symbol will stop on the top of the right reel and a white 7 will stop either above or below the frame of the right reel. Alternatively, for example, first, when the left reel is stopped near the white 7, a replay symbol will stop on the top of the left reel and a white 7 in the middle of the left reel. Next, when the right reel is stopped near the white 7, a replay symbol will stop on the bottom of the right reel and a white 7 in the middle of the right reel. Finally, when the middle reel is stopped near the white 7, a bell symbol will stop in the middle of the middle reel and a white 7 will stop either above or below the frame of the middle reel. Furthermore, for example, if the reels are stopped when the white 7 appears near the right reel, a replay will stop on the bottom of the right reel and a white 7 will stop in the middle of the right reel. Next, if the reels are stopped when the white 7 appears near the middle reel, a bell will stop on the bottom of the middle reel and a white 7 will stop in the middle of the middle reel. Finally, if the reels are stopped when the white 7 appears near the left reel, a replay will stop on the bottom of the left reel and a white 7 will stop either above or below the frame of the left reel. In other words, if you aim for the "white 7" on an active line, you can get it to line up on the center line, but you cannot get a "white 7 alignment" (because a fake replay is lined up in the background).Furthermore, it is possible to arrange the symbols in such a way that, at the time of the second stop, or even the first stop, it becomes clear that the white 7s have not lined up and that special replay A has not been won.

[0035] Furthermore, even if a fake replay (fake role) is won, the replay time will not be extended. Also, "first stop" refers to the first reel to stop out of the three spinning reels, "second stop" refers to the second reel to stop out of the spinning reels (when one of the three reels has stopped and two are spinning, the spinning reel stops), and "third stop (final stop)" refers to the third reel to stop out of the spinning reels (when two of the three reels have stopped and one is spinning, the last reel to stop in that spin).

[0036] In the case of any other combination of symbols, that is, if the "cherry" symbol on the left reel 42L does not stop on an active line, and the above combination of symbols does not line up on an active line, it is a "miss," and no medals or replays will be awarded.

[0037] Furthermore, in this embodiment, after the Big Bonus and the Regular Bonus, the game transitions to a First Replay Time (hereinafter also referred to as "RT1") in which the probability of winning Special Replay A (Special Replay B) is increased. In this embodiment, RT1 is set for 20 games after the Big Bonus and for 1 game after the Regular Bonus. In RT1, the probability of winning Special Replay A is set to approximately 3 / 32. Note that in modes other than RT1, Special Replay A, Special Replay B, and Fake Replay are not awarded (they may be awarded with a very low probability). Also, for example, in RT2, in the role lottery (win / loss lottery) to determine whether to win a small role, a re-spin role, or a bonus role, a small role determination table (a table showing the correspondence between random values ​​and small roles, of which multiple tables are provided according to the game state) is referenced, which was determined to correspond to a "miss" in RT0 and RT1, and is determined to correspond to a "replay".

[0038] In RT1 and RT2, if you win a Big Bonus or a Regular Bonus, you will proceed to the Normal Replay Time (hereinafter also referred to as "RT0"). Then, if you win something other than a replay win (such as a miss), you will be able to stop and display (win) the Big Bonus or Regular Bonus.

[0039] By winning a Big Bonus or a Regular Bonus, the game transitions to a bonus state (hereinafter referred to as "RT3" when explaining replay probabilities). In the bonus state, a small win determination table with no (or few) distributions corresponding to "misses" and "replays" is referenced. As a result, during the bonus, small wins will basically be displayed on the reels in every game. Note that the distribution probabilities for "watermelon" and "cherry" differ between the small win determination table for Big Bonuses and the small win determination table for Regular Bonuses (for example, in Regular Bonuses, there are overlapping wins for "watermelon" or "cherry" and "bell").

[0040] As shown in Figure 2, etc., a start lever 71 is provided on the lower left side of the game panel 30, which is operated to start the rotation of each reel 42L, 42M, and 42R (basically they start rotating simultaneously, but it is not necessarily required that they start rotating at the same time) (to start the variable display of identification information). The start lever 71 constitutes a start operation means or activation operation means that is operated to start the rotation of the reels 42L, 42M, and 42R, i.e., to start the variable display. The start lever 71 is a lever that the player pushes by hand when starting the game, and it automatically returns to its original position after the hand is released. When a medal is inserted (and reels 42L, 42M, and 42R are stopped), if this start lever 71 is operated (certain conditions are met), a draw (win / loss draw) is conducted to determine whether or not the player has won one of the aforementioned minor roles, re-spin roles, or bonus roles (benefits advantageous to the player), and at the same time, each of the reels 42L, 42M, and 42R basically starts spinning simultaneously.

[0041] To the right of the start lever 71 are button-shaped left stop switch 72, middle stop switch 73, and right stop switch 74, which are operated to individually stop each of the rotating reels 42L, 42M, and 42R. Each stop switch 72, 73, and 74 is located directly below the display windows 31L, 31M, and 31R corresponding to the reels 42L, 42M, and 42R that are to be stopped. The stop switches 72, 73, and 74 constitute a stop operation means that is operated to stop the variable display based on the rotation of the reels 42L, 42M, and 42R. Each stop switch 72, 73, and 74 becomes capable of stopping after a predetermined time has elapsed since the left reel 42L began to rotate. During this state, a lamp (not shown) lights up to indicate that the stop operation is possible, and the lamp turns off when the rotation stops.

[0042] In this embodiment, when stopping the rotating reels 42L, 42M, and 42R, even if the stop switches 72, 73, and 74 are operated at a timing when the symbols corresponding to the winning combination are shifted to a position before they pass the active line, an assist function is provided that moves (pushes in) the symbols corresponding to the winning combination to the active line if the shift is within 4 symbols. Furthermore, in a game where a bonus has been won (the flag indicating a bonus has been turned on, but the bonus has not yet been awarded), if a minor win occurs, the system is configured to preferentially stop the minor win on the active line (if it can be pulled in). However, in a state where both a bonus and a minor win have been won, it is also possible to adopt a configuration that preferentially stops the bonus on the active line.

[0043] In this embodiment, one game is defined as the period from when all the reels 42L, 42M, and 42R of the reel unit 41 have rotated until all the reels 42L, 42M, and 42R are displayed as stopped. The changing display of the symbols attached to the reels 42L, 42M, and 42R in conjunction with their rotation (hereinafter also simply referred to as "symbol changing display") corresponds to the changing display of the identification information (of the variable display means). Furthermore, stopping the first of the rotating reels 42L, 42M, and 42R is referred to as the "first stop," stopping the second is referred to as the "second stop," and stopping the third is referred to as the "third stop."

[0044] Above the front door 12 (above the display windows 31L, 31M, and 31R) are an upper lamp 13 that lights up or flashes as the game progresses, a pair of left and right speakers 14 that play various sound effects as the game progresses and inform (teach or suggest) the game status to the player, and a performance display device 15 which is composed of a liquid crystal display device and serves as a performance display means to teach or suggest various information to the player. The performance display device 15 can derive performance displays that are performed in conjunction with the changing symbols of the reel unit 41 and that inform or suggest the result of the win / loss lottery (for example, a performance with a story that starts with the rotation of reels 42L, 42M, and 42R, unfolds with the stopping display of the first and second of the rotating reels, and ends with the stopping display of the third reel, or a performance with a story that does not end with the stopping display of the third reel but is carried over to the next game and ends in the next game or later). The position and number of lighting means such as the upper lamp 13 and speakers 14 are not limited to those described. In addition, the performance display device 15 may use other displays such as EL displays or dot matrix displays.

[0045] A coin slot 75 is provided on the lower right side of the display windows 31L, 31M, and 31R for inserting coins as investment value (game value). The coin slot 75 constitutes an input means for inputting investment value. Furthermore, considering that the coin slot 75 involves the player directly inserting coins, it can also be said to constitute a direct input means for directly inputting investment value.

[0046] Coins inserted through the coin slot 75 are guided to either the storage passage 81 or the discharge passage 82 by a selector 84, which is a passage switching means located on the back of the front door 12. Specifically, the selector 84 is equipped with a coin passage switching solenoid 83, which is set to the discharge passage 82 when de-energized and switched to the storage passage 81 when energized. Coins guided to the storage passage 81 are led to a hopper device 91 housed inside the cabinet 11. On the other hand, coins guided to the discharge passage 82 are led to a coin tray 18 from a coin discharge valve 17 located on the lower front of the front door 12 and returned to the player.

[0047] As shown in Figure 3, the hopper device 91, which serves as a dispensing means for providing medals to players, consists of a storage tank 92 for storing medals and a dispensing device 93 for dispensing medals to players. The dispensing device 93 rotates a medal dispensing rotating plate (not shown) to discharge medals to an opening 94 located in the right-center part of the discharge passage 82, and then dispenses the medals to the medal receiving tray 18 via the discharge passage 82. To the right of the hopper device 91, a reserve tank 95 (see Figure 5) is provided to prevent the storage tank 92 from accumulating more than a predetermined amount of medals. Inside the storage tank 92 of the hopper device 91, there is a guide plate 96 (see Figures 3 and 5) that discharges medals from the storage tank 92 to the reserve tank 95. Therefore, if the amount of medals stored exceeds the height of the guide plate 96, those medals will be stored in the reserve tank 95.

[0048] As shown in Figure 2, a button-shaped return switch 76 is provided below the medal slot 75. The return switch 76 is pressed when medals inserted into the medal slot 75 become jammed in the selector 84. When this switch is pressed, the selector 84 is mechanically activated, and the jammed medals are returned from the medal outlet 17.

[0049] The slot machine 10 has a credit function in which, if more medals are inserted into the medal slot 75 than the number of medals that can be used (bet) to play the game, the medals inserted in excess of the usable number are stored as virtual medals up to a predetermined number (for example, up to 50 medals) (also referred to as "credited"). Furthermore, when the limit of virtual medal storage (credit) has not been reached, medals won when winning a small prize are also credited as virtual medals. In addition, if the credit limit is reached and medals are inserted into the medal slot 75, or if the credit limit is exceeded by winning a small prize, the actual medals exceeding the limit are paid out (returned) to the player. Note that if medals are inserted into the medal slot 75 while the reel unit 41 is in motion, they are not credited and are returned to the player. Alternatively, the machine may be configured to credit medals when they are inserted into the medal slot 75 during a replay state, or to return them to the player.

[0050] Lower left of the display windows 31L, 31M, and 31R, there is a button-like first credit insertion switch 77 (max bet button) for inserting the maximum number of virtual tokens credited as investment value that can be used to play the game at once (3 tokens in normal gameplay, and 2 or 1 token during bonus games if the number of active lines is reduced in bonus games (special gameplay)). In other words, when the first credit insertion switch 77 is operated while virtual tokens are stored in the normal gameplay state, 3 of the stored virtual tokens are consumed, making the game playable.

[0051] Furthermore, to the left of the first credit insertion switch 77, there are smaller button-shaped switches, a second credit insertion switch 78 and a third credit insertion switch 79. The second credit insertion switch 78 is for inserting two credited virtual tokens at once, and the third credit insertion switch 79 is for inserting one virtual token. Each of the credit insertion switches 77 to 79, together with the token slot 75, constitutes an input means for inputting investment value. Also, considering that the token slot 75 involves the player directly inserting tokens, while each of the credit insertion switches 77 to 79 only involves the insertion of virtual tokens based on stored memory, it can be said that they constitute an indirect input means for indirectly inputting investment value. In addition, if a predetermined number of medals have been bet by operating any of the first credit insertion switch 77, second credit insertion switch 78, or third credit insertion switch 79, and then a different first credit insertion switch 77, second credit insertion switch 78, or third credit insertion switch 79 is operated, the input will be overwritten, and the number of medals corresponding to the last operated first credit insertion switch 77, second credit insertion switch 78, or third credit insertion switch 79 will be bet.

[0052] The first credit insertion switch 77 has a built-in lamp (not shown) that acts as a light-emitting element to indicate that the maximum number of tokens that can be inserted per game (3 tokens) has not yet been reached. This lamp lights up when the first credit insertion switch 77 is operational to prompt the player to operate the switch 77, but turns off when there are no credited virtual tokens or when 3 tokens have already been inserted. Alternatively, the lamp could be made to blink to make the prompt to insert tokens even clearer to the player.

[0053] A button-shaped credit return switch 80 is provided to the left of the start lever 71. When the credit return switch 80 is operated while virtual tokens are credited, real tokens equivalent to the credited virtual tokens are dispensed (returned) to the player (the tokens that were bet are also returned). Alternatively, a configuration that allows switching the credit function on and off may be adopted, in which case the credit return switch 80 may also be used as the switch for switching between functions.

[0054] Below the display windows 31L, 31M, and 31R of the game panel 30 are a remaining count display unit 35 that displays the number of credited (stored) medals, a game count display unit 36 ​​that displays, for example, the remaining number of games during special game states such as big bonuses and regular bonuses, and a medal acquisition count display unit 37 that displays the number of medals acquired. These display units 35 to 37 are composed of 7-segment displays, but it is of course possible to replace them with liquid crystal displays or the like. In addition, the medal acquisition count display unit 37 basically displays the number of medals acquired for each game, but for example, during a bonus, it may be configured to display the total number of medals acquired during the bonus after the number of medals acquired for each game has been displayed.

[0055] Here, we will explain the procedure for placing medals. When the first medal is inserted into the medal slot 75 at the start of the game, the first active line indicator 32 lights up, and the corresponding center line becomes an active line. When the second medal is inserted into the medal slot 75, the second active line indicator 33 lights up, and a total of three combination lines, including the corresponding upper and lower lines, become active lines. When the third medal is inserted into the medal slot 75, the third active line indicator 34 lights up, and a total of five combination lines, including the corresponding pair of diagonal lines, become active lines.

[0056] Furthermore, if four or more medals are inserted into the medal slot 75, any surplus medals exceeding three will be switched to the discharge passage 82 by the selector 84 and returned to the medal tray 18 from the medal discharge port 17, provided that the credit limit for virtual medals has been reached. On the other hand, if the credit limit has not been reached, the medals will be stored inside the slot machine 10 (storage tank 92, reserve tank 95), and the number of stored medals will be displayed on the remaining number display unit 35.

[0057] When the remaining number display unit 35 shows the number of stored coins, pressing any of the 1st to 3rd credit insertion switches 77 to 79 will also be considered as inserting a virtual coin and will result in a bet. When the 3rd credit insertion switch 79 is pressed, it will be considered as if one virtual coin has been inserted, the number displayed on the remaining number display unit 35 will be decremented by one, the 1st active line display unit 32 will light up, and the center line will become an active line. When the 2nd credit insertion switch 78 is pressed, it will be considered as if two virtual coins have been inserted, the number displayed on the remaining number display unit 35 will be decremented by two, the 1st active line display unit 32 and the 2nd active line display unit 33 will light up, and a total of three combination lines will become active lines. When the 1st credit insertion switch 77 is pressed, it will be considered as if three virtual coins have been inserted, the number displayed on the remaining number display unit 35 will be decremented by three, all of the active line display units 32 to 34 will light up, and a total of five combination lines will become active lines.

[0058] Furthermore, if there are no virtual tokens stored to be inserted when any of the first to third credit insertion switches 77 to 79 are pressed, for example, if the display on the remaining number display unit 35 is 2 and the first credit insertion switch 77 is pressed, the values ​​on the remaining number display unit 35 will all be decremented to 0, and the number of virtual tokens that can be inserted will be bet. Also, in normal gameplay, if 3 tokens are required for each game (in the case of a machine that only allows 3-token betting), only the first credit insertion switch 77 may be provided among the first to third credit insertion switches 77 to 79, or even if a configuration that allows 1-token betting may be configured to omit the second credit insertion switch 78.

[0059] Between the first credit insertion switch 77 and the medal slot 75, there are provided a performance button 101 and a directional button 102, which serve as means for operating the performance. The performance button 101 is a cylindrical, transparent operating body with its upper side closed, which is vertically displaceable and is always biased upward (in the direction of protruding from the mounting surface) by a spring. It has a built-in light-emitting means (e.g., an LED), and the upper surface of the operating body is marked with letters or shapes (e.g., PUSH). By pressing the performance button 101 depending on the situation, the corresponding performance is displayed on the performance display device 15, etc., or the content of the performance is changed. The directional button 102 has five input sections: up, down, right, left, and center. The center input section is mainly operated when confirming settings made by inputs to the other input sections.

[0060] Furthermore, the slot machine 10 of this embodiment allows for adjustment of volume and brightness. The volume can be adjusted by operating the left and right inputs of the directional buttons 102, and the brightness can be adjusted by operating the up and down inputs of the directional buttons 102. When adjusting the volume and brightness, the performance display device 15 displays a volume and brightness setting screen (showing the adjustable range and current settings, as well as providing guidance for adjustment). In addition, when no symbol changes are being displayed, operating either the center input of the directional buttons 102 or the performance button 101 will display a menu screen on the performance display device 15. The menu screen includes an item to open the volume and brightness setting screen (in this example, the volume and brightness setting screen can also be opened directly by operating the up, down, right, and left inputs of the directional buttons 102 without opening the menu screen), an item to open the performance customization screen for setting customizations related to predetermined performances, an item to open a screen introducing the configuration of winning combinations, and an item to close the menu screen. In this example, there is a character selection function that allows the character selected by the player in a predetermined game state to be displayed in a predetermined position (selected character display section) on the performance display device 15, and the character to be displayed in the selected character display section can be set on the performance customization screen (it is also possible to set it to not display). In addition, the menu screen cannot be displayed during gameplay (from when the reels 42L, 42M, and 42R start to move based on the operation of the start lever 71 until all reels 42L, 42M, and 42R are stopped and displayed, or until the corresponding medal payout is completed) (if the game starts with the menu screen displayed, the menu screen will be closed) (it may be possible to adjust the volume and brightness without opening the menu screen).

[0061] Furthermore, separate buttons may be provided for adjusting the volume and for adjusting the brightness. Additionally, the size and color of the characters displayed on the performance display device 15 may be configured to change based on the player's operation. The LED built into the performance button 101 may be configured to emit different light patterns (light color, etc.) depending on whether the performance button 101 is operated or not, such as in a disabled state where the visual appearance of the slot machine 10 does not change, a enabled state where the visual appearance of the slot machine 10 changes when the performance button 101 is operated, or in an operated state (during or after operation) when the performance button 101 is operated in the enabled state. Alternatively, a display device capable of displaying characters, etc., may be provided inside the performance button 101 instead of a light-emitting means, or in addition to a light-emitting means, an object (which may be a display object by a display device) may be provided that, when the performance button 101 is operated or not, creates a sense of unity with the characters or figures of the operating body.

[0062] On the back of the performance display device 15, a sub-control device 111 and a display control device 112 are detachably mounted in a stacked configuration, serving as sub-control means. The upper lamp 13 and speaker 14 are controlled by the sub-control device 111. The performance display device 15 is used to execute various display effects as the game progresses. Based on commands from the main control device 131, the sub-control device 111 determines auxiliary display content to correspond to the results displayed on the reel unit 41, and the display control device 112 then displays the content based on this determination. In normal gameplay, the performance display device 15 is configured to derive performance displays that are performed in conjunction with the changing display of the symbols on the reel unit 41 (starting with the start and ending in response to the stop display), and that inform or suggest the results of the role lottery.

[0063] Above the medal tray 18 is a lower plate 16 displaying the machine name and characters related to the game. To the left of the medal tray 18, a reversible ashtray 19 is provided at the lower front.

[0064] Inside the enclosure 11, a power supply box 121 is provided to the left of the hopper device 91. The power supply box 121 is equipped with a power switch 122, a reset switch 123, a setting key insertion hole 124, and the like. The power switch 122 is an activation switch for supplying power to various parts, including the main control unit 131.

[0065] The reset switch 123 is a switch for resetting various states of the slot machine 10. This slot machine 10 has a backup function for various data, so that even if a power outage occurs, it will retain the state at the time of the power outage and will be able to return to that state when power is restored.Therefore, for example, when the power is cut off in the normal procedure, such as when the amusement hall closes for the day, the state before the power cut off is retained in memory.However, if the reset switch 123 is pressed while the power switch 122 is turned on, the backup data will be reset.Also, if the reset switch 123 is pressed while the power switch 122 is turned on, the error state will be reset.

[0066] The setting key insertion slot 124 is for hall managers to adjust the medal award rate (payout rate). In other words, by inserting a setting key into the setting key insertion slot 124, hall managers can change the setting state (winning probability setting process) of the slot machine 10 from "Setting 1" to "Setting 6". "Setting 6" has the highest medal award rate, and the medal award rate decreases as the setting value decreases. In other words, the higher the setting value, the more advantageous the game becomes for the player (for example, a higher bonus probability or RT2 transition probability). Note that the setting value is not limited to 6 levels and can be set as appropriate.

[0067] Above the reel unit 41, the main control device 131 is mounted on the back plate 11c of the housing 11. The main control device 131 comprises a main board including a CPU that is in charge of the main control, a ROM that stores the game program, a RAM that temporarily stores necessary data according to the progress of the game, ports for communicating with various devices, and a clock circuit used for time counting and synchronization. The main board is housed in a board box, which is a means of enclosure made of transparent resin material or the like. The board box comprises a box base that is roughly rectangular in shape and a box cover that covers the opening of the box base. The box base and the box cover are connected in a way that prevents opening by a sealing unit, which is a sealing means, thereby sealing the board box. Alternatively, the box base and the box cover may be connected in a way that prevents opening using a key member.

[0068] Although not shown in the diagram, the slot machine 10 is equipped with an open detection switch for detecting the opening of the front door 12. Furthermore, although not shown in the diagram, the slot machine 10 is equipped with an external terminal board for relaying various information transmissions to the hall computer of the gaming hall. For example, it is equipped with terminals for outputting information related to the current game state (start of variable display, start and end of bonus state, start and end of RT2 state, etc.), terminals for outputting information related to the opening of the front door 12 detected by the open detection switch, terminals for outputting information related to various error states, and terminals for outputting information related to medal distribution.

[0069] Next, the electrical configuration of this slot machine 10 will be explained based on the block diagram in Figure 8.

[0070] The main control unit 131, which serves as a control means, is equipped with a microcomputer centered around a CPU 151, which is an arithmetic processing means. In addition to a power supply unit 161 located inside the power supply box 121, the CPU 151 is connected via an internal bus to a clock circuit 154 that outputs a square wave of a predetermined frequency, input / output ports 155, etc. This main control unit 131 functions as the main board built into the slot machine 10. In this embodiment, the main control unit 131 constitutes a drive control means, a rotation position detection means, a passage time measurement means, a drive signal counting means, an arithmetic means, a signal monitoring means, a passage time storage means, and a comparison means.

[0071] Various sensors are connected to the input side of the main control device 131, including a start detection sensor 71a that detects the operation of the start lever 71, stop detection sensors 72a, 73a, and 74a that individually detect the operation of each stop switch 72, 73, and 74, a coin insertion detection sensor 75a that detects coins inserted from the coin slot 75, credit insertion detection sensors 77a, 78a, and 79a that individually detect the operation of each credit insertion switch 77, 78, and 79, a credit return detection sensor 80a that detects the operation of the credit return switch 80, a reel index sensor 55 that individually detects the rotation position of each reel 42, a payout detection sensor 91a that detects coins dispensed from the hopper device 91, a reset detection sensor 123a that detects the operation of the reset switch 123, and a setting key detection sensor 124a that detects when a setting key is inserted into the setting key insertion hole 124. Signals from these various sensors are output to the CPU 151 via the input / output port 155.

[0072] The inserted medal detection sensor 75a is actually composed of multiple sensors. Specifically, the storage passage 81 from the medal insertion slot 75 to the hopper device 91 is configured so that medals can pass through in a single line. A first sensor is provided in the storage passage 81, and a second and third sensor are provided downstream of it at a distance greater than the width of a medal, in close proximity (close enough to at least a period of time when the same medal is detected simultaneously). These first to third sensors constitute the inserted medal detection sensor 75a. The main control device 131 monitors the time elapsed from the first sensor to the second sensor, and if the elapsed time exceeds a predetermined time, it is considered that there has been a medal jam or an error has occurred and an error is generated. When an error occurs, an error notification is issued, and the player's operations until the error is cleared are invalidated. Furthermore, the main control device 131 also monitors the sequence in which the second and third sensors are turned on and off. It determines that the medal has been successfully inserted only if the sequence is as follows: both second and third sensors are off, only the second sensor is on, both second and third sensors are on, only the third sensor is on, and both second and third sensors are off, and the time taken to switch each on / off state is within a predetermined time. Otherwise, it issues an error. This is done to prevent medal jams in the storage passage 81, as well as fraudulent activities that cause medals to reciprocate near the inserted medal detection sensor 75a, leading to the misinterpretation of a medal being inserted.

[0073] Furthermore, the input side of the main control unit 131 is connected to the power supply unit 161 via the input / output port 155 to the power supply unit 161, which is equipped with a power supply unit 161a that supplies driving power to the main control unit 131 and other electronic devices of the slot machine 10, as well as the aforementioned power outage monitoring circuit 161b.

[0074] The power outage monitoring circuit 161b 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 122. Therefore, the power outage monitoring circuit 161b is output from the power supply unit 161a. In this example, it monitors the stabilized drive voltage of 12 volts DC, and is configured to output a power outage signal when this drive voltage drops to, for example, less than 10 volts, in which case it is determined that the voltage has been cut off. The power outage signal is supplied to the CPU 151 and the input / output port 155, and the CPU 151 recognizes this power outage signal and executes the power outage processing described later.

[0075] The power supply unit 161a 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 131, even if the output voltage drops to less than 10 volts. The time during which this stabilized voltage is output is sufficient for the main control unit 131 to perform power outage processing.

[0076] The output side of the main control device 131 is connected via input / output ports 155 to the following: each active line display unit 32, 33, 34, remaining number display unit 35, game count display unit 36, acquired number display unit 37, each stepping motor 61 (61L, 61M, 61R) for rotating each reel 42L, 42M, 42R, a medal passage switching solenoid 83 provided on the selector 84, a hopper device 91, a sub-control device 111, and an external centralized terminal board 171 that can transmit information to a hall management device (not shown), etc.

[0077] The CPU 151 of the main control unit 131 contains a ROM 152 that stores various control programs and fixed value data executed by the CPU 151, and a RAM 153 that reserves a work area for temporarily storing various data when executing the control programs stored in the ROM 152. In addition, although not shown in the figures, 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 152 and RAM 153 constitute the main memory as a storage means, and the programs for executing the processes shown in the flowcharts shown in Figure 9 and later are stored in the ROM 152 as part of the control program. The ROM 152 constitutes the transit time storage means in this embodiment.

[0078] The RAM 153 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 161 located in the power box 121. In addition to memory and areas for temporarily storing various types of data, the RAM 153 is also provided with a backup area.

[0079] The backup area is an area for storing the stack pointer, the values ​​of each register, I / O, etc., at the time of power interruption (including power interruption by operating the power switch 122; 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 122; 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 11), and the restoration of each value written to the backup area is performed in the main processing when the power is turned on (see Figure 12). The NMI terminal (non-maskable interrupt terminal) of the CPU 151 is configured to receive a power outage signal from the power outage monitoring circuit 161b when the power is interrupted due to a power outage or other power interruption, and the NMI interrupt processing as a power outage flag generation process is immediately executed in response to the occurrence of a power outage or other power interruption.

[0080] The sub-control device 111 is a control device for driving the upper lamp 13, speaker 14, and display control device 112 (and consequently, the performance display device 15), and is equipped with a circuit board that integrates a CPU, ROM, RAM, etc., for driving these devices. After receiving signals from the main control device 131, the sub-control device 111 independently drives and controls the upper lamp 13, speaker 14, and display control device 112 (performance display device 15). Therefore, the sub-control device 111 is a sub-board that performs auxiliary control in relation to the main control device 131, which is the main board that comprehensively manages the game. In other words, by providing a sub-board for indirect game-related sounds, lamps, and displays, the burden on the main board is reduced. It is also possible to configure the sub-control device 111 to control the various display units 32-37.

[0081] The sub-control device 111 includes a CPU (arithmetic unit), a ROM (repository memory) that stores various control programs and fixed value data executed by the CPU, a RAM (memory) that temporarily stores work data and flags used when the CPU executes various programs among the control programs stored in the ROM, an input / output port to which the display control device 112, an upper lamp 13, a speaker 14, and performance buttons 101 are connected, as well as various circuits such as interrupt circuits, timer circuits, and data transmission / reception circuits. The CPU of the sub-control device 111, for example, causes the display control device 112 to execute display control based on a command signal transmitted from the main control device 131, and displays it on the performance display device 15. As described above, in this embodiment, the symbols corresponding to the winning combination in the combination lottery are stopped and displayed on the reel unit 41 controlled by the main control device 131, so that the winning combination is awarded, and the performance display device 15 controlled by the sub-control device 111 displays performances in accordance with the changing display of symbols on the reel unit 41.

[0082] The display control device 112 performs the display of changing decorative patterns on the performance display device 15 in accordance with instructions from the sub-control device 111. The display control device 112 comprises a CPU, a program ROM that stores various control programs and fixed value data executed by the CPU, a work RAM that temporarily stores work data and flags used when the CPU executes various programs, a video RAM that stores display data to be displayed on the performance display device 15, a character ROM that stores character data such as patterns to be displayed on the performance display device 15, a video display processor (VDP) which is a type of drawing circuit that directly operates the LCD driver (liquid crystal drive circuit) built into the performance display device 15, an input port connected to the input / output ports of the sub-control device 111, and an output port connected to the performance display device 15. The CPU of the display control device 112 receives and analyzes display commands transmitted from the sub-control device 111, or performs predetermined calculation processing based on the received commands to control the VDP (generate internal commands for the VDP).

[0083] Next, we will explain each control process executed by the CPU 151 in the main control unit 131 with reference to the flowcharts in Figures 9 to 18. The CPU 151 processes 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 (non-maskable terminal). For the sake of explanation, we will first explain the NMI interrupt process and the timer interrupt process, and then explain the main process.

[0084] Figure 9 is a flowchart showing an example of NMI interrupt processing. When the power supply is cut off due to a power outage or other reason, the power outage monitoring circuit 161b of the power supply unit 161 generates a power outage signal and outputs it to the main control unit 131. Upon receiving the power outage signal via the NMI terminal, the main control unit 131 executes NMI interrupt processing.

[0085] In NMI interrupt handling, first, in step S101, the data of the registers used in the CPU 151 is saved to a backup area in RAM 153. Next, in step S102, the power failure flag is set to the power failure flag storage area in RAM 153. After that, the data saved in the backup area of ​​RAM 153 in step S103 is restored to the registers used in the CPU 151. This restoration process completes the NMI interrupt handling. Note that if it is possible to set the power failure flag without destroying the data in the registers used in the CPU 151, the saving to the backup area and restoration process can be omitted.

[0086] Figure 10 is a flowchart of the timer interrupt processing that is periodically executed by the main control unit 131, where the CPU 151 of the main control unit 131 generates a timer interrupt, for example, every 1.49 msec.

[0087] First, in the register saving process shown in step S201, the values ​​of all registers in the CPU 151 used in the normal processing described later are saved to the backup area of ​​RAM 153. In step S202, it is checked whether the power outage flag is set, and if the power outage flag is set, the process proceeds to step S203 to execute the power outage processing.

[0088] Here, we will explain the power outage processing using Figure 11. This power outage processing is performed immediately after the register save processing among the timer interrupt processing, so it can be executed without interrupting other interrupt processing. Therefore, this power outage processing will not interrupt and be executed during processes such as the transmission of various commands or the reading of the switch state (on / off), and there is no need to create a power outage processing program that takes into account the timing of execution. This simplifies the processing program for power outages and reduces the program size. The same applies to the processing program for power restoration, which will be described later.

[0089] Step S301 determines whether command transmission has finished. If transmission is not finished, this process is terminated and the system returns to timer interrupt processing to terminate command transmission. By determining whether command transmission is complete at the initial stage of the power outage processing, prioritizing transmission processing if transmission is incomplete, and executing power outage processing after the unit command transmission processing is completed, it becomes unnecessary to construct a power outage processing program that takes into account the possibility of power outage processing being executed in the middle of command transmission. As a result, the power outage processing program can be simplified, which has the practical benefit of reducing the capacity of ROM 152.

[0090] If step S301 is YES, meaning the command transmission is complete, the process proceeds to step S302, where the value of the CPU 151's stack point is saved to the backup area in RAM 153. Then, in step S303, as a stop process, the RAM judgment value described later is cleared, the output status of the output ports in I / O port 155 is cleared, and all actuators (not shown) are turned off. In step S304, the RAM judgment value is calculated and saved to the backup area. Specifically, the RAM judgment value is the two's complement of the checksum at the working area address of RAM 153. By saving the RAM judgment value to the backup area, the checksum of RAM 153 becomes 0. By setting the checksum of RAM 153 to 0, further RAM access is prohibited in step S305. After that, an infinite loop is entered in preparation for the possibility that the power supply will be completely cut off and processing will not 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 infinite loop is entered. If no power outage signal is output, it means that the power outage has been resolved, so writes to RAM153 are permitted, the power outage flag is reset, and the timer interrupt processing returns. If the power outage signal continues to be output, the system enters an infinite loop.

[0091] Furthermore, the power supply unit 161a of the power supply device 161 is configured to maintain the output of a stabilized voltage (5 volts) used as the drive voltage for the control system for a sufficient amount of time to perform the NMI interrupt processing and power outage processing described above. In this embodiment, the drive voltage is continuously output for 30 msec.

[0092] Returning to the explanation of timer interrupt processing, if the power outage flag is not set in step S202, various processes from step S204 onwards are performed.

[0093] Specifically, in step S204, a watchdog timer clear process is performed to initialize the value of the watchdog timer used to monitor for malfunctions. In step S205, an interrupt termination declaration process is performed to enable interrupts for the CPU 151 itself. In step S206, a stepping motor control process is performed to drive the stepping motors 61L~61R, which are the respective rotation drive motors for rotating each reel 42L, 42M, and 42R. In step S207, a sensor monitoring process is performed to monitor the status of various sensors (see Figure 8) connected to the input / output port 155. In step S208, a timer calculation process is performed to subtract the values ​​of each counter and timer. In step S209, a counter process is performed to output the results of counting the number of medals bet and the number of medals paid out to the external centralized terminal board 171.

[0094] In step S210, command output processing is performed to send commands to the sub-controller 111. In step S211, segment data setting processing is performed to set the segment data to be displayed in the remaining count display unit 35, the game count display unit 36, and the acquired coins display unit 37, respectively. In step S212, segment data display processing is performed to supply the segment data set in the segment data setting processing to each display unit 35 to 37 and display the corresponding numbers, symbols, etc. In step S213, port output processing is performed to output data corresponding to the I / O device from the input / output port 155. In step S214, the values ​​of each register that were saved to the backup area in step S201 are restored to the corresponding registers in the CPU 151. Then, in step S215, interrupt enable processing is performed to allow the next timer interrupt, and this series of timer interrupt processing is completed.

[0095] Figure 12 is a flowchart showing the main processing performed by the main control unit 131 after power is turned on. The main processing is performed when power is turned on, such as when power is restored after a power outage or when the power switch 122 is turned on.

[0096] First, in step S401, as an initialization process, the value of the stack pointer is set in the CPU 151, and the interrupt mode that enables interrupt processing is set. After that, various settings are made for the registers in the CPU 151, I / O devices, etc.

[0097] Once these initialization processes are complete, step S402 determines whether the reset switch 123 is turned ON or OFF. If the reset switch 123 is turned ON, the process proceeds to step S403, where all data stored in RAM 153 is cleared as part of the RAM clear process.

[0098] After confirming in step S402 that the reset switch has not been operated, or after the RAM clear process in step S403, step S404 determines whether or not a setting key is inserted into the setting key insertion hole 124. If a setting key is inserted, the process proceeds to step S405 to perform the setting change process. As part of the setting change process, first all data stored in RAM 153 is cleared. Then, it is determined which of the six pre-set setting states ("Setting 1" to "Setting 6") has been selected, and internal processing corresponding to the selected setting state is executed.

[0099] Step S406 checks whether the power outage flag is set. If the power outage flag is not set, that is, if the data in RAM153 has already been cleared in step S403 or step S405, the process proceeds to the normal processing in step S407 described later, and this process ends.

[0100] If the power outage flag is set in step S406, the process proceeds to the power restoration process shown in step S408 and beyond. The power outage flag being set means that subroutine processes such as the RAM clear process in step S403 and the setting change process in step S405 have not been executed at all. Therefore, the data in RAM153 has not been rewritten at all, and the power restoration process requires verification to check whether the data in RAM153 and other items are normal.

[0101] To that end, step S408 first determines whether the RAM judgment value is normal or not. Specifically, it checks the checksum value of RAM153 and verifies whether the value is normal, that is, whether the checksum value including the RAM judgment value is 0 or not. If the checksum value including the RAM judgment value is 0, it is determined that the data in RAM153 is normal.

[0102] If the RAM check value is abnormal in step S408, meaning the checksum value is not 0, it is highly likely that the data in RAM 153 has been corrupted. In such cases, an error display process is performed in step S409. As part of the error display process, interrupt processing is first disabled, and all output ports in input / output port 155 are cleared, thereby controlling all actuators connected to input / output port 155 to the OFF state. After that, an error display is shown to notify the hall manager or others that an error has occurred, and the system remains in operation until the reset switch 123 is turned ON.

[0103] If the RAM judgment value is determined to be normal in step S408, the process proceeds to step S410, where the value of the stack pointer stored in the backup area is written to the stack pointer of the CPU 151, restoring the stack state to the state before the power was cut off. Next, in step S411, a power restoration command is sent to the sub-controller 111 to indicate the execution of the power restoration process. After that, in step S412, the process of saving the stop and automatic settlement settings as the game state is performed, and in step S413, various sensors such as the start detection sensor 71a are initialized. After the above processes are completed, in step S414 the power outage flag is reset and the system returns to the address before the power was cut off. Specifically, the system returns to the timer interrupt process described earlier, and the watchdog timer clear process (step S204) is executed.

[0104] Next, we will explain the normal processing that performs the main controls related to gameplay, based on the flowchart in Figure 13.

[0105] First, in step S501, it is determined whether or not medals have been bet. If medals have been bet, then in step S502, it is determined whether or not the start lever 71 has been operated. If both steps S501 and S502 are YES, the lottery process in step S503, the reel control process in step S504, the medal payout process in step S505, the bonus state process in step S506, and the RT state process in step S507 are executed in order, and then the process returns to step S501. On the other hand, if no medals have been bet in step S501, or if the start lever 71 has not been operated in step S502, the process returns to step S501.

[0106] Next, the lottery process in step S503 will be explained based on the flowchart in Figure 14.

[0107] In step S601, a random number table for determining the outcome of a game is selected based on the current settings of the slot machine 10, the number of tokens bet, the probability of winning small prizes, the RT (Replay Time) status, etc. Here, the settings of the slot machine 10 are one of "Setting 1" to "Setting 6" set using a setting key (not shown), and when it is "Setting 1", the random number table with the lowest probability of winning a prize is selected, and when it is "Setting 6", the random number table with the highest probability of winning a prize is selected. The number of tokens bet is one to three, and a random number table is selected such that the probability of winning a prize increases with the number of tokens bet. For example, the probability of winning a prize when 3 tokens are bet is more than three times higher than the probability when 1 token is bet. Furthermore, there are two types of small prize probabilities, high and low, and when the current payout rate is below a predetermined expected value, a random number table with a high probability of winning small prizes is selected, and when it is above a predetermined expected value, a random number table with a low probability of winning small prizes is selected.

[0108] In step S602, the random number latched from the random number counter when the start lever 71 is operated is compared with the random number table selected in this way to perform a draw for a winning combination (winning combination draw). Then, in step S603, it is determined whether or not a winning combination has been achieved, and if no winning combination has been achieved, the process ends there. If a winning combination has been achieved, the process proceeds to step S604, where a winning flag corresponding to that combination is set and the active line on which the symbols should be aligned is determined. Next, in step S605, a slide table for reel stop control is determined and stored in the slide table storage area of ​​RAM 153. Here, the slide table is a table that determines how far the reel should slide so that the symbol to be stopped on a predetermined active line stops on that predetermined active line when the symbols on that predetermined active line at the time the stop switches 72 to 74 are pressed are different from the symbols that should be stopped on that predetermined active line.

[0109] After step S605, step S606 performs a variation pattern setting process before terminating this process. The variation pattern setting process involves setting the operation of the reels. For example, depending on the winning status of the role lottery or the state of play, the reels may be set to rotate sequentially from left to middle to right instead of all at once, or a freeze state may be set at the start of rotation.

[0110] Next, the reel control process in step S504 will be explained based on the flowchart in Figure 15.

[0111] In the reel control process, a freeze game is first performed in step S701. As will be described in detail later, in this embodiment, when transitioning to the second replay time (RT2) in which the probability of winning a replay is relatively high, the reels 42L, 42M, and 42R in the reel unit 41 exhibit behavior different from the normal symbol fluctuation display (the movement of symbols from top to bottom), and during this time, the player's stop operation of stop switches 72, 73, and 74 is ineffective (although it can be used for the effect), resulting in a freeze game as a pseudo-game. Details of the freeze game process will be described later.

[0112] After step S701, a wait process is performed in step S702. This wait process involves waiting for a predetermined wait time (for example, 4.1 seconds) to elapse from the time the reels started spinning in the previous game before starting the reels spin in the current game. Therefore, even if the player bets tokens and operates the start lever 71, the reels 42L, 42M, and 42R may not spin immediately.

[0113] Following the weight processing in step S702, the reel rotation processing in step S703 is performed to rotate each reel 42L, 42M, and 42R. The reel rotation processing is performed by setting a predetermined acceleration counter value based on the acceleration counter table to the acceleration counter of each reel 42L, 42M, and 42R, and then enabling a timer interrupt, which initiates rotation based on the timer interrupt processing. In addition, when the reel rotation processing is performed, processing is performed to determine whether each reel 42L, 42M, and 42R has entered a constant speed rotation state, and if it has entered a constant speed rotation state, rotation position detection processing for each reel 42L, 42M, and 42R is performed.

[0114] Furthermore, the freeze game is a performance using reels 42L, 42M, and 42R, and is not part of the main game (a display of changing symbols where the outcome depends on the stopping pattern), but rather a pseudo-game (a performance that only informs or suggests predetermined, unchanging content). Thus, since the freeze game is not included in the main game, it will start even if there is a waiting period in the current game. Also, the freeze game takes at least 3 seconds, so even if the previous game was played in the minimum necessary time, the waiting period will be resolved if the freeze period ends in the current game. In addition, if the freeze game is executed in step S701, each reel 42L, 42M, and 42R will have already started spinning by the time the freeze game ends (the state is as if step S703 had been performed).

[0115] After step S703, the process proceeds to step S704, where a variation start command is set to inform the sub-control device 111 that the reels have started rotating (displaying the changing symbols). In this embodiment, the variation start command also includes information about the winning combination. In the following step S705, it is determined whether or not a stop command for the reels has been issued by pressing any of the stop switches 72 to 74, or more specifically, whether or not an ON signal has been received from the stop detection sensors 72a to 74a. In other words, in this embodiment, the period from when each reel 42L, 42M, and 42R starts rotating until the rotation position of each reel 42L, 42M, and 42R is detected is set as an invalid period, and even if the stop switches 72 to 74 are pressed during this invalid period, the ON signals from the stop detection sensors 72a to 74a are invalidated.

[0116] If the determination in step S705 is negative, that is, if no stop command has been issued, the process proceeds to step S706 to determine whether the predetermined maximum rotation time (e.g., 40 seconds) for each reel 42L, 42M, and 42R has elapsed. If the determination in step S706 is negative, that is, if the maximum rotation time has not elapsed, the process returns to step S705. On the other hand, if the determination in step S706 is positive, that is, if the maximum rotation time has elapsed, a forced stop process is performed in step S707 to forcibly stop all of the rotating reels 42L, 42M, and 42R. After step S707, the process proceeds to step S714.

[0117] Furthermore, if a positive determination is made in step S705, that is, if any of the stop switches 72 to 74 are pressed and a stop command is issued, the process proceeds to step S708 and the reel stop process is performed. In this reel stop process, the reels 42L, 42M, and 42R corresponding to the pressed stop switches 72 to 74 are stopped. If a winning combination is achieved in the draw and the winning flag is set, the system refers to the slide table stored in the slide table storage area of ​​RAM 153 and controls the reels so that the winning combinations are lined up on the predetermined active lines as much as possible.

[0118] In other words, when stop switches 72-74 are operated, the symbol number of the symbol located at the base position (for example, the middle position) is checked. Specifically, the symbol number of the symbol located at the base position is checked based on the number of excitation pulses output from the moment the detection signal of the reel index sensor is input. Next, the number of reel slips required to stop the symbol to be stopped is calculated. Depending on the calculation result, the symbol located at the base position may be stopped as is, shifted by one symbol (in the positive direction of reel rotation) and stopped, shifted by two symbols and stopped, shifted by three symbols and stopped, or shifted by four symbols and stopped. Then, the calculated slip count is added to the symbol number of the symbol located at the base position to determine (identify) the symbol number of the symbol to be stopped at the base position. After that, the reel is stopped when the symbol number of the symbol to be stopped matches the symbol number of the symbol located at the base position.

[0119] For example, if you win a "watermelon" and the watermelon symbol stops on the upper position of the left reel 42L and the middle position of the middle reel 42M, and the right reel 42R is spinning, and the right stop switch 74 is pressed at the moment the watermelon stops on the upper position of the right reel 42R, the reel will slide two symbols so that the watermelon stops on the lower position. However, the range in which the reel can slide is predetermined (for example, a maximum of four symbols), so depending on the timing of pressing stop switches 72-74, the "watermelon" symbol may not stop on an active line. In addition, the same process is performed in the forced stop process of step S707 if the winning flag is set. Furthermore, if multiple winning combinations are won (simultaneously), the system will control the system so that the winning combinations are displayed on the designated active lines as much as possible.

[0120] Next, in step S709, it is determined whether the current stop command is a first stop command, that is, whether the stop switches 72-74 were pressed while all three reels 42L, 42M, and 42R were rotating. If the determination in step S709 is positive, that is, if it is a first stop command, the process proceeds to step S710, where a first stop command is set to inform the sub-control device 111 that the first of the rotating reels has stopped (first stop). In this embodiment, the first stop command also includes information on whether the bonus symbol and the special replay A symbol have stopped, as well as information on the active line on which the symbol stopped.

[0121] After step S710, step S711 performs a slide table setting process. In the slide table setting process, stop information is set based on the set winning flag and the symbols on the stopped reels (stopped outcomes). For example, when attempting to stop a winning combination on a predetermined active line, the system determines where it should stop in relation to the symbols already stopped (for example, when displaying a red 7, if the red 7 stops on the upper position of the left reel, the reel control (slide control) can be performed to stop the red 7 on the upper or middle position of the middle reel; if the red 7 stops on the middle position of the left reel, the reel control can be performed to stop the red 7 only on the middle position of the middle reel). At this time, when attempting to stop the winning combination on a predetermined active line, the system determines whether a combination with another combination will occur. If a combination of combinations cannot occur, the system proceeds to the next step. If a combination of combinations can occur, the system limits the active lines for aligning the symbols that make up the winning combination, thereby preventing the combination from occurring.

[0122] Here, a combination of winning combinations refers to a case where multiple winning combinations occur simultaneously, such as when, for example, you have won a "watermelon" and you attempt to stop the watermelon symbol on the left reel 42L, but the "cherry" symbol appears on the active line on the left reel. After step S711, the process proceeds to step S714. In addition, in this process, for example, in a configuration where a sequence of winning combinations is provided that can be stopped (winning) on ​​the active line by operating stop switches 72 to 74 in a predetermined order, if you win a sequence of winning combinations, the sequence of winning combinations will be awarded if the operation is performed in accordance with the sequence of pressing buttons, and if the operation is not performed in accordance with the sequence of pressing buttons, the combination that was won simultaneously with the sequence of winning combinations will be awarded.

[0123] Furthermore, if the determination in step S709 is negative, that is, if the current stop command is not a first stop command, the process proceeds to step S712 to determine whether it is a second stop command, that is, whether the stop switch was pressed when one of the three reels had stopped and the other two were rotating. If the determination in step S712 is positive, that is, if it is a second stop command, the process proceeds to step S713 to set a second stop command to inform the sub-control device 111 that two of the rotating reels have stopped (second stop). In this embodiment, the second stop command also includes information on whether the bonus symbol and the special replay A symbol have stopped in a line on a predetermined active line (a winning combination), as well as information on the active line on which the symbols stopped. After step S713, the slide table setting process of step S711 described above is performed, and the process proceeds to step S714.

[0124] Furthermore, when bonus symbols line up or special replay A symbols line up, the sub-control device 111, upon receiving the second stop command, generates sound effects from the speaker 14. In addition, in situations where three bonus symbols line up (situations where a bonus winning flag has been set) or when there is a possibility of special replay A lining up, effects using the effect display device 15 may be displayed in addition to sound effects.

[0125] After the forced stop process in step S707, after the slip table setting process in step S711, and if a negative determination is made in step S712, that is, if the current stop command is neither the first stop command nor the second stop command, then in step S714, it is determined whether or not all rotations of the left, middle, and right reels 42L, 42M, and 42R have stopped. If a negative determination is made in step S714, the process returns to step S705.

[0126] On the other hand, if a positive determination is made in step S714, the payout determination process is performed in step S715. In the payout determination process, it is determined whether or not a winning combination is lined up on an active line. If a winning combination is not lined up on an active line, 0 is set in the payout amount storage area of ​​RAM 153. If a winning combination is lined up on an active line, it is determined whether or not that combination matches the winning combination. If they do not match, an error is displayed using the upper lamp 13, etc., and 0 is set in the payout amount storage area. If they match, the payout amount corresponding to the lined-up combination is set in the payout amount storage area.

[0127] After step S715, in step S716, a third stop command is set to inform the sub-control device 111 that all three of the rotating reels have stopped (third stop). In this embodiment, the third stop command also includes information such as winning combinations and the valid lines for winning combinations.

[0128] In the following step S717, it is determined whether the RT state is "RT1" or "RT2". In other words, it is determined whether the value of the RT counter that stores the RT state is either "1" or "2". In this embodiment, the RT states are "RT0", which is the normal replay probability; "RT1", which is entered after the end of a bonus and has the possibility of winning special replays A, B, or fake replays; "RT2", in which the replay probability is higher than that of "RT0" and "RT1"; and "RT3", which is the state during a bonus in which no replays are won.

[0129] If the determination in step S717 is negative, the process ends immediately. On the other hand, if the determination in step S717 is positive, in step S718, the value of the RT count counter, which indicates the remaining period (number of remaining games) of the current replay state, is deducted by 1, and then the process ends.

[0130] Next, the medal dispensing process in step S505 will be explained based on the flowchart in Figure 16.

[0131] In the medal payout process, first, in step S801, it is determined whether the number of medals dispensed counted by the payout counter matches the number of medals scheduled to be dispensed and stored in the scheduled payout storage area. If the number of medals dispensed and the scheduled payout do not match, in step S802, it is determined whether the count value of the credit counter has reached its upper limit (50 medals stored). If the upper limit has not been reached, in step S803, the count value of the credit counter and the number of medals dispensed are both incremented by 1. As a result, the number of medals displayed in the remaining number display unit 35 and the number of medals acquired display unit 37 are each incremented by 1.

[0132] On the other hand, if a positive determination is made in step S802, that is, if the count value of the credit counter has reached its upper limit, in step S804, the medal dispensing rotating plate is driven to dispense medals from the hopper device 91 through the medal discharge port 17 to the medal receiving tray 18. Furthermore, in step S805, the number of medals to be dispensed is incremented by 1 according to the medal detection signal from the dispensing detection sensor 91a attached to the hopper device 91. This increments the number of medals displayed on the acquired medal display unit 37 by 1. After incrementing the number of medals to be dispensed by 1 in step S803 or step S805, the process returns to step S801. If the number of medals to be dispensed and the number of medals to be dispensed match in step S801, the medal dispensing rotating plate of the hopper device 91 is stopped in step S806, and this process ends. The number of medals to be dispensed and the acquired medal display unit 37 are reset the next time the start lever 71 is operated.

[0133] Next, the bonus state processing in step S506 will be explained based on the flowchart in Figure 17. First, in step S901, it is determined whether the RB flag, which indicates that an RB is in progress, is set to ON ("1" is set). If the determination in step S901 is negative, then in step S902, it is determined whether the BB flag, which indicates that a BB is in progress, is set to ON ("1" is set). If the determination in step S902 is negative, that is, if a bonus game is not in progress, the process proceeds to step S903, where the bonus symbol determination process is performed. After the bonus symbol determination process, this process ends.

[0134] Here, the bonus symbol determination process will be explained with reference to Figure 18. First, in step S1001, it is determined whether or not the RB winning flag is set. If the determination in step S1001 is positive, in step S1002, it is determined whether or not the RB symbol (for example, the "BAR" symbol) is aligned on the active line. If the determination in step S1002 is negative, this process is terminated.

[0135] Furthermore, if a minor role or replay is won in the role lottery and the corresponding minor role winning flag or replay winning flag is set to ON, then whether or not the corresponding symbols are stopped and the minor role is won in that game, the minor role winning flag and replay winning flag that were set to ON in that game will be set to OFF, and the ON minor role flag and replay flag will not be carried over to the next game. On the other hand, if a bonus role is won in the role lottery and the corresponding bonus winning flag (RB winning flag, BB winning flag) is set to ON, then if the corresponding symbols are not won in that game, the setting of the ON bonus winning flag will be carried over to the next game until the corresponding bonus is won. Furthermore, in the lottery process of the next game in which the BB or RB winning flag has been carried over, a lottery will be held regarding whether or not a minor role or replay can be won, but a lottery regarding BB or RB will not be held. In addition, if a minor role or replay is won while the BB or RB winning flag has been carried over, the slide table will be stored so that the minor role or replay will be prioritized for alignment.

[0136] On the other hand, if a positive determination is made in step S1002, that is, if the RB symbols line up on the active line (the RB symbols stop and are displayed, and an RB is awarded), then in step S1003, the RB start process is performed before this process ends. In the RB start process, the RB winning flag is reset (off), and the RB award flag is set (on), making it an RB game, which is a type of bonus game, and an RB start command is output to the sub-control device 111 to indicate the start of the RB in order to perform opening effects, etc. Furthermore, in step S1003, the RB game initial setup process is executed.

[0137] In this embodiment, the RB consists of 12 JAC games and ends when 12 JAC games are played or when 8 small wins are achieved. Therefore, in the initial RB game setup process, the remaining JAC game counter, which indicates the number of remaining RB games, is set to "12", and the remaining win counter, which indicates the number of remaining small wins, is set to "8".

[0138] The JAC game is a game where only one bet is allowed, and the probability of landing a small win is very high (the probability of landing a bell is increased). When a small win (in this example, all small wins are JAC symbols) is achieved in the JAC game, the maximum number of medals (15 in this case) is paid out. In the RB, if a small win is achieved 8 times, the RB game ends even if the JAC game has not reached 12 rounds. Furthermore, if the determination in step S1001 is negative, that is, if the RB winning flag is not set, then in step S1004, it is determined whether or not the BB winning flag is set. If the determination in step S1004 is negative, this process ends there. On the other hand, if the BB winning flag is set and the determination in step S1004 is positive, then in step S1005, it is determined whether or not the BB symbol (for example, the symbol "Red 7") is aligned on the active line. If the determination in step S1005 is negative, this process ends there.

[0139] On the other hand, if a positive determination is made in step S1005, that is, if the BB symbols line up on the active line (the BB symbols stop and are displayed, and a BB is awarded), the BB start process is performed in step S1006, and then this process ends. In the BB start process, the BB winning flag is reset (off), and the BB award flag is set (on), making it a BB game, which is a type of bonus game, and a BB start command is output to the sub-control device 111 to indicate the start of the BB in order to perform opening effects, etc. Furthermore, in step S1006, the BB game initial setup process is executed.

[0140] In this embodiment, the BB ends when more than 345 medals are paid out. Therefore, in the initial BB game setup process, the bonus payout counter, which is used to determine when the number of medals paid out during the bonus game exceeds a specified number, is set to "345". In this embodiment, there are no special symbols set to transition to the JAC game; the game automatically transitions to the JAC game when the bonus symbols (BB symbols) are lined up. Furthermore, in the BB game, there is no specified number of games as an termination condition, and the game can transition to the JAC game even if no small wins are achieved. The game ends when more than a specified number of medals are awarded (paid out).

[0141] Returning to the explanation of Figure 17, if a positive determination is made in step S901, that is, if the game state is during an RB bonus game, then in step S904, the value of the remaining JAC game counter is subtracted by "1". In the following step S905, it is determined whether or not a small win has occurred. If a positive determination is made in step S905, then in step S906, the value of the remaining win counter is subtracted by "1".

[0142] If a negative determination is made after step S906, or if a negative determination is made in step S905, then in step S907, it is determined whether the value of the remaining JAC game counter or the value of the remaining prize counter is "0". If a negative determination is made in step S907, the process ends there. On the other hand, if a positive determination is made in step S907, then in step S908, the RB termination process is performed before the process ends. In the RB termination process, the RB prize flag is turned off, various counters are reset as appropriate, and an RB termination command indicating the end of RB is output to the sub-control device 111 in order to perform the ending sequence.

[0143] Furthermore, if the determination in step S902 is positive, then in step S909, it is determined whether or not a minor role has been won. If the determination in step S909 is negative, the process ends there. On the other hand, if the determination in step S909 is positive, in step S910, the value of the bonus payout counter is subtracted by the number of coins paid out due to the minor role win (in this example, "15"). Note that the bonus payout counter may have a minimum value of "0", or it may be configured to count values ​​of "0 or less".

[0144] After step S910, in step S911, it is determined whether the value of the bonus payout counter exceeds "0" (effectively, is it 1 or more). If the determination in step S911 is positive, that is, if the number of medals awarded (paid out) in the BB has not yet exceeded the upper limit (345 medals in this example), this process is terminated.

[0145] On the other hand, if the result is negative in step S911, that is, if the maximum payout limit for BB has been reached, the BB termination process is performed in step S912 before the main process ends. In the BB termination process, the BB winning flag is turned off, various counters are reset as appropriate, and a BB termination command indicating the end of BB is output to the sub-control device 111 in order to perform the ending sequence.

[0146] In this embodiment, the game is configured to automatically transition to a JAC game where small wins (in this example, all small wins are JAC symbols) have a high probability of being won (auto jack-in). However, it is also possible to provide a JAC symbol and, in the Big Bonus (BB), provide a small win game where it is possible to win a JAC symbol, and a predetermined number of JAC games to which the game transitions when the JAC symbol is displayed (manual jack-in).

[0147] Next, the RT state processing in step S507 of the normal processing (Figure 13) will be explained with reference to Figure 19.

[0148] First, in step S2101, it is determined whether or not a bonus has been won (whether or not the BB winning flag or RB winning flag is set to ON). If the determination in step S2101 is positive, in step S2102, the system transitions to "RT3", a state during the bonus in which a replay is not won (the RT counter is set to "3"). After that, this process ends. Note that the system may be configured so that it is possible to win a replay or a loss during the bonus.

[0149] If the result in step S2101 is negative, step S2103 determines whether or not a bonus has been won. If the result in step S2103 is positive, step S2104 transitions the RT state to "RT0", which has the normal replay probability and can also result in a loss (the RT counter is set to "0"). After that, this process ends.

[0150] If the determination in step S2103 is negative, then in step S2105, it is determined whether or not the Big Bonus (BB) has ended. If the determination in step S2105 is positive, then in step S2106, the RT state is transitioned to "RT1", where there is a possibility of winning Special Replay A, Special Replay B, and Fake Replay (the RT counter is set to "1"). Subsequently, in step S2107, "20" is set for the RT count counter as the expiration date of RT1. After that, in step S2108, an RT1 transition command is set to inform the sub-control device 111 that the state will transition to RT1 after the BB, and then this process is terminated.

[0151] In this embodiment, the sub-control device 111, upon receiving the RT1 transition command, performs an RT1 animation on the performance display device 15, etc., corresponding to the RT1 state for up to 20 rounds after the BB, indicating whether or not special replay A can be stopped. For example, the performance display device 15 displays "High probability state for white 7", "If you can line up white 7s, you will enter XX mode (RT2)", and an indication of the remaining period of RT1. In this embodiment, since the system always transitions to an RT1 state with a maximum duration of 20 games after the BB ends, the RT1 transition command may be omitted, and the sub-control device 111 may be configured to understand that it will transition to the 20-round RT1 state upon receiving the BB end command from the main control device 131. In addition, the system may be configured to ensure that the animations etc. during the bonus opening period, ending period, RT1 opening period, etc. are clearly visible (preventing the predetermined explanation from being skipped by stopping the stop switches 72, 73, 74).

[0152] If the determination in step S2105 is negative, then in step S2109, it is determined whether or not the RB has finished. If the determination in step S2109 is positive, then in step S2110, the RT state is changed to "RT1" (the RT counter is set to "1"). Subsequently, in step S2111, "1" is set for the RT count counter as the expiration date of RT1. After that, in step S2112, an RB-after RT1 transition command is set to inform the sub-controller 111 that the state will transition to RT1 after the RB, and then this process is terminated.

[0153] In this embodiment, since the system always transitions to RT1 state for a period of one game after the end of RB, the command to transition to RT1 after RB may be omitted, and the sub-control device 111 may be configured to understand that it will transition to RT1 state for one period by receiving the RB end command from the main control device 131. In this embodiment, even if the system transitions to RT1 state after RB, the RT1 effects are not displayed on the performance display device 15 (the display is the same as RT0). However, if a special replay A or a fake replay is won in the first game after RB, a guidance game is executed that instructs the player to aim for and stop on special replay A. In the guidance game, for example, the performance display device 15 displays three special replay A symbols in a row, and also displays guidance text indicating that the player should aim for it, or plays a sound effect. Furthermore, in configurations where the stopping order of reels 42L, 42M, and 42R must be correctly determined in order to display special replay A, the stopping order may be indicated by a guide display, or the reels 42L, 42M, and 42R to be stopped may be indicated by LEDs built into the upper and lower edges of each display window 31L, 31M, and 31R, or by backlights installed inside reels 42L, 42M, and 42R.

[0154] If the determination in step S2109 is negative, then in step S2113, it is determined whether the value of the RT counter is "1" or "2". If the determination in step S2113 is negative, the process ends there. On the other hand, if the determination in step S2113 is positive, then in step S2117, it is determined whether or not special replay A has been awarded. If the determination in step S2117 is positive, then in step S2118, the RT state is transitioned to "RT2" (the RT counter is set to "2"). In the following step S2119, an RT count lottery is performed. In this embodiment, when transitioning to RT2, the duration of RT2 is set to either 50 games, 100 games, or 150 games. For example, it is distributed as 50 games approximately 8 / 10 of the time, 100 games approximately 1 / 10 of the time, and 150 games approximately 1 / 10 of the time. Furthermore, in step S2120, the duration of RT2 determined by the RT count lottery is set to the RT count counter. Furthermore, in the role lottery, it may be determined not only whether a special replay A has been won, but also whether a special replay A that transitions to RT2 for 50 games, a special replay A that transitions to RT2 for 100 games, or a special replay A that transitions to RT2 for 150 games has been won. In addition, in this embodiment, the special replay A is configured to line up on the center line, but for example, it may be configured so that aligning on the upper or lower line transitions to RT2 for 50 games, aligning diagonally transitions to 100 games, and aligning in the center transitions to RT2 for 150 games (special replay A where white 7s line up on the upper line, special replay A where white 7s line up on the lower line, special replay A where white 7s line up on the diagonal line downwards to the right, special replay A where white 7s line up on the diagonal line upwards to the right, and the center A special replay A may be provided in which white 7s line up on the center line. For example, the left reel and the right reel may each be provided with a first white 7 symbol and a second white 7 symbol that is slightly different in design from the first white 7 symbol (almost the same), arranged consecutively (in the same order as the first white 7 symbol) (the middle reel only has the first white 7 symbol), and different combinations of the first white 7 symbol and the second white 7 symbol may be used to create different white 7s, and the number of RT2 games granted for each white 7s combination may be different.

[0155] Subsequently, in step S2121, the first freeze game flag is set to ON. In this embodiment, a freeze game is performed when transitioning to RT2, and during the freeze game, the duration (number of games) of RT2 is shown to the player. That is, in the RT2 state, the performance display device 15 derives a remaining period display as a means of displaying a taught amount that indicates the remaining period of RT2, and the newly granted (added) number of games is shown as an added display in the performance display device 15 and then added to the value of the remaining period display. However, the remaining period display only shows the number of games that have already been taught to be granted (taught amount), and there are not only states where the remaining period display shows the entire remaining period of RT2, but also states where there are untaught games that are not shown in the remaining period display. Furthermore, the remaining period display eliminates the need for the player to memorize the remaining number of RT2 games that has been taught.

[0156] In the following step S2122, an RT2 transition command is set to the sub-control device 111 to inform it that it will transition to RT2 upon winning a special replay A. This RT2 transition command includes information about the duration of RT2 set in the RT count counter. After step S2122, this process ends.

[0157] Furthermore, if the determination in step S2117 is negative, then in step S2123, it is determined whether or not a special replay B has been awarded. If the determination in step S2123 is positive, then in step S2124, the RT state is changed to "RT2" (the RT counter is set to "2"). In the following step S2125, the number of RTs is determined by lottery, and in step S2126, the duration of RT2 determined by the number of RTs is set to the RT counter. Note that in the award lottery, instead of simply determining whether or not a special replay B has been won, it may also be determined whether or not a special replay B that transitions to RT2 for 50 games, a special replay B that transitions to RT2 for 100 games, or a special replay B that transitions to RT2 for 150 games has been won.

[0158] Subsequently, in step S2127, the second freeze game flag is set to ON. In this embodiment, the contents of RT2 (distribution of the number of RT count draws, etc.) are the same whether RT2 is initiated by winning special replay A or special replay B, but the contents of the freeze game at the start of RT2 are different, as will be described in more detail later.

[0159] In the following step S2128, a command is set to the sub-control device 111 to transition to RT2 after winning a special replay B. This command includes information about the duration of RT2 set in the RT count counter. After step S2128, this process ends.

[0160] Furthermore, if the determination in step S2123 is negative, in step S2129 it is determined whether the value of the RT count counter has become "0". If the determination in step S2129 is negative, this process is terminated. On the other hand, if the determination in step S2129 is positive, that is, if the period of RT1 or RT2 has ended, in step S2130 the RT state is transitioned to "RT0" (the RT counter is set to "0"). In the following step S2131, an RT0 transition command is set to inform the sub-controller 111 to transition to RT0, and then this process is terminated.

[0161] Furthermore, RT2 is a state in which the probability of winning a losing combination in the role lottery decreases, but the probability of a replay increases, allowing the player to play without significantly reducing their number of tokens (for example, it may be set to slightly increase them). In other words, the slot machine 10 of this embodiment is designed to efficiently increase the number of tokens by winning a Big Bonus (BB), transitioning to RT2, and then aiming for another BB during the RT2 period. In addition, in this embodiment, the game transitions to RT1 after a bonus, but it may be configured to transition to RT1 at a different timing, or it may not transition to RT1 after a bonus, or there may be cases where it does not transition. Furthermore, in this embodiment, the determination means consists of a function that determines whether or not a special replay A has been awarded (stopped), and whether or not a special replay B has been awarded (stopped). In addition, the first freeze game flag and the second freeze game flag correspond to the storage means.

[0162] Next, the guidance game setting process performed in the variation pattern setting process of step S606 of the lottery process (Figure 14) will be explained with reference to Figure 20. Here, "guidance game" refers to a performance display device 15, etc., that informs the player that it may be possible to win special replay A (white 7s aligned) which will lead to RT2, and that the player should aim for special replay A and stop the reels accordingly. The guidance game setting process is a process to output a command instructing the sub-control device 111 and the display control device 112 to execute the guidance game.

[0163] As will be explained in more detail later, the guided game informs the player that the game will transition to RT2 when the "white 7s line up" on the performance display device 15, but does not inform the player that the game may transition to RT2 even without the "white 7s line up". In this embodiment, RT2 corresponds to a "specific bonus," and the special replay A (white 7s line up) which is indicated in the guided game as being associated with the transition to RT2 corresponds to a specific mode and specific identification information. Furthermore, the state designated as RT2 (the state in which the game is being played in RT2) corresponds to a bonus state. In addition, games in which special replay A can be stopped and displayed correspond to the display of changing identification information from which a specific mode can be derived, while games in which fake replays can be stopped and displayed are not displays of changing identification information from which a specific mode can be derived.

[0164] First, in step S2201, it is determined whether or not it is RT1 (RT counter = 1). If it is determined to be negative in step S2201, this process is terminated. In this example, the configuration is such that there is no possibility of winning special replay A, special replay B, or fake replay in any state other than RT1. However, it is also possible to configure the system so that special replay A, special replay B, and fake replay can be won in RT states other than RT1.

[0165] If a positive determination is made in step S2201, then in step S2202, it is determined whether or not a special replay A has been won. If a positive determination is made in step S2202, then in step S2203, a guided game command is set to the sub-control device 111 to execute the guided game, and then this process is terminated.

[0166] Furthermore, if the determination in step S2202 is negative, step S2204 determines whether or not a fake replay has been won. If the determination in step S2204 is negative, this process ends immediately. On the other hand, if the determination in step S2204 is positive, step S2203 sets the guidance game command and then this process ends.

[0167] Furthermore, the fake replay consists of a combination of replay, bell, and replay symbols that stop on the left, middle, and right of the predetermined active lines of the reel unit 41. In the guided game when a fake replay is won, up to two "white 7" symbols, which are the symbols of special replay A, will line up on the predetermined active lines (they will be in a near-winning position), but three will not line up. Also, as mentioned above, if special replay A is won, special replay B is also won, and conversely, if special replay B is won, special replay A may not be won. In this example, if special replay B is won without winning special replay A, the guided game command is not set (the guided game is not executed). However, since special replay B is always awarded (without being missed), the game transitions to RT2, and in this embodiment, a freeze game is also executed at the start of RT2. In addition, if a bonus is won in RT1, the RT state is switched to RT0 during the RT state processing that takes place immediately after the variation pattern setting processing of the lottery process, so the RT1 period ends in the game in which the bonus is won.

[0168] Next, the freeze game processing in step S701 of the reel control processing (Figure 15) will be explained with reference to Figure 21. In this embodiment, the game in which the freeze game is performed corresponds to a specific variation display.

[0169] First, in step S2301, it is determined whether the first freeze game flag (which is set to ON when a special replay A is won) is set to ON. If the determination in step S2301 is positive, in step S2302, the first freeze game flag is turned OFF, and in step S2303, the freeze flag indicating that a freeze game is in progress is set to ON.

[0170] In the following step S2304, it is determined whether there is information about a power outage or information about the front door 12 being opened. If the determination in step S2304 is negative, the process proceeds to step S2305. The information about the power outage and the information about the front door 12 being opened is stored until the first game setting (setting based on lever press if the reel unit 41 is stopped, or resetting during rotation if the reel unit 41 is rotating) after power is restored or the front door 12 is closed. If the determination in step S2304 is positive, that is, if a power outage occurred or the front door 12 was opened between the current game and the previous game, the process proceeds to step S2318, which will be described later. In this embodiment, the presence of information about a power outage or information about the front door 12 being opened corresponds to a non-derivation condition.

[0171] In step S2305, it is determined whether the value of the RT count counter is "150". If it is determined to be true in step S2305, in step S2306, the freeze counter, which indicates the remaining number of times to perform freeze action 2 (reverse rotation effect), is set to "2". Furthermore, in step S2307, the maximum rotation flag is turned on to indicate that the maximum number of times to perform freeze action 2 (reverse rotation effect) has been set, and then the process proceeds to step S2311.

[0172] Furthermore, if the determination in step S2305 is negative, in step S2308, it is determined whether the value of the RT count counter is "100". If the determination in step S2308 is positive, in step S2309, the freeze counter is set to "1" and then the process proceeds to step S2311. Furthermore, if the determination in step S2308 is negative, in step S2310, the freeze counter is set to "0" and then the process proceeds to step S2311.

[0173] In step S2311, the freeze operation 1 (rocking effect) is set, and in step S2312, a value corresponding to the duration of freeze operation 1 (approximately 3 seconds in this example) is set in the freeze timer. In this embodiment, as freeze operation 1, each reel moves back and forth relatively slowly within a range of rotation angle of about 10 degrees (about 4 back and forth movements). The freeze timer is also decremented periodically (for example, by the timer subtraction process in the timer interrupt processing (Figure 10)).

[0174] After step S2312, in step S2313, a freeze game processing is performed. This freeze game processing will be described later.

[0175] Furthermore, if the determination in step S2301 is negative, in step S2315 it is determined whether or not the second freeze game flag is set to ON. If the determination in step S2315 is negative, this process is terminated. On the other hand, if the determination in step S2315 is positive, in step S2316 the second freeze game flag is turned OFF, and in step S2317 the freeze flag is set to ON.

[0176] After step S2317, or if a positive determination is made in step S2304, step S2318 determines whether the value of the RT count counter is "150". If a positive determination is made in step S2318, step S2319 sets the freeze counter to "2". Furthermore, step S2320 sets the shortening flag to indicate that the freeze game will be shortened. After that, the process moves to step S2311 to set freeze operation 1 (shaking effect), and in step S2312, the freeze timer is set (approximately 3 seconds), before moving to step S2313.

[0177] Furthermore, if the determination in step S2318 is negative, in step S2321 it is determined whether the value of the RT count counter is "100". If the determination in step S2321 is positive, in step S2322 the freeze counter is set to "1". After that, in step S2320 the shortening flag is set to ON, in step S2311 the freeze operation 1 (shaking effect) is set, in step S2312 the freeze timer is set (equivalent to approximately 3 seconds) and then the process proceeds to step S2313.

[0178] Furthermore, if a negative determination is made in step S2321, the freeze counter is set to "0" in step S2323, freeze operation 1 (shaking effect) is set in step S2311, the freeze timer (equivalent to approximately 3 seconds) is set in step S2312, and then the process proceeds to step S2313. In this embodiment, the confirmation means, particularly the grasping means, is composed of a process that determines whether special replay A and special replay B have been awarded in the RT state processing (Figure 19) and sets the first freeze game flag and the second freeze game flag to ON, and a process that checks whether the first freeze game flag and the second freeze game flag in the freeze game processing (Figure 21) are set to ON. Also, the condition that the second freeze game flag is set to ON corresponds to the non-derivation condition.

[0179] Now, the freeze game processing in step S2313 will be explained with reference to Figure 22. First, in step S2401, it is determined whether or not the freeze flag is set to ON. If the determination in step S2401 is negative, this process is terminated.

[0180] On the other hand, if the determination in step S2401 is positive, then in step S2402, it is determined whether the value of the freeze timer is "0". If the determination in step S2402 is positive, then in step S2303, it is determined whether the value of the freeze counter is "0".

[0181] If a negative determination is made in step S2303, that is, if it is not yet time to end the freeze game, then in step S2404, it is determined whether or not the reverse rotation flag is set to ON. If a negative determination is made in step S2404, then in step S2405, it is determined whether or not the pseudo-stop flag is set to ON. If a negative determination is made in step S2405, then in step S2406, the freeze operation 2 (reverse rotation effect) is set. In the following step S2407, a value corresponding to the time of freeze operation 2 (reverse rotation effect) (approximately 3 seconds in this example) is set for the freeze timer. In this embodiment, as freeze operation 2, each reel 32L, 32M, and 32R rotates in the opposite direction so that the symbols in the reel unit 41 (display windows 31L, 31M, 31R) move from bottom to top.

[0182] Subsequently, in step S2408, the reverse rotation flag is set to ON, and in step S2409, a reverse rotation command is set to the sub-control device 111 to perform a reverse rotation effect, and then this process is terminated.

[0183] Furthermore, if a positive determination is made in step S2404, that is, if the reverse rotation flag is set to ON (when the reverse rotation effect has ended), the reverse rotation flag is turned OFF in step S2410. In the following step S2411, it is determined whether the maximum rotation flag (which is set to ON when special replay A is awarded and RT2 is set to 150 games) is set to ON or not.

[0184] If the determination in step S2411 is positive, then in step S2412, it is determined whether the value of the freeze counter is "1". If the determination in step S2412 is negative, that is, if the value of the freeze counter is "2", then in step S2413, the freeze operation 3 (pseudo-stop effect) is set. Here, the combination of "white 7"s (special replay A) will be displayed as a pseudo-stop. In the following step S2414, a value corresponding to the time of freeze operation 3 (pseudo-stop effect) (approximately 2 seconds in this example) is set for the freeze timer. In this embodiment, as freeze operation 3 (pseudo-stop effect), each reel moves back and forth within a range of rotation angle of about 1 degree, resulting in a state (pseudo-stop display) that makes it appear as if the reels are stopped.

[0185] In this embodiment, during the reverse rotation of the reels, the number of rotations (amount of rotation) and rotation speed of each reel 42L, 42M, and 42R are exactly the same, and a pseudo-stop display occurs exactly when they have rotated a predetermined number of times. In other words, for example, if "White 7" is displayed stopped in the middle of the reels (see Figure 25(a)), and then freeze operation 2 (see Figure 25(d)) is performed via freeze operation 1 (see Figure 25(b)), and then freeze operation 3 (see Figure 25(e)) is derived, then "White 7" will be displayed as a pseudo-stop in the middle of the reels. For this reason, in this embodiment, during the reverse rotation of the freeze game, the reels are simply rotated exactly the predetermined number of times, and no processing is performed such as detecting the position (outcome) of the reels at the time of the pseudo-stop display, or making a predetermined reel operate differently from other reels during the rotation of the reels (changing the amount of rotation of a predetermined reel from the amount of rotation of the other reels to change the pseudo-stop outcome from the outcome before the reverse rotation).

[0186] Subsequently, in step S2415, the pseudo-stop flag is set to ON, and in step S2416, a pseudo-stop command is set to the sub-controller 111 to indicate that a pseudo-stop effect should be performed, and then this process is terminated.

[0187] Furthermore, if a positive determination is made in step S2412, that is, if a special replay A is awarded and the reverse rotation effect occurs for the second time, then in step S2417, freeze action 3 (pseudo-stop effect) is set. Here, the combination of "white 7" (special replay A) will be displayed as a pseudo-stop. In the following step S2418, a value is set for the freeze timer that corresponds to the time (approximately 5 seconds in this example) that indicates that freeze action 3 (pseudo-stop effect) has been set as the maximum duration for RT2.

[0188] Subsequently, in step S2419, the maximum rotation flag is turned off; in step S2420, the freeze counter value is set to "0"; and in step S2421, a maximum bonus performance command is set to indicate to the sub-control device 111 that the maximum number of games (initial number of games) to be assigned at the start of RT2 should be provided, before this process ends.

[0189] Furthermore, if a negative determination is made in step S2411, step S2422 determines whether the shortening flag (which is turned on when special replay B is awarded and the RT count counter is set to 150 or 100) is set to on. If a negative determination is made in step S2422, that is, when special replay A is awarded and the RT count counter is set to 100, the process proceeds to step S2413 as described above.

[0190] On the other hand, if a positive determination is made in step S2422, the freeze operation 3 (pseudo-stop effect) is set in step S2423. In this case, special replay B will be displayed as a pseudo-stop. In the following step S2424, a value is set for the freeze timer that corresponds to the time (approximately 5 seconds in this example) for performing the predetermined instruction when transitioning to RT2 in the case of freeze operation 3 (pseudo-stop effect) where special replay A has not been displayed as a stop (winning) (special replay B has been won).

[0191] Subsequently, in step S2425, the shortened flag is turned off; in step S2426, the value of the freeze counter is set to "0"; and in step S2427, a shortened teaching command is set to indicate to the sub-control device 111 that the number of games for RT2 should be taught in a shortened manner, and then this process is terminated.

[0192] Furthermore, with this configuration, if a special replay B is won, the reel reverse rotation effect will occur at most once (none in the case of 50 games), in the case of 150 games the remaining number of games to be indicated (plus 100 games) will be indicated all at once on the effect display device 15, and in the case of 100 games the shaking effect (freeze action 1) after the reverse rotation effect (freeze action 3) will not occur. Moreover, in this embodiment, even when "white 7" is not displayed as stopped, the number of rotations (amount of rotation) and rotation speed of each reel 42L, 42M, and 42R in the reel reverse rotation effect are exactly the same as when "white 7" is displayed as stopped, and a pseudo-stop is displayed exactly after the specified number of rotations. In other words, for example, if Special Replay B is displayed as stopped in the middle of the reels, that is, for example, if you aimed for the white 7 but failed to time your operation (so-called "eye-stopping") on the third stop, resulting in the white 7 being missed and the patterns of missed white 7s lining up on the center line (see Figure 26(g)), then after Freeze Operation 1 (see Figure 26(h)) is performed, Freeze Operation 2 (see Figure 25(d)) is performed, and then Freeze Operation 3 (see Figure 26(i)) is derived, Special Replay B will be displayed as a pseudo-stop in the middle of the reels.

[0193] Furthermore, if a positive determination is made in step S2405, that is, if the pseudo-stop flag is set to ON (when a special replay A is won and the number of RT2 games granted is 100 or 150 games, and the reverse rotation effect has been performed once), the pseudo-stop flag is turned OFF in step S2428. Subsequently, in step S2429, the freeze action 1 (shaking effect) is set, and in step S2430, the operation guidance flag is set to ON to indicate that in freeze gameplay, an operation guidance effect is performed to prompt the player to operate the effect button 101 (the reels perform a shaking effect).

[0194] After step S2430, in step S2431, a value corresponding to the maximum duration of the operation guidance animation (for example, about 10 seconds) is set for the freeze timer. In the following step S2432, the value of the freeze counter is decremented by "1". Furthermore, in step S2433, an operation guidance command is set for the sub-control device 111 to indicate that an operation guidance animation should be performed, and then this process is terminated.

[0195] Furthermore, if the determination in step S2402 is negative (i.e., the value of the freeze timer is not "0"), then in step S2434, it is determined whether or not the operation guidance flag is set to ON. If the determination in step S2434 is negative, the process ends there. On the other hand, if the determination in step S2434 is positive, then in step S2435, it is determined whether or not the start lever 71 has been operated. If the determination in step S2435 is negative, the process ends there. Note that the operation means used to guide the player to operate in the operation guidance presentation is not limited to the start lever 71; the presentation button 101, stop switch, etc., may also be used.

[0196] Furthermore, if the determination in step S2435 is positive, in step S2436 it is determined whether the value of the freeze counter is "0". If the determination in step S2436 is negative, that is, if the value of the freeze counter is "1", the process proceeds to step S2406 to set the reverse rotation effect of the reels.

[0197] On the other hand, if the determination in step S2436 is positive, the value of the freeze timer is set to "0" in step S2437, and then this process is terminated.

[0198] Furthermore, if a positive determination is made in step S2403, that is, if the value of the freeze counter is "0", the freeze flag is turned off in step S2438. In addition, in step S2439, the reels are set to perform normal operation (reel operation such that the symbols move from top to bottom). Then, in step S2440, a freeze termination command is set to the sub-control device 111 to indicate that the freeze game should be terminated, and then this process is terminated.

[0199] As will be explained in more detail later, if Special Replay A is displayed as a stop (winning) and the number of RT2 games awarded is 150 games, a reel reverse rotation effect leading to step S2416 is followed by a pseudo-stop effect, then another reel reverse rotation effect leading to step S2421, and another pseudo-stop effect. Also, if Special Replay A is displayed as a stop (winning) and the number of RT2 games awarded is 100 games, a reel shake effect (freeze action 1) is performed after a reel reverse rotation effect leading to step S2416, but the reverse rotation effect is not performed.

[0200] Returning to the explanation of the freeze game process in Figure 21, after step S2313, in step S2314, it is determined whether the reels are performing normal operation (forward rotation such that the symbols move from top to bottom). At least if the freeze flag is set to ON, it is determined to be negative in step S2314, and furthermore, if the rotation speed of the reels immediately after the freeze game ends is slow, it is also determined to be negative in step S2314. If it is determined to be positive in step S2314, this process ends there. On the other hand, if it is determined to be negative in step S2314, it returns to the freeze game process in step S2313. In this embodiment, the freeze game is performed even if a bonus is won in a game in which a freeze game is performed (a freeze game was planned at the beginning of the game), but it is also possible to configure it so that the freeze game is not performed if a bonus is won in a game in which a freeze game is performed.

[0201] Next, the process of setting the guided game effects by the sub-controller 111 for executing guided game effects in the display device 15, corresponding to the guided game, will be explained with reference to Figure 23, etc. Note that the guided game effects setting process is performed in the normal process that is periodically performed by the sub-controller 111. In this embodiment, the functions of the main control device 131 and the sub-controller 111 for executing the guided game correspond to the guidance means.

[0202] First, in step S3101, it is determined whether the guidance game flag, which is set to be turned on when a guidance game performance is being performed, is set to ON. If the determination in step S3101 is negative, in step S3102, it is determined whether or not a guidance game command has been received from the main control device 131. If the determination in step S3102 is positive, in step S3103, the guidance game flag is set to ON. Furthermore, in step S3104, the guidance game performance start setting process is performed and then this process is terminated.

[0203] In the guidance game performance start setting process, as shown in Figure 26(j), the performance display device 15 performs a process to derive the guidance game performance. Specifically, the performance display device 15 derives a display in the center of its display section instructing the player to stop the reels aiming for the "white 7" that constitutes special replay A, and derives a display at the top of the display section informing the player that when the "white 7" is aligned, they will transition to (enter) RT2 (named as XX mode for each model), and also generates sound effects, etc.

[0204] Furthermore, if the determination in step S3101 is positive, that is, if the guidance game flag is set to ON, then in step S3105, it is determined whether or not a third stop command has been received from the main control unit 131. If the determination in step S3105 is negative, then in step S3106, it is determined whether or not a second stop command has been received from the main control unit 131. If the determination in step S3106 is negative, then in step S3107, it is determined whether or not a first stop command has been received from the main control unit 131. If the determination in step S3107 is negative, then this process ends.

[0205] On the other hand, if a positive determination is made in step S3107, step S3108 determines whether or not a "white 7" has stopped on a predetermined active line. If a positive determination is made in step S3108, step S3109 sets up a first success animation corresponding to the fact that the first "white 7" has been stopped on an active line, and terminates this process. In the first success animation of this embodiment, the animation display device 15 displays an indication that a "white 7" has stopped corresponding to the stopped reel, and generates a sound effect when the corresponding reel stops.

[0206] On the other hand, if a negative determination is made in step S3108, in step S3110, a failure sequence is set where it was not possible to stop and display "White 7" (i.e., it was not possible to stop and display "White 7", i.e., to win special replay A), and this process is terminated. In the failure sequence of this embodiment, the display indicating that the target is "White 7" is erased, leaving only the background image, and the brightness is also made relatively dim (see Figure 26(k). This figure shows the state in which the three reels are stopped, but the appearance of the sequence display device 15 is the same even while the reels are rotating after the failure sequence has occurred).

[0207] Furthermore, if a positive determination is made in step S3106, that is, if a second stop command is received, in step S3111, it is determined whether or not two "white 7s" have stopped on a predetermined valid line (whether or not "white 7s" have reached tenpai). If a negative determination is made in step S3111, the failure animation is set in step S3110 and this process is terminated. If the failure animation is already in progress, that state is maintained.

[0208] On the other hand, if a positive determination is made in step S3111, in step S3112, a second success animation is set corresponding to the fact that a second "white 7" was stopped on a predetermined active line ("white 7" is in a winning position), and this process ends. In the second success animation of this embodiment, the animation display device 15 displays an indication that the two "white 7s" that were stopped on the predetermined active line are lined up ("white 7" is in a winning position), and a sound effect is generated when the corresponding reels stop.

[0209] Furthermore, if a positive determination is made in step S3105, that is, if a third stop command is received, the guide game flag is turned off in step S3113. In addition, in step S3114, it is determined whether or not an RT2 transition command has been received from the main control device 131. If a positive determination is made in step S3114, that is, if a "white 7" is displayed as stopped and a special replay A has been awarded, in step S3115, a goal achievement performance corresponding to the fact that a third "white 7" has been stopped on a predetermined active line (a special replay A has been awarded) is performed. In this embodiment, as shown in Figure 25(a), a "white 7" is displayed largely in the center of the performance display device 15, and a display indicating that the RT state has transitioned to RT2 is derived to the left of it, and a display indicating the number of games that will be in the RT2 period (a display of the minimum number of games) is derived to the right. Furthermore, a relatively flashy sound effect is also derived.

[0210] After step S3115, in step S3116, the first freeze effect flag is set to ON, indicating that a freeze effect corresponding to a freeze game based on the winning of special replay A will be generated. In the following step S3117, based on the information indicating the duration of RT2 (game count information) included in the RT2 transition command, the sub-control device 111 sets the number of RT2 games (in this example, 50, 100, or 150) to the RT count tracking counter used to determine the remaining duration (remaining number of games) of RT2. After step S3117, this process ends.

[0211] Also, when the negative determination is made in step S3114, in step S3118, it is determined whether or not a special B post-RT2 transition command has been received. When the negative determination is made in step S3118, that is, when the fake replay is stopped (winning) and displayed, in step S3119, a failure effect (see Fig. 26(k)) is set and this process ends. If it is already in the mode of the failure effect, the mode is maintained.

[0212] On the other hand, when the positive determination is made in step S3118, that is, when the special replay B (which won simultaneously with the special replay A) wins, in step S3120, in the reel unit 41, although "white 7" is not stopped and displayed (three "white 7" are not stopped on a predetermined effective line), a reverse achievement effect indicating a transition to RT2 is set. The reverse achievement effect of this embodiment derives a relatively dark display with only the background, similar to the failure effect, for about 2 seconds from the stop of the three reels in the effect display device 15 (or the earlier timing among the timings when the operation state of the stop switch corresponding to the third stop is released). Then, as shown in Fig. 26(g), in the effect display device 15, the character "V" as an auxiliary identification mode is largely displayed in the center (displayed at the same position, with the same size, and the same decoration as the display of "white 7" described above). At the same time, a display indicating that the RT state transitions to RT2 is derived on the right side, and a display indicating the number of games in the RT2 period (the display of the minimum number of games) is derived on the left side. Furthermore, a relatively elaborate sound effect is also derived.

[0213] Furthermore, if the start lever 71, which initiates the next game, is operated less than 2 seconds after the third stop, the comeback achievement animation will be skipped. Here, the system may be configured so that the comeback achievement animation is not skipped as a freeze game. Alternatively, the system may be configured to suppress the skipping of the comeback achievement animation by starting an animation immediately after the third stop, such as an animation indicating that the comeback achievement animation may occur when a special replay B or a fake replay is displayed. Of course, it is also possible to set the timing of the comeback achievement animation to a different timing (less than 2 seconds, 0 seconds after the third stop, etc.).

[0214] After step S3120, in step S3121, the second freeze effect flag is set to ON, indicating that a freeze effect corresponding to a freeze game based on winning a special replay B will be generated. In the following step S3122, the number of games in RT2 (50, 100, or 150 in this example) is set to the RT count tracking counter based on the information indicating the duration of RT2 included in the command to transition to RT2 after special B (game count information). After step S3122, this process is terminated.

[0215] Furthermore, if a negative determination is made in step S3102, that is, if the guidance game performance is not in progress and no guidance game command has been received, in step S3123, it is determined whether or not a special B post RT2 command has been received from the main control device 131. If a negative determination is made in step S3123, this process ends there. On the other hand, if a positive determination is made in step S3123, in step S3124, the sudden freeze performance flag is set to ON in order to derive a sudden freeze performance that indicates that a freeze game has occurred in the game following a game in which no guidance game has been derived. In the following step S3125, based on the information indicating the duration of RT2 included in the special B post RT2 transition command (game count information), the number of games in RT2 (in this example, one of 50, 100, or 150) is set for the RT count tracking counter. After step S3125, this process ends. Note that in this embodiment, even if a special replay B that is not simultaneously won with special replay A is won, the guidance game performance will not be performed (see Figure 20). Therefore, in games in which Special Replay B is won (symbol variation display), as shown in Figure 26(l), no guidance gameplay animation is performed, but Special Replay B is displayed (winning).

[0216] Next, the freeze effect setting process by the sub-control device 111 for deriving a freeze effect (pseudo-game effect) corresponding to freeze gameplay on the effect display device 15, etc., will be explained with reference to Figure 24, etc. Note that the freeze effect setting process is performed in the normal processing that is periodically performed by the sub-control device 111.

[0217] First, in step S3201, it is determined whether the freeze effect flag is set to ON. If the result in step S3201 is negative, in step S3202, it is determined whether a variation start command has been received from the main control device 131. If the result in step S3202 is negative, this process is terminated. On the other hand, if the result in step S3202 is positive, in step S3203, it is determined whether the first freeze effect flag or the second freeze effect flag is set to ON.

[0218] If a positive determination is made in step S3203, the first freeze effect flag and the second freeze effect flag are turned off in step S3204, and the freeze effect flag is set to ON in step S3205. Furthermore, in step S3206, the freeze operation 1 effect is set, and then this process is terminated. As shown in Figures 25(b) and 26(h), the freeze operation 1 effect of this embodiment is a 3-second effect corresponding to the freeze operation 1 (shaking effect) of the reel unit 41, and the effect display device 15 derives a character praying, along with corresponding sound. Note that the freeze operation 1 effect is the same regardless of whether special replay A or special replay B is displayed as stopped in the reel unit 41. Furthermore, the system may be configured so that operating the effect button 125 during the relevant period can trigger an effect that suggests the occurrence of reverse rotation (for example, when the effect button 125 is operated, a display showing character A passing through the background may be generated with a 1 / 20 probability on failure and a 1 / 10 probability on success, and a display showing character B passing through the background may be generated with a 1 / 20 probability on success).

[0219] Furthermore, if a positive determination is made in step S3201, it is determined in step S3207 whether or not a reverse rotation command has been received from the main control device 131. If a positive determination is made in step S3207, the freeze operation 2 effect is set in step S3208 and then the process is terminated. As shown in Figure 25(d), the freeze operation 2 effect of this embodiment is a 3-second effect corresponding to the freeze operation 2 (reverse rotation effect) of the reel unit 41, and the effect display device 15 derives a character that is overjoyed, and a corresponding sound is also deriveted. Note that the freeze operation 2 effect is the same regardless of whether special replay A or special replay B is displayed as stopped on the reel unit 41.

[0220] Furthermore, if the determination in step S3207 is negative, in step S3209 it is determined whether or not a pseudo-stop command has been received from the main control device 131. If the determination in step S3209 is positive, in step S3210 the freeze operation 3 effect is set and then this process is terminated. As shown in Figure 25(e), the freeze operation 3 effect of this embodiment is a 3-second effect corresponding to the freeze operation 3 (pseudo-stop effect, pseudo-stop display) of the reel unit 41 when special replay A is displayed as stopped. The effect display device 15 displays a large "white 7" in the center, and to the left of it, an indication is re-generated that the RT state has transitioned to RT2, and to the right, an indication (additional display) is generated that the number of games for the RT2 period has increased (for example, although the guidance game effect was taught to be 50 games, it was actually about 50 more games, totaling 100 games). In addition, a relatively flashy sound effect is also generated. In this embodiment, the specific performance display and the added performance display are composed of the display of "White 7", a display indicating that the RT state has transitioned to RT2, and a display indicating the number of games that make up the RT2 period (a display indicating that the number of games that make up the RT2 period has increased).

[0221] Furthermore, if the determination in step S3209 is negative, in step S3211 it is determined whether or not a shortened teaching command has been received from the main control unit 131. If the determination in step S3211 is positive, in step S3212 the settings for the second completion freeze operation 3 are made, and then this process is terminated. The second complete freeze operation 3 effect of this embodiment, as shown in Figure 26(i), is a 5-second effect corresponding to the freeze operation 3 (pseudo-stop effect, pseudo-stop display) of the reel unit 41 when special replay B is displayed as stopped. The effect display device 15 displays a large "V" in the center (displayed in the same position, size, and with the same level of decoration as the "white 7" display in the specific effect display described above), and to the left of it is displayed an indication that the RT state has transitioned to RT2, and to the right is displayed an indication (additional display) that the number of games for the RT2 period has increased (for example, the guidance game effect indicated 50 games, but in reality it was 50 games or 100 games more, totaling 100 games or 150 games). Furthermore, a relatively flashy sound effect is also generated. In this embodiment, the alternative display and the added display are composed of the display of the letter "V" as an alternative display, a display indicating that the RT state is transitioning to RT2, and a display indicating the number of games that constitute the RT2 period (a display indicating that the number of games that constitute the RT2 period has increased).

[0222] In this embodiment, even if the RT2 period is "150 games," the reverse rotation effect is completed in one step, so the entire remaining RT2 period is indicated in the second completion freeze action 3 (plus 100 games). Furthermore, assuming that the reversal achievement effect in the guided game is skipped, the display of plus XX games may be stopped, and the system may be configured to only display the indication of the transition to RT2 and the total XX games.

[0223] Furthermore, if the determination in step S3211 is negative, in step S3213 it is determined whether or not a maximum bonus effect command has been received from the main control device 131. If the determination in step S3213 is positive, in step S3214 the setting of the first completion freeze operation 3 effect is performed, and then this process is terminated. The first completion freeze operation 3 effect in this embodiment is basically the same as the freeze operation 3 effect, but it is about 2 seconds longer than the freeze operation 3 effect and an effect is added that further emphasizes that the RT2 period is the maximum of 150 games. In addition, a relatively flashy sound effect is also derived.

[0224] Furthermore, if the determination in step S3213 is negative, in step S3215, it is determined whether or not an operation guidance command has been received from the main control device 131. If the determination in step S3215 is positive, in step S3216, the operation guidance effect is set and then this process is terminated. The operation guidance effect of this embodiment is derived when special replay A is stopped, the RT2 period is 100 games or 150 games, and the reverse rotation effect has been performed once, and as shown in Figure 25(f), a display prompting the operation of the start lever 71 is derived on the effect display device 15. Based on the operation of the start lever 71 in the operation guidance effect, the reverse rotation effect occurs when it is 150 games, and the reverse rotation effect does not occur when it is 100 games.

[0225] Furthermore, if the determination in step S3215 is negative, in step S3217, it is determined whether or not a freeze termination command has been received from the main control unit 131. If the determination in step S3217 is negative, this process is terminated.

[0226] On the other hand, if a positive determination is made in step S3217, the freeze termination animation is set in step S3218. In this embodiment, as shown in Figure 25(c), the freeze termination animation is displayed on the animation display device 15, showing a character leaving the display screen, and also showing a display indicating that the RT state has transitioned to RT2. After step S3218, the freeze animation flag is turned off in step S3219, and then this process is terminated.

[0227] Furthermore, if the determination in step S3203 is negative, step S3220 determines whether the sudden freeze effect flag is set to ON or not. If the determination in step S3220 is negative, this process ends. On the other hand, if the determination in step S3220 is positive, step S3221 turns off the sudden freeze effect flag, and step S3222 sets the freeze effect flag to ON. In addition, step S3223 sets the sudden freeze action 1 effect, and then this process ends.

[0228] The sudden freeze action 1 effect of this embodiment is triggered when a special replay B that does not result in a simultaneous win with special replay A is displayed (winning), and a freeze game (freeze effect) is started without any guidance game effects being performed. With respect to the reel unit 41 at this time, for example, the manner in which special replay B (the effective line on the upper row) is triggered as shown in the lower part of Figure 26(l) is such that it swings up and down as shown in the lower part of Figure 26(h). Furthermore, the sudden freeze action 1 effect is the same as the manner shown in the upper part of Figure 25(d) on the effect display device 15. In other words, since no guidance game effects were triggered in the previous game, the player is informed to transition to RT2 when the freeze game occurs, which is pleasing to the player, so the effect display device 15 also triggers a corresponding display. Effects after the sudden freeze action 1 effect are the same as those described above.

[0229] As detailed above, in the first embodiment, if either Special Replay A or Special Replay B is won during the RT1 period after a Big Bonus or after a Regular Bonus, the game transitions to RT2. Also, if Special Replay A is won, Special Replay B is also (simultaneously) won. For example, if the player is unable to line up Special Replay A (a combination of symbols where White 7s are lined up on a predetermined active line), Special Replay B (for example, a combination of symbols where White 7s are lined up on a predetermined active line along with a Watermelon or Red 7) will be lined up on an active line. In this embodiment, three types of RT2 with different durations are provided (the initial number of games in RT2 is set to three patterns), and if Special Replay A (Special Replay B) is won during the draw for winning combinations in the RT1 period, one of 50 games of RT2, 100 games of RT2, or 150 games of RT2 is awarded. In this embodiment, the stopping display (and pseudo-stop display) of special replay A as a specific mode is associated with the granting (addition) of 50 games in the RT game, which is the game executed in RT2. In other words, the stopping display of special replay A in RT1 indicates the transition to RT2 and the granting of 50 games in the RT game of RT2 (the initial number of games is a minimum of 50).

[0230] Furthermore, if Special Replay A is displayed and a 100-game or 150-game RT2 is won, the remaining uninformed RT game count (50 games or 100 games) will be revealed in the next game or later. In this embodiment, a freeze game (pseudo-game) that performs reel operation different from normal reel operation is performed at the beginning of the next game, and the display of changing symbols (main game) that indicates the result of the win / loss lottery based on the operation of the start lever 71 (lever on) is performed following the freeze game. In the freeze game, the reels reverse rotation and the addition of RT games (revealing the uninformed portion) correspond. Also, if a 50-game RT2 is won, a freeze game will occur in the next game. In the freeze game of this embodiment, first, from the state where Special Replay A is displayed, the reels (Special Replay A) swing up and down as a tease to see whether or not reels 42L, 42M, and 42R will reverse rotation. After that, if it was a 50-game RT, reels 42L~42R will start rotating forward (ending the freeze game) and the game will return to normal. If it was a 100-game or 150-game RT, the freeze game will continue and reels 42L~42R will rotate in reverse. When reels 42L~42R have just completed a few rotations in the reverse direction, they will be made to appear to stop (by continuing to move slightly to make it seem as if they have stopped), and the white 7 alignment will be displayed as a pseudo-stop. In other words, this means that 50 games have been added. After that, the reels will move up and down again, and if it was a 100-game RT, reels 42L~42R will rotate forward and the game will return to normal. If it was a 150-game RT, the reels will rotate in reverse once more and the white 7 alignment will be displayed as a pseudo-stop. In addition, the freeze game animation (pseudo-game animation) of the performance display device 15, which is synchronized with the pseudo-stop display, also displays a pseudo-stop display of three white 7s lined up (for example, three white 7 symbols lined up horizontally) and a display indicating the addition of 50 games (for example, "+50 games" is displayed).

[0231] RT2 is also triggered when Special Replay B (a combination of White 7, Red 7, and Watermelon where three identical symbols do not line up on a predetermined active line; by aiming for the White 7, for example, a combination of symbols such as White 7, White 7, Watermelon, which is the result of failing to stop the White 7) is hit, but the settings for freeze play and other features are different. In this example, when Special Replay A is won, Special Replay B is also won, and Special Replay B can be hit regardless of the position (rotation phase) of the reels when the stopping operation is performed (if Special Replay A and Special Replay B are both won, Special Replay B will be hit unless Special Replay A is hit). However, in this embodiment, the performance display device 15 does not guide the player to aim for Special Replay B or show the correspondence between Special Replay B and RT2 (it is conceivable that a player who is unaware of the relationship between Special Replay B and RT2 would simply perceive Special Replay B as a "miss"), and Special Replay B is not a specific form associated with a specific reward.

[0232] The sequence of events related to the freeze game is as follows: First, after a big bonus, if a special replay A is won during RT1 (20 games), a guidance game is triggered in which the display device 15 guides the player to aim for and stop on special replay A (white 7) during the winning game. If the white 7s line up and stop (special replay A is won), the display device 15 displays an indication that the white 7s have stopped, an indication that the game will transition to RT2, and an indication that 50 games will be awarded as the period during which the game can be played in RT2 (bonus game progression value). By performing the operation to start the next game (start lever on), the freeze game is executed as described above.

[0233] On the other hand, if in RT1 a player wins both Special Replay A and Special Replay B, and in the guided game, Special Replay B is awarded instead of Special Replay A, the display device 15 will show a message indicating that something good has happened to the player, even though the white 7 is not displayed as stopped (a V-shaped display: the value of the award is the same as Special Replay A, but since the white 7s are not lined up, it is not appropriate to display that the white 7s were displayed as stopped), a message indicating a transition to RT2, and a message indicating that 50 games will be awarded as the duration of RT2. In this example, the display of the comeback achievement effect will occur 2 seconds after the third stop of the guided game.

[0234] Furthermore, even if Special Replay B is displayed as stopped, performing the operation to start the next game (turning on the start lever) will start the freeze game from the state in which Special Replay B is displayed as stopped. Here, if the number of RT games is 50, just like with Special Replay A's 50 games, after the reels swing, the reels rotate forward and the game transitions to the main game. Also, in a freeze game started with Special Replay B displayed as stopped, the reverse rotation is limited to a maximum of one time, regardless of whether the number of RTs is 100 or 150. In addition, after the reverse rotation, the symbol that is displayed as a pseudo-stop is the same Special Replay B as before the reverse rotation, and in the freeze game effect of the effect display device 15, which is performed in synchronization with the freeze game, an indication that something good has happened to the player (a V-shaped display) and an indication that the number of untaught games (an additional 50 games if the number of RTs for RT2 is 100, and an additional 100 games if the number of RTs is 150) is displayed.

[0235] In other words, if a player wins Special Replay A (matching white 7s), which is actively associated with the display on the performance display device 15 in the guided game with the message "If matched, transition to RT2", then they have also won Special Replay B. Therefore, even if they fail to stop and display (win) Special Replay A due to a mis-stop, etc., Special Replay B will stop and display (win) and transition to RT2. Here, in order to enhance the excitement of the start of RT2 with a performance, a freeze game (simulated game) is performed in the reel unit 41. However, it is conceivable that the player's impression of the freeze game etc. will differ depending on whether Special Replay A is stopped and displayed or not when the freeze game is performed. In other words, the state of mind of a player is likely to be quite different depending on whether they are confident of receiving RT2 and are excited or not, depending on whether they are able to stop the symbols indicated by the guided gameplay and produce a visually appealing special replay A (three white 7s) or if they are unable to stop the symbols indicated by the guided gameplay, making it difficult to obtain RT2 based solely on the stopping pattern of the symbols (which would be incomprehensible to a player unfamiliar with the slot machine 10), and producing a visually unappealing pattern (three white 7s not lined up).

[0236] Furthermore, regarding the freeze game animation of the performance display device 15 that is performed in response to the freeze game, for example, if the behavior is the same whether or not a special replay A is derived (stopped) at the start of the freeze game, then even though a special replay A (white 7s aligned) is not derived, the same freeze game animation (displaying white 7s on the performance display device 15) is performed as if a special replay A were derived, which may cause the player to feel uneasy about the freeze game animation and, by extension, the freeze game itself.

[0237] Furthermore, if a freeze game starts with special replay B (for example, the appearance of a missing white 7) displayed on the reel unit 41 due to a mis-stopping error, it is conceivable that special replay A (aligned white 7s) could be pseudo-displayed after the reels reversed, as if to recover from the mis-stopping error. However, in this case, in order to pseudo-display special replay A (aligned white 7s) after the reels reversed, the reels that were stopped with symbols (white 7s) that match special replay A and the reels that were stopped with symbols (white 7s) that were misaligned from special replay A would have to be driven differently during the reels' reverse rotation. Moreover, a process would have to be performed to align the symbols (white 7s) that match special replay A (white 7s on the predetermined active lines at the same timing) and pseudo-display them, which would complicate the process and potentially lead to processing errors.

[0238] In this embodiment, the freeze game animation differs depending on whether or not a special replay A (white 7s aligned) is generated. Specifically, if a special replay A (white 7s aligned) is generated at the start of the freeze game and the RT2 period is 100 games or longer, a pseudo-stop display of special replay A (white 7s aligned) is shown during the freeze game. At that time, the animation display device 15 displays an indication that a special replay A (white 7s aligned) has been generated as a freeze game animation, and an indication that an additional 50 games are added to the RT2 period. This strengthens the association between the special replay A (white 7s aligned) of the reel unit 41 and the 50-game extension (addition) of the RT2 period.

[0239] On the other hand, for example, if special replay B is derived at the start of the freeze game, and special replay A (white 7s aligned) is not derived, and the RT2 period is 100 games or more, then special replay B (for example, the appearance of a white 7 miss) will be displayed as a pseudo-stop during the freeze game. At that time, the display device 15 will not show that special replay A (white 7s aligned) has been derived as a freeze game effect, but will instead display that an additional 50 games will be added to the RT2 period. This avoids weakening the association between special replay A (white 7s aligned) on the reel unit 41 and RT2.

[0240] Furthermore, for example, in a freeze game animation where Special Replay A (white 7s aligned) has not been generated, even if Special Replay A (white 7s aligned) could not be generated, a different animation (reversal achievement animation) could be shown, such as RT2 being awarded as a reversal, allowing for an animation that matches the player's feelings. As a result, the animation and gameplay can be improved.

[0241] In addition, in this embodiment, where three reels are operated and the symbols constituting special replay A, etc., are mechanically displayed in a variable manner, the behavior of each reel during the freeze game (operation control and processing related to the reel unit 41) is exactly the same whether or not special replay A (white 7s aligned) is displayed when the freeze game starts. Therefore, compared to a configuration that forces the behavior of the reel unit 41 in a freeze game started from a state where special replay B (for example, the appearance of a white 7 not aligned) is displayed to completely match the behavior of the reel unit 41 in a freeze game started from a state where special replay A (white 7s aligned) is displayed, through complex processing, it is possible to simplify the control and so on.

[0242] Furthermore, whether or not special replay A (three white 7s) is displayed when a freeze game starts depends on whether or not the player was able to stop and display special replay A (three white 7s) by operating stop switches 72, 73, and 74 in the previous game in which special replay A (three white 7s) could be displayed. For this reason, there is a good chance that a combination of symbols other than "three white 7s" will be displayed when a freeze game starts, and generally there are not just one, but multiple combinations of symbols other than "three white 7s". Therefore, in this configuration, for example, it is not necessary to control the behavior of the reel symbols in a freeze game that starts with special replay B displayed to perfectly match the behavior of the reel symbols in a freeze game that starts with three white 7s, thereby further reducing the complexity of the control. Furthermore, in this embodiment, since the freeze game is executed by a reel unit 41 that drives three reels, compared to a configuration in which the freeze game is simulated by displaying it on a liquid crystal display device, for example, controlling the alignment of the symbols on the three reels while the symbols are rotating is extremely difficult, and the effect of suppressing the complexity of the control is more pronounced.

[0243] Furthermore, although the control of the performance display device 15 is performed by the sub-control device 111 and the display control device 112, and the control of the reel unit 41 is performed by the main control device 131, the complexity of the control related to freeze games is suppressed as described above, thereby reducing the burden on the main control device 131. Accordingly, it is possible to ensure that the main control device 131 reliably performs important processes such as the lottery for winning or losing when a freeze game is performed (reducing the processing burden during the response period and avoiding adverse effects on controls other than freeze games).

[0244] Furthermore, in games where Special Replay A (three white 7s) can be displayed, the system generates a guided gameplay sequence that directs the player to aim for and stop the "white 7" corresponding to RT2 among the reel symbols, ensuring that the timing for displaying Special Replay A (three white 7s) is reliably communicated to the player. In addition, even if the guided gameplay sequence is generated and the stop switch is operated, if the timing of the operation is off, the "three white 7s" may not be displayed, thus maintaining the original enjoyment of slot machines equipped with a stop switch, where the player aims for and stops the "white 7".

[0245] Furthermore, regarding the guidance game effects performed by the display device 15 etc. in response to the guidance game, if special replay A (white 7s aligned) is displayed as a stop during the guidance game, an effect is performed to inform the player that white 7s aligned have been displayed (displaying white 7s). If special replay B is displayed as a stop during the guidance game, no effect is performed to inform the player that 7s aligned have been displayed (after the failure effect, a V shape is displayed as a comeback achievement effect). Therefore, even if RT2 has been won, it is possible to avoid the occurrence of inconsistencies (such as concerns that a bug has occurred) caused by deriving a guidance game effect corresponding to the display of special replay A (white 7s aligned) even though it has not been displayed as a stop, etc. Also, for example, it is possible to derive an effect in which the mission in the guidance game effect is failed at least once, thereby improving the performance.

[0246] In addition, even in situations where the guided game animation is not clearly visible due to the player operating the stop switch as quickly as possible during the guided game, a freeze game will occur in which the animation cannot be skipped by operating the start lever 71 in the next game. Therefore, it is possible to reliably inform the player that they have won RT2 during that freeze game. Consequently, it is possible to avoid situations where the opportunity to inform the player that they have won RT2 is lost, and the contents of RT2 can be reliably conveyed to the player.

[0247] In addition, a guided game is now triggered even when a fake replay is won that does not transition to RT2. Therefore, it is possible to avoid a simple gameplay pattern where a freeze game is always triggered when a guided game is triggered, and consequently, a transition to RT2 is always performed, thereby improving the gameplay of the guided game.

[0248] Furthermore, the guided game is performed only when a special replay A is won (and special replay B is won at the same time) and when a fake replay is won. Therefore, even if RT2 is not won, it is possible to derive a pattern similar to special replay A during the guided game (drawing the white 7 into the active line at the first and second stops). In other words, even when a fake replay is won, the reels can be displayed until the white 7 is in a ready state. Consequently, during the guided game, players can play expecting the white 7 to be displayed until the last reel to be displayed to stop.

[0249] Furthermore, in both the Special Replay B pattern and the Fake Replay pattern, if the stopping operation is timed to display a white 7 on an active line, it can result in a pattern where the white 7 is not displayed (If the third stop in Special Replay B is 42R on the right reel, a white 7 will appear in the middle of the left and middle reels, and a white 7 will appear above or below the frame of the right reel. If the third stop in Special Replay B is 42M on the middle reel, a white 7 will appear in the middle of the left and right reels, and a white 7 will appear above or below the frame of the middle reel. If the third stop is 42L on the left reel, a white 7 will appear in the middle of the middle and right reels, and a white 7 will appear above or below the frame of the left reel. If the third stop is 42R on the right reel in a fake replay, a white 7 will appear in the middle of the left and middle reels, and a white 7 will appear above or below the frame of the right reel. If the third stop is 42M on the middle reel in a fake replay, a white 7 will appear in the middle of the left and right reels, and a white 7 will appear above or below the frame of the middle reel. If the third stop is 42L on the left reel in a fake replay, a white 7 will appear in the middle of the middle and right reels, and a white 7 will appear above or below the frame of the left reel. For this reason, players who are aware that a freeze game may occur even if the white 7s do not line up in a guided game aiming for white 7s (when special replay B is won) can operate the start lever 71 with the expectation that a freeze game may occur in the next game even when a fake replay is won, thereby improving the gameplay experience.

[0250] Furthermore, the fake replay is also a replay feature, allowing players to perform the necessary actions to start the next game after the guided game, thus making the game progress relatively smoothly. In addition, it can create a situation where players anticipate the occurrence of a freeze game in the next game.

[0251] In addition, the behavior at the start of a game in which a fake replay is won (up to before the third stop) is the same as the behavior at the start of a game in which special replays A and B are won (up to before the third stop), allowing the player to proceed with the guided game without knowing in advance whether or not they have won RT2.

[0252] Furthermore, if Special Replay B is won, which does not occur simultaneously with Special Replay A, no guidance gameplay is provided in that game, and no indication of a transition to RT2, such as a "V" shape, is given until the freeze game begins. As a result, a pattern can be added in which the freeze game (sudden freeze game) begins suddenly without going through the guidance gameplay (the freeze game starts abruptly without the player noticing the trigger for the transition to RT2 state), thereby improving the gameplay of the freeze game. However, the freeze game presentation is designed to correspond to a situation where the granting of RT2 is indicated simply by the start of the freeze game (indicating the transition to RT2 in the fluctuating state of pseudo-game action 1), eliminating any sense of incongruity and allowing the game to proceed relatively smoothly. In addition, even with Special Replay B, the presentation can be made different depending on whether it overlaps with Special Replay A (simultaneous win) or does not overlap (single win), thereby improving the presentation. Furthermore, when transitioning to RT2, even if Special Replay A (white 7s aligned) is not displayed, the performance display device 15 displays a "V" shape as an auxiliary specific pattern to indicate the transition to RT2. This ensures that the player is reliably aware that RT2 has been granted.

[0253] Furthermore, in freeze games where the RT2 period is 100 games or longer, a pseudo-stop display is performed, which simulates stopping the display of changing symbols. This further increases attention to the freeze game. By eliminating the discrepancy between the state of the symbols when the freeze game (pseudonym game) with this attention-grabbing pseudo-stop display begins and the freeze game's effects, the effects of improving the presentation and gameplay become even more pronounced. In particular, in configurations where the state of the symbols at the start of the freeze game is maintained for a predetermined period (maintained even if there are three white 7s, but also if there are no white 7s), or where the behavior of the symbols moving back and forth for a predetermined period is derived based on the state of the symbols at the start of the freeze game, these effects become even more pronounced.

[0254] Furthermore, when the number of games of RT2 is 150 games, in the freeze game starting from having all seven white symbols, the pseudo-stop game (reverse rotation + pseudo-stop display) will occur twice. Therefore, it is possible to derive more multi-stage exciting effects such that the content of the RT2 state to be given steps up to be more advantageous for the player (the number of games in a certain block gradually increases). In addition, in the effect display device 15, since the display of the additional number of games corresponding to the current pseudo-stop display and the display of the total additional number of games (accumulative display means) are derived, the situation in the freeze game can be surely grasped.

[0255] In addition, at the timing of whether or not the second pseudo-stop game occurs, the operation of the player's start lever 71 (pseudo-start operation input) is prompted, and based on this operation, in the case of success, reverse rotation is performed, or in the case of failure, it returns to normal rotation. Therefore, it becomes a situation where the player participates in the freeze game by operating the start lever 71, and the improvement of the player's enthusiasm for the game can be achieved.

[0256] Also, by making it possible to teach or suggest the given number of games of RT2 in plural (for example, dividing 50 games into 20 games and 30 games), the variations of the teaching or suggestion can be increased, and the effect of notifying the player of the already determined content can be derived relatively long and dramatically as described above. In particular, by providing the freeze game, it is possible to surely execute the teaching and suggestion related to RT2 in the freeze game separately from the variable display of the symbols following the freeze game (this game). As a result, the improvement of the effect, and thus the improvement of the interest can be achieved.

[0257] Also, when RT2 (bonus state) is started, regardless of whether the mode of the reel unit 41 when RT2 is started is special replay A or special replay B, a freeze game is executed and the start of the game (variable display of symbols as identification information; reel variation) is awaited. For this reason, when RT2 starts, it is possible to suppress a situation where the variable display of identification information can be completed earlier when special replay B is stopped and displayed than when special replay A is stopped and displayed. That is, it is possible to suppress a situation where a player who prioritizes time efficiency selects the stop display of special replay B only for the sake of time efficiency, and the player can fully enjoy a series of effects in which special replay A is derived.

[0258] In addition, in the first embodiment, when special replay A is stopped and displayed when the pseudo game is started, and when special replay B is stopped and displayed, the length of the freeze game that teaches the same content is the same, or the case where special replay B is stopped and displayed is shorter (in the case of 150 games, an effect accompanied by an operation guide display; the start of the second reverse rotation is omitted), but it may be configured so that the case where special replay B is stopped and displayed is longer. In this case, from the viewpoint of time efficiency, it is more desirable that special replay A is stopped and displayed, and the player can sincerely rejoice at the derivation of special replay A. In addition, the freeze game when special replay B is stopped and displayed may be configured to be longer than the freeze game when special replay A is stopped and displayed by including a reverse (revival) effect.

[0259] Furthermore, in this embodiment, the symbols are displayed in a stopped state at the start of the game in which the freeze game is executed (specific variation display). Moreover, if RT2 is won, the freeze game will be performed even if a symbol different from special replay A (white 7s aligned) (special replay B) is displayed in a stopped state at the start of the specific variation display.Therefore, the player's excitement can be heightened at the start of the game (symbol variation display), which is the timing when the freeze game may be executed, and the player operates the start lever 71 with heartfelt emotion.As a result, the playability can be improved.In addition, at the stage in which the specific variation display is started, that is, at the start of the freeze game (simulated game), the symbol variation display (main game) has not yet been performed (the role lottery has finished when the start lever 71 is operated). Therefore, in a configuration where the trigger for initiating the display of changing symbols is based on a predetermined operation by the player (operation of the start lever 71), it becomes possible to allow sufficient time before the display of changing symbols, which may cause a freeze, begins (so that players do not have to worry about the game continuing on its own even if they leave their seats to go to the restroom or get a drink), thereby improving convenience for the player.

[0260] Furthermore, in the freeze game animation corresponding to a freeze game (specific spin display in which a freeze game occurs) that starts with Special Replay A (white 7s aligned) stopped on the display, an animation showing the stop of Special Replay A (white 7s aligned) and an animation showing the granting of RT2 (transition to RT2) are derived. In the freeze game animation corresponding to a freeze game (specific spin display in which a freeze game occurs) that starts with a different combination of symbols (Special Replay B) than Special Replay A (white 7s aligned) stopped on the display, an animation different from the animation showing the stop of Special Replay A (white 7s aligned) (a V-shaped display) and an animation showing the granting of RT2 are derived. Therefore, in freeze game sequences that start with Special Replay A (white 7s aligned) displayed, the sequence is designed to make the player feel that Special Replay A (white 7s aligned) has stopped, creating more excitement and providing information such as the granting of RT2. In freeze game sequences that start without Special Replay A (white 7s aligned) displayed, the sequence that would have shown Special Replay A (white 7s aligned) is canceled (a sequence that roughly indicates something good is about to happen) and provides information such as the granting of RT2. In other words, sequences that do not correspond can be avoided while retaining sequences necessary for the progression of the game.

[0261] Furthermore, in games where Special Replay A is awarded, the first freeze game flag is set to ON, and in games where Special Replay B is awarded, the second freeze game flag is set to ON. The settings of the first and second freeze game flags are maintained until the next game is set. Therefore, at the start of a predetermined game (when the start lever 71 is operated to start the game), it is possible to determine whether or not Special Replay A (white 7s aligned) was displayed in the previous game by checking the first freeze game flag. As a result, it is possible to relatively easily generate a series of related effects in the reel unit 41, with the timing of when the white 7s aligned (specific pattern) can be generated in between. Moreover, it is possible to reliably avoid situations where an effect display that suggests the specific pattern has been generated is generated even though the specific pattern has not been generated, causing discomfort to the player. Thus, improvements in the quality of the gameplay can be achieved.

[0262] Furthermore, in a configuration in which the result of the role lottery (win / loss lottery) is indicated by the stopping pattern of the symbols on the reel unit 41, the stopping pattern of the symbols on the reel unit 41 is checked to confirm whether the symbol fluctuation display has stopped and been displayed correctly. Here, the information of whether or not it is a special replay A (white 7s aligned) confirmed by the stopping pattern of the symbols is stored in the first freeze game flag (memory means), and this memory is retained until the setting of the next fluctuation display (game). This eliminates the need to perform a new phase check of the reels of the reel unit 41 when setting the next fluctuation display, and makes it relatively easy (simply by checking the memory means) to determine whether or not the symbol fluctuation display (game) will start with special replay A (white 7s aligned) stopped and displayed. Therefore, it is possible to reduce the control burden when setting the fluctuation display (game) in which the freeze game will be performed.

[0263] In addition, in this embodiment, the variable display (guidance game) that can stop and display Special Replay A (aligned white 7s) is configured to be able to stop and display both Special Replay A and Special Replay B (missed white 7s, etc.). If Special Replay A is not stopped and displayed, Special Replay B is configured to be stopped and displayed. Regardless of whether Special Replay A or Special Replay B is stopped and displayed, the game transitions to RT2. Therefore, whether Special Replay A (aligned white 7s) is stopped and displayed (a win) or Special Replay B (missed white 7s, etc.) is stopped and displayed (a win), RT2 (a specific bonus) is awarded in both cases, while ensuring that the freeze game and the freeze game presentation are distinctly different in both cases. In other words, in a variation display that can stop and display Special Replay A (aligned white 7s), if Special Replay A is not stopped and displayed due to a mistake in the stop operation, RT2 will not be awarded. At the same time, when increasing the arrangement of the "white 7" symbols so that Special Replay A (aligned white 7s) is displayed regardless of when the stop switch is operated, it will be possible to avoid situations such as an imbalance in the arrangement of multiple symbols, and it will be possible to reliably distinguish and understand whether or not Special Replay A has been stopped and displayed.

[0264] Furthermore, the benefits granted based on whether Special Replay A (aligning white 7s) or Special Replay B (missing white 7s, etc.) is displayed are the same (excluding the animations). In other words, both are opportunities for a re-spin, and there is no advantage to having one of them displayed. This helps to prevent situations where beginners or other players who are unable to stop the white 7s properly suffer losses.

[0265] Furthermore, in this embodiment, if information that the power has been cut off or information that the front door 12 is open is stored when the variable display (specific variable display) in which the freeze game takes place is started (operation of the start lever 71), the freeze game mode and the freeze game performance mode are configured to be different from the freeze game performance mode corresponding to the freeze game when the stopping pattern of the symbols when the specific variable display starts is special replay A (white 7s lined up) (the freeze game performance corresponding to the freeze game corresponding to the stopping pattern of special replay B, i.e., a performance that displays the shape of a V). In other words, if the power is cut off (power outage, etc.) or the front door 12 is opened between the specific variable display and the previous variable display (variable display in which the guidance game takes place), the slot machine 10 cannot grasp the operation performed on it during that time, and in some cases, the stopping pattern of the symbols on the reels of the reel unit 41 may have changed. Therefore, even if memory information indicating the stopping pattern of the fluctuation display prior to a specific fluctuation display is retained (even if the first freeze game flag is on), it is uncertain whether such memory information is accurate. In this regard, by making the freeze game and the freeze game performance different from the freeze game performance corresponding to a specific fluctuation display that starts when special replay A (white 7s aligned) is displayed, it is possible to prevent a situation where the freeze game performance corresponding to the stopping display of special replay A (white 7s aligned) is derived even though special replay A (white 7s aligned) is not displayed.

[0266] Furthermore, in order to know if a power outage occurred at the start of a freeze game, or if the front door 12 was opened, it is not necessary to set up a process to determine the stopping pattern of the symbols at the start of a specific variation display, thus preventing the processing from becoming overly complex.

[0267] Furthermore, during freeze gameplay, the operation of the three reels of the reel unit 41 is synchronized. That is, the start timing, rotation speed (acceleration), and stop timing are the same. This simplifies the control. In particular, if a momentary power outage occurs during freeze gameplay, the misalignment between the reels can be almost eliminated, and the reels can be restarted without any adjustments, or with only minor adjustments, without taking the misalignment into account.

[0268] (Second Embodiment) The second embodiment will now be described. In the second embodiment, a button-pressing feature is provided that allows the player to win a prize by correctly determining the order in which to operate the stop switches 72, 73, and 74 (operating them in the same order as the set operation order), and an assist time (hereinafter referred to as "AT") is provided in which the button-pressing order for the button-pressing feature is taught. The basic configuration of the slot machine 10 is the same as in the first embodiment described above, so its explanation will be omitted, and the same component names and component numbers will be used for the explanation. In addition, the numerical values ​​of the various settings described later can be changed as appropriate for each model.

[0269] The second embodiment includes the following combinations of symbols: cherry, watermelon, common bell, push-order bell (6 types, 1st to 6th), replay (2 types, A and B), push-order replay (2 types, A and B), fake replay, and miss. Through the symbol draw, for example, cherry and watermelon are won with a combined probability of 1 / 64, common bell (bell regardless of push order) with a probability of 1 / 64, push-order bell (total of 1st to 6th) with a probability of 24 / 64, replay (total of A and B) with a probability of 25 / 64, fake replay (for example, a combination of replay-bell-replay) with a probability of 5 / 64, and miss with a probability of 8 / 64. Replay A and Replay B can be won simultaneously.

[0270] Furthermore, ordered replays A and B can be won simultaneously (overlapped). However, the probability of winning ordered replay A (in this example, three white 7s) is 16 / 64, and the probability of winning ordered replay B (in this example, three red 7s) is 1 / 64, so replays A and B may not overlap with ordered replays A and B. The number of medals paid out (given) when a small win occurs is, for example, 2 for cherries (4 if there are 2 active lines), 5 for watermelons, and 9 for common bells and ordered bells. Fake replays are symbols that, regardless of the order in which the stop switch is operated, can get the white 7s and red 7s into a ready state, but it is impossible to get three of them in a row.

[0271] Fake replays are controlled so that if the third stop is 42R on the right reel, they will line up on the upper line; if the third stop is 42M on the middle reel, they will line up on the lower right line; and if the third stop is 42L on the left reel, they will line up on the lower line. In other words, first, when the stop operation is performed when the area around the white 7 on the left reel is displayed, a replay will stop on the upper part of the left reel and a white 7 will stop on the middle part of the left reel. Next, when the stop operation is performed when the area around the white 7 on the middle reel is displayed, a bell will stop on the upper part of the middle reel and a white 7 will stop on the middle part of the middle reel. Finally, when the stop operation is performed when the area around the white 7 on the right reel is displayed, a replay will stop on the upper part of the right reel and a white 7 will stop on the top or bottom of the right reel. Furthermore, for example, if the reels are stopped when the white 7 is displayed on the left reel, a replay symbol will stop on the top of the left reel and a white 7 will stop on the middle of the left reel. Next, if the reels are stopped when the white 7 is displayed on the right reel, a replay symbol will stop on the bottom of the right reel and a white 7 will stop on the middle of the right reel. Finally, if the reels are stopped when the white 7 is displayed on the middle reel, a bell will stop on the middle of the middle reel and a white 7 will stop on the bottom of the middle reel. In other words, if you aim for the "white 7" on an active line, you can get it to line up on the center line (although there are patterns where you cannot get it to line up depending on the order of pressing the buttons (so-called "2-confirmation" patterns)), but you cannot get "white 7s lined up" (behind the scenes a fake replay is lined up). In addition, the area around the red 7 symbol has the same symbol configuration (arrangement) as the area around the white 7 symbol, and if a fake replay occurs, you can get the red 7 to line up, but the system is designed so that you cannot get three of them lined up.

[0272] In this embodiment, the game states include a normal game state in which no button-pressing sequence is indicated, an AT state in which the button-pressing sequence for button-pressing bells is indicated, and a specific AT state in which the button-pressing sequence for both button-pressing bells and button-pressing replays is indicated. The main control device 131 (RAM 153) is also provided with a game state counter that indicates the game state, which is set to "0" in the normal game state, "1" in the AT state, and "2" in the specific AT state. In this embodiment, even if the game state is changed, the probability of winning a role, including a replay, does not change. Furthermore, by inserting a setting key into the setting key insertion hole 124, the hall manager or the like can set multiple levels of settings that differ the probability of transitioning to the AT state, etc., but even if these settings are changed, the probability of winning a role, including a replay, does not change. It should be noted that the probability of winning a role may be configured to differ depending on the change in the game state or setting. In this case, it becomes possible to determine the setting based on the probability of winning a role.

[0273] In this embodiment, the gameplay aims to transition from the normal game state to an AT state in which the player can expect to increase the number of medals they have, and ultimately to maintain the AT state for an extended period. In order to transition from the normal game state to the AT state, the player must win the AT transition lottery, which is held when a small role such as a watermelon or cherry is won (even if the role is not won), or the player must play a predetermined number of games in the normal game state (reach the ceiling number of games).

[0274] Furthermore, the normal gameplay state includes a normal probability state in which the AT transition lottery is conducted under predetermined conditions, and a high probability state in which the AT transition lottery is conducted under more favorable conditions for the player. In the normal probability state, the AT transition lottery is won approximately 1% to 3% (settings 1 to 6) when a watermelon is won, and 1% when a cherry is won. When the AT transition lottery is won, the number of games in the AT pre-announcement period (AT pre-announcement game count), which is the period until the player transitions to the AT state, is determined. For example, the value of the AT lottery random number counter is obtained, and the AT lottery table is referenced to determine whether the AT pre-announcement game count is 8 to 18 games. Once the AT pre-announcement game count is determined, a value corresponding to the AT pre-announcement game count counter indicating the AT pre-announcement game count is set. In addition, in this embodiment, when the AT lottery is won directly when a watermelon or cherry is won, the initial number of games in the AT state is 50 games at a rate of approximately 95%, 100 games at a rate of approximately 4%, and 150 games at a rate of approximately 1%. When the initial number of games in the AT state is determined, a value corresponding to the AT game counter, which serves as a remaining game memory means indicating the remaining number of games in the AT state, is set.

[0275] Furthermore, in this embodiment, in addition to the AT game count counter, there is an untaught game count counter which is an untaught amount storage means for storing the untaught amount of the remaining games in the AT state, and a taught amount storage means for storing the taught amount of the remaining games in the AT state, and a taught game count counter which is a taught amount storage means. When the initial number of games in the AT state is determined, a value corresponding to the initial number of games in the AT state is set not only in the AT game count counter but also in the untaught game count counter.

[0276] Furthermore, an AT pre-announcement flag is set to ON at the start of the AT pre-announcement (when the AT transition lottery is won) and OFF when the value of the AT pre-announcement game counter is set to "0". When the game starts with the AT pre-announcement flag ON, the value of the AT pre-announcement game counter is deducted by 1. In addition, the game state counter is set to "1" when the AT pre-announcement flag is OFF and to "0" when the value of the AT game counter is set to "0".

[0277] Also, the AT game number counter and the taught game number counter are counters that are decremented by 1 each time a game is played in the AT state. Even if values other than "0" are set in the AT game number counter and the taught game number counter, they are not decremented in the AT precursor. Further, when the game state counter is in the state of "1" and the game ends, the values of the AT game number counter and the taught game number counter are decremented by 1. Incidentally, the value of the AT game number counter is obtained by adding the value of the untaught game number counter and the value of the taught game number counter.

[0278] Also, in order to shift from the normal probability state to the high probability state (also referred to as the chance zone during the period of the high probability state in the normal game state), it is necessary to win the high probability transition lottery conducted when a watermelon, a cherry, or a common bell is won. In this example, when a watermelon is won (and when the AT transition lottery fails), the high probability transition lottery is won at 20% - 25% (settings 1 - 6), when a cherry is won (and when the AT transition lottery fails), at 25% - 33% (settings 1 - 6), and when a common bell is won (and when the AT transition lottery fails), at 3% - 5% (settings 1 - 6). The chance zone of this embodiment has patterns of up to 10 games, up to 20 games, and up to 30 games. When a watermelon wins the chance zone, about 70% selects 10 games, about 25% selects 20 games, and about 5% selects 30 games. When a cherry or a common bell wins the chance zone, about 99% selects 10 games and about 1% selects 30 games. When the number of games in the chance zone is determined, a value corresponding to the chance zone counter indicating the remaining period (number of games) of the chance zone is set. In addition, when winning the high probability transition lottery, the number of games in the high probability precursor (high probability precursor game number), which is the period until shifting to the chance zone, is set (in this example, 8 - 16 games). When the high probability precursor game number is determined, a value corresponding to the high probability precursor game number counter indicating the high probability precursor game number is set.

[0279] Furthermore, if the value of the high probability pre-announcement game counter is anything other than "0", the value of the high probability pre-announcement game counter will be deducted by 1 each time a game is played. In other words, a high probability pre-announcement flag is set to ON at the start of the high probability pre-announcement (when the high probability transition lottery is won), and is turned OFF when the value of the high probability pre-announcement game counter is set to "0". When the high probability pre-announcement flag is ON and a game is started, the value of the high probability pre-announcement game counter will be deducted by 1.

[0280] In addition, when transitioning from AT state to normal gameplay state, the value of the ceiling game count determination random number counter is obtained, and a ceiling game count lottery is held to determine the ceiling game count by referring to the ceiling game count table (for setting 1 to setting 6). For example, a first ceiling game count table is provided in which 250-265 games are selected approximately 20% of the time, 500-520 games are selected approximately 40% of the time, and 750-777 games are selected approximately 40% of the time; a second ceiling game count table is provided in which 250-265 games are selected approximately 50% of the time, and 500-520 games are selected approximately 50% of the time; and a third ceiling game count table is provided in which 100-120 games are selected approximately 40% of the time, and 250-265 games are selected approximately 60% of the time. The system may then decide which ceiling game count table to refer to when drawing the ceiling game count. Once the ceiling game count is determined, a value corresponding to the ceiling game count counter, which indicates the period (number of games) until the ceiling game count is set. Furthermore, when determining the number of games to play until the ceiling is reached, instead of determining which ceiling game tables are referenced at the same rate each time, there may be a first mode in which the first ceiling game table is more likely to be referenced and the third ceiling game table is not referenced; a second mode in which the second ceiling game table is more likely to be referenced; and a third mode in which only the third ceiling game table is referenced. When determining the number of games to play until the ceiling is reached, if the previous mode was the first mode, the current mode will be the first mode approximately 50% of the time and the second mode approximately 50% of the time. If the previous mode was the second mode, the current mode will be the second mode approximately 70% of the time and the third mode approximately 30% of the time. If the previous mode was the third mode, the current mode will be the third mode approximately 30% of the time, the first mode approximately 60% of the time and the second mode approximately 10% of the time.

[0281] When the maximum number of games is reached (the value of the maximum number of games counter becomes "0"), the number of games for the AT pre-announcement (in this case, 8 to 18 games) is determined. As described above, when the number of games for the AT pre-announcement is determined, the corresponding value is set to the AT pre-announcement game counter. The maximum number of games counter is a counter that is decremented by 1 each time a game is played in the normal game state. In other words, the game state counter is set to "0" at the start of the normal game state (when the value of the AT game counter is set to "0") and is set to "1" when the value of the maximum number of games counter is set to "0". When a game is started in the state where the game state counter is "0", the value of the maximum number of games counter is decremented by 1.

[0282] In the Chance Zone (a high-probability state during normal gameplay), there is approximately a 33% chance of winning the AT transition lottery when a watermelon is won, approximately a 50% chance when a cherry is won, approximately a 20% chance when a common bell is won, approximately a 50% chance when a push-order bell is hit, and approximately a 5% chance when a push-order bell is won but not hit. Furthermore, if the value of the Chance Zone Counter is not "0", the value of the Chance Zone Counter is deducted by 1 each time a game is played. In other words, there is a Chance Zone Flag that is set to ON at the start of the Chance Zone (when the value of the high-probability premonition counter becomes "0" and the high-probability premonition flag is turned OFF) and turned OFF at the end of the Chance Zone (when the value of the Chance Zone Counter becomes "0" or when the AT transition lottery is won), and when a game is started with the Chance Zone Flag ON, the value of the Chance Zone Counter is deducted by 1.

[0283] Furthermore, in this embodiment, if the AT transition lottery is won in the chance zone, the system transitions to the AT state from the next game without an AT premonition. That is, the chance zone flag is turned off and the value of the game state counter is set to "1". In addition, in this embodiment, if the AT state is won in the chance zone, regardless of the winning combination, approximately 90% of the time 50 games are awarded, approximately 8% of the time 100 games are awarded, approximately 1% of the time 150 games are awarded, and approximately 1% of the time 200 games are awarded. Once the initial number of games in the AT state is determined, a value corresponding to the AT game counter is set. As a modification, even if the AT transition lottery is won in the chance zone, the system may be configured to transition to the AT state after an AT premonition. Also, if push-order replays A and B are won in the chance zone, the push-order sequence for push-order replays A and B (this may be all of them, some of them, or a configuration where there are all patterns and some patterns) is shown, and the system may be configured to transition to the AT state if the push-order sequence is correct (if push-order replays A and B are awarded). Alternatively, the system may be configured to indicate that a button-press sequence replay has occurred, and to transition to the AT (Automatic Trigger) state if the correct answer is given.

[0284] During the AT pre-announcement, a lottery is held to determine how many games will be added to the AT state (AT game count). In this example, there is approximately a 50-game bonus when a watermelon is won, an 80-game bonus when a cherry is won, an 80-game bonus when a common bell is won, a 10-game bonus when a push-order bell is won, a 25-game bonus when a miss is won, a 50-game bonus when a miss is won, and a 20-game bonus when a replay A or B is won. If an AT game count increase is achieved, the corresponding value is added to the AT game count counter and the untold game count counter.

[0285] However, notification of winning the bonus lottery during the AT pre-announcement is not given during the AT pre-announcement (in this example, no hint is given either, but it may be given), and will be given or hinted at during the AT start freeze game that is performed at the start of the AT state, as will be described in detail later. In addition, in this embodiment, there is no AT pre-announcement when winning the AT in the chance zone (the AT state starts in the next game), whereas when the AT lottery is won when a watermelon or cherry is won in the normal probability state of normal gameplay (outside the chance zone), or when the ceiling game count is reached, the AT pre-announcement is 8 to 18 games (the AT win is given before the final game, and the AT state starts from the game after the final game), and there is a high possibility that the number of games in the AT state will be increased during this time, and although a relatively small number of games is likely to be selected as the initial number of games, when the bonus during the AT pre-announcement period is taken into account, there is a high possibility that the number of remaining games in the AT state at the start of the AT will be relatively large.

[0286] During high-probability premonitions, a lottery is held to increase (upgrade) the number of games in the chance zone. In this embodiment, if a 10-game chance zone is won, there is a 5% chance of upgrading to a 20-game chance zone when a watermelon is won and a 5% chance when a cherry is won. If a 20-game chance zone is won, there is a 1% chance of upgrading to a 30-game chance zone when a watermelon is won and a 1% chance when a cherry is won. If a 30-game chance zone is won, there is a 1% chance of winning the AT state when a watermelon is won and a 1% chance when a cherry is won (in this case, the AT premonition is 0 games, and the initial number of games is distributed the same as when the AT state is won in the chance zone).

[0287] Even during high-probability premonitions, an AT transition lottery is held. If the AT transition lottery is won, the game transitions to an AT premonition (the high-probability premonition flag is turned off). If the AT transition lottery is not won, a chance zone bonus lottery is held.

[0288] As a variation, the system may be configured to allow for the retention and storage of multiple rights to transition to the chance zone (in this variation, this is handled by setting up multiple high-probability premonition flags, but a counter may be provided instead), and in the high-probability premonition, instead of a lottery to increase (upgrade) the number of games in the chance zone, a lottery to transition to the high probability is held if the AT transition lottery is not won, and if the high-probability transition lottery is won, the high-probability premonition continues and another high-probability premonition flag is set to ON (for example, if the chance zone expires and the corresponding high-probability premonition flag is turned OFF, and the ON high-probability premonition flag remains, the system will transition to the high-probability premonition (after a predetermined number of games)).

[0289] Furthermore, when a watermelon or cherry is hit in the normal probability state of normal gameplay, the game transitions to a premonition state indicating that a transition to the AT state or chance zone (high probability state) may occur, regardless of whether the player has already entered the AT state or the chance zone. For this reason, even if the player is in the AT premonition (AT main premonition), they cannot be certain whether or not they are actually in the AT state. Moreover, in the premonition state, the results of whether or not the AT transition lottery or high probability transition lottery has been won are displayed by the final game of the AT premonition or high probability premonition. If the AT transition lottery or high probability transition lottery has been won (in the case of the main premonition), an animation (success animation) is shown indicating a transition to the AT state or chance zone (it is also possible to show an animation that leads to failure followed by an animation that leads to success). On the other hand, if the AT transition lottery and the high probability transition lottery are not won (in the case of a fake premonition), an animation (failure animation) is displayed that indicates that the player was unable to transition to the AT state or the chance zone.

[0290] Furthermore, it is possible to have a presentation that transitions to the AT state when a win is announced, a presentation that transitions to the chance zone (high probability state) when a win is announced, and a presentation where it is unclear which state the player will transition to. In addition, if a watermelon or cherry is won in the normal probability state of normal gameplay, and the AT transition lottery and the high probability transition lottery are unsuccessful, a fake presentation lottery may be held to determine whether or not to transition to a pre-announcement presentation state (fake pre-announcement presentation), and if successful, the fake pre-announcement presentation may be performed. Alternatively, if a watermelon or cherry is won in the normal probability state of normal gameplay, and the AT transition lottery and the high probability transition lottery are unsuccessful, the pre-announcement presentation state (fake pre-announcement presentation) may always be performed, however, it may be configured so that a short number of games is more likely to be selected (for example, 2 to 18 games).

[0291] In AT state, a lottery is held to determine whether to add to the remaining number of games in the AT state (AT game count), and whether to transition to a specific AT state (which can be described as a high-probability state of the AT state where the lottery for adding to the AT game count is performed under more favorable conditions for the player). In this example, in AT state, the lottery for adding games is won approximately 10% of the time when a watermelon is won and approximately 50% of the time when a cherry is won. When the addition is triggered by a watermelon, approximately 30 games are added approximately 90% of the time and 50 games approximately 10% of the time. When the addition is triggered by a cherry, approximately 10 games are added approximately 90% of the time, 20 games approximately 5% of the time and 30 games approximately 5% of the time. When the addition is triggered by a cherry, the number of games added is added to the AT game count. When the number of AT games is added in AT state, the display device 15, etc., basically informs the player that an addition has been made (including the number of added games) in that game. In other words, if you win an increase in the number of AT games, the value corresponding to the increase is added to the AT game counter and the untold game counter. Then, when setting up the system to announce the number of increased games, the value corresponding to the announced increased games is subtracted from the untold game counter, and the value corresponding to the announced game counter is added.

[0292] In this embodiment, even if you win a push-order bell while in AT mode, you will still win the bonus lottery 3% of the time (if you win, you will receive a 10-game bonus with 100% certainty). However, you will not be informed that you have won this bonus lottery (a value corresponding to the bonus will be added to the AT game counter and the uninformed game counter).

[0293] Additionally, there is a 30% chance of winning a specific AT transition lottery when a watermelon is won (and the bonus lottery is lost), a 10% chance when a cherry is won (and the bonus lottery is lost), and a 5% to 15% chance (settings 1 to 6) when a common bell is won. In this embodiment, the specific AT state is 10 games long. When the specific AT transition lottery is won, the value of the game state counter is set to "2" which corresponds to the specific AT state (that is, during the specific AT state, the remaining period of the AT state, i.e., the value of the AT game counter, does not decrease). Furthermore, a value corresponding to "10 games" is set for the specific AT game counter, which indicates the remaining period (number of games) of the specific AT state. In addition, the number of games for the specific AT pre-announcement, which is the period until the transition to the specific AT state is made (here, 1 to 4 games), is set. Once the number of games for the specific AT pre-announcement has been determined, a value corresponding to the specific AT pre-announcement game counter, which indicates the remaining period (number of games) of the specific AT pre-announcement, is set.

[0294] Furthermore, a specific AT pre-announcement flag is set to ON at the start of the specific AT pre-announcement period (when the specific AT transition lottery is won), and OFF when the value of the specific AT pre-announcement game counter is set to "0". When the game starts with the specific AT pre-announcement flag ON, the value of the specific AT pre-announcement game counter is deducted by 1. In addition, the specific AT game counter is a counter that is deducted by 1 each time a game is played in the specific AT state, and is not deducted during the specific AT pre-announcement. In other words, when the game starts with the game state counter set to "2", which is set to "2" at the start of the specific AT state (when the value of the specific AT pre-announcement counter is "0" and the specific AT pre-announcement flag is OFF), the value of the specific AT game counter is deducted by 1.

[0295] In a specific AT state, a lottery is held to determine the number of AT games to be added. In this specific AT state, not only the order of pressing the buttons for the push-order bell, but also the order of pressing the buttons for push-order replays A and B is indicated. The specific AT state is set to 10 games. Furthermore, the specific AT state is considered a different game state from the normal AT state (in the normal AT state, the game state counter is set to "1", while in the specific AT state, the game state counter is set to "2"), and even if a game is played in the specific AT state, the remaining number of games in the normal AT state is not reduced. Note that in a normal AT state that is not the specific AT state, incorrect button presses for push-order replays A and B are indicated.

[0296] In this embodiment, in a specific AT state, the bonus lottery is won 100% of the time when a watermelon is won, 100% of the time when a cherry is won, 100% of the time when a common bell is won, and 100% of the time when a push-order replay A or B is won. Furthermore, when a bonus is won triggered by a watermelon, approximately 30 games are added in about 90% of cases and 50 games in about 10% of cases. When a bonus is won triggered by a cherry, approximately 10 games are added in about 50% of cases, 20 games in about 25% of cases and 30 games in about 25% of cases. When a bonus is won triggered by a common bell, approximately 30 games are added in about 50% of cases and 50 games in about 10% of cases. In addition, when a bonus is won triggered by a push-order replay A (aligning white 7s), approximately 90% of the time 50 games are added to the AT game count, approximately 5% of the time 100 games are added, and approximately 5% of the time 150 games are added. When a bonus is won triggered by a push-order replay B (aligning red 7s), approximately 98% of the time 100 games are added, approximately 1% of the time 200 games are added, and approximately 1% of the time 300 games are added.

[0297] Furthermore, in addition to the pattern in which the number of games in AT state is increased, it may also be configured so that the number of games in a specific AT state is increased (for example, if you win a red 7, instead of the number of AT games being increased, 10 games of the specific AT state are added, meaning another set of the specific AT state is granted), or so that the remaining number of games in the specific AT state is reset (in the specific AT state which consists of 10 games per set, the remaining 10 games are subtracted, and if a red 7 is lined up before the end of the final game, the set ends, and the specific AT state restarts from a state where the remaining number of games has been reset to 10).

[0298] In addition, if an increase in the number of AT games occurs in a specific AT state, even if a 50-game increase is won via a watermelon trigger, only a 30-game increase will be indicated (the indication for 20 games will be withheld). Similarly, if a 20-game or 30-game increase is won via a cherry trigger, only a 10-game increase will be indicated. And even if a 20-game increase is won via a common bell trigger, only a 10-game increase will be indicated (for example, in the case of a 50-game increase via a watermelon trigger, the value corresponding to the 50-game increase is added to the AT game counter and the uninformed game counter. Then, when setting up the game to indicate a 30-game increase, the value corresponding to 30 games is subtracted from the uninformed game counter, and the value corresponding to 30 games is added to the indicated game counter).

[0299] Furthermore, as will be explained in more detail later, when an increase in the number of AT games occurs in a specific AT state triggered by the winning of a push-order replay A or a push-order replay B, the content of the instructions (how the uninstructed number of games is indicated) differs depending on whether or not push-order replays A and B were successfully awarded. Moreover, in order to award push-order replays A and B in this embodiment, it is not only necessary to guess the correct order of the buttons, but also to aim for "white 7" and "red 7" and stop them on the valid lines.

[0300] Furthermore, in this embodiment, in a specific AT state, there is a 25% chance of winning the bonus lottery when a push-order bell is won, and a 50% chance of winning when a miss is won (when won, a 10-game bonus is guaranteed). However, the fact that the bonus lottery has been won is not communicated (a value corresponding to the bonus is added to the AT game counter and the uncommunicated game counter).

[0301] Here, a process for executing an AT start freeze game at the start of the AT state, which is performed as a pseudo-game in place of the freeze game process of the reel control process in the first embodiment described above, will be explained with reference to Figure 27. In this embodiment, when the AT pre-announcement game count counter is set to "0" and the AT pre-announcement flag is turned off, and when the AT transition lottery is won in the chance zone, not only is the value of the game state counter set to "1", but the start freeze flag is also set to ON.

[0302] First, in step S4101, it is determined whether the start freeze flag is set to ON or not. If the determination in step S4101 is negative, this process is terminated. On the other hand, if the determination in step S4101 is positive, the start freeze flag is turned OFF in step S4102. In the following step S4103, the start freeze flag, which indicates that AT start freeze game is in progress, is set to ON.

[0303] Subsequently, in step S4104, a pseudo-stop symbol setting process is performed to determine the symbol that will be pseudo-displayed to the player during AT start freeze gameplay. Here, the value of the untaught game counter is checked, and if it is less than 100 games, it is determined to be "White 7"; if it is 100 games or more but less than 200 games, it is determined to be "White 7" about 90% of the time and "Red 7" about 10% of the time; and if it is 200 games or more, it is determined to be "White 7" about 80% of the time and "Red 7" about 20% of the time. If it is determined to be "White 7", the White 7 permission flag is set to ON, and if it is determined to be "Red 7", the Red 7 permission flag is set to ON.

[0304] In step S4105, the first freeze operation is set. In other words, this is the process of causing the reels of the reel unit 41 to perform the first operation of the AT start freeze game, and in this example, the reels are set to rotate in the forward direction. In the following step S4106, the value of the freeze counter used for AT start freeze control is set to "1", and in step S4107, a value equivalent to the time required for the reels to reach a predetermined speed is set for the freeze timer used for AT start freeze control. Furthermore, in step S4108, a freeze start command is set to inform the sub-control device 111 that the AT start freeze game is starting.

[0305] After step S4108, step S4109 executes the start freeze processing, which is the process for advancing the AT start freeze game. The start freeze processing will be explained here with reference to Figures 28, 29, and 30.

[0306] First, in step S4201 of Figure 28, it is determined whether the start freeze flag is set to ON. If the determination in step S4201 is positive, then in step S4202, it is determined whether the freeze timer value is "0". If the determination in step S4202 is positive, then in step S4203, it is determined whether the freeze counter value is "1".

[0307] If a positive determination is made in step S4203, that is, if the AT start freeze game has started and the reels are rotating in the forward direction at a predetermined speed, the freeze counter value is set to "2" in step S4304. Furthermore, in step S4305, the freeze timer is set to a value corresponding to the longest time for which the reels continue to rotate in the forward direction.

[0308] In the following step S4206, the sub-control device 111 is instructed to set a "Aim for 7 command" which prompts the performance display device 15 to stop and display either a white 7 or a red 7, and then the process ends. The "Aim for 7 command" also includes information on whether to aim for a white 7 or a red 7, and when setting the command, it is confirmed that either the white 7 permission flag or the red 7 permission flag is set to ON. It is also possible to configure the system so that when the white 7 permission flag is set to ON, the performance display device 15 displays a guidance message to stop and display a red 7, or when the red 7 permission flag is set to ON, the performance display device 15 displays a guidance message to stop and display a white 7.

[0309] Furthermore, if a negative determination is made in step S4202, that is, if the upper limit of the period for continuing the predetermined processing state has not yet been reached, in step S4207, it is determined whether or not the value of the freeze counter is "2". If a positive determination is made in step S4207, that is, if a guidance display prompting the user to aim for white 7 or red 7 and display the stop indicator is derived, in step S4208, it is determined whether or not the stop switch has been operated.

[0310] If the determination in step S4208 is negative, the process is terminated. On the other hand, if the determination in step S4208 is positive, in step S4209, if the reel corresponding to the operated stop switch is rotating, a process is executed to simulate a stop indication (simulated stop indication) for that reel. Note that since the game is in progress during AT start freeze, the reels are not stopped (completely stopped), but continue to move slightly to give the appearance of a stop indication (simulated stop indication). In addition, even in this simulated stop indication, the same sliding control as in the first embodiment described above, when the reels are stopped when a predetermined combination is formed, may be performed. In other words, for example, when the white 7 permission flag is set to ON, if the white 7 of the relevant reel is located on an active line (if the white 7 is already pseudo-stopped on a predetermined active line on another reel, then the white 7 of the relevant reel is located on the predetermined active line), then basically, it will continue to be pseudo-stopped. If the white 7 of the relevant reel is shifted back by 1 to 4 symbols from the active line (the predetermined active line) (it is in a position where it will be located on the predetermined stage of the active line 1 to 4 symbols later than the symbols currently located on that stage), then the reel will be rotated forward extra times (slid) until the white 7 reaches the active line (the predetermined active line). However, if the white 7 or red 7 corresponding to the on-enabled white 7 permission flag or red 7 permission flag is more than four symbols away from the active line (the first of the three reels is one of the active lines, the second is an active line where a winning combination is possible, and the third is an active line where matching numbers can appear in a straight line), the reel will be displayed as if it has stopped at that position (this does not mean that the white 7 or red 7 corresponding to the on-enabled white 7 permission flag or red 7 permission flag will be displayed as if it has stopped on the designated active line). This allows players to continue playing even during a freeze game, as if they were playing a normal game.

[0311] After step S4209, in step S4210, it is determined whether all reels have been displayed as pseudo-stops. If the determination in step S4210 is negative, in step S4211, it is determined whether the reel that was displayed as pseudo-stop is the first of the three reels. If the determination in step S4211 is positive, in step S4212, a first pseudo-stop command is set to the sub-controller 111 to indicate that the first reel has been displayed as pseudo-stop, and then this process is terminated. The first pseudo-stop command includes information on whether the target white 7 and red 7 have been displayed as pseudo-stops (on the active lines).

[0312] If the determination in step S4211 is negative, then in step S4213, it is determined whether the reel that was displayed as a pseudo-stop is the second of the three reels. If the determination in step 4213 is negative, for example, if the stop switch has been operated but corresponds to a reel that has already been displayed as a pseudo-stop, then this process is terminated. On the other hand, if the determination in step S4213 is positive, then in step S4214, a second pseudo-stop command is set to the sub-control device 111 to indicate that the pseudo-stop of the second reel has been displayed, and then this process is terminated. The second pseudo-stop command includes information on whether the target white 7 and red 7 were displayed as pseudo-stops in a ready state (on an active line) (i.e., two white 7s or red 7s were displayed as pseudo-stops on a predetermined active line).

[0313] Furthermore, if a positive determination is made in step S4210, that is, if all reels are displayed as pseudo-stops, then in step S4215 of Figure 29, it is determined whether the red 7s are aligned on a predetermined active line (i.e., whether they are displayed as pseudo-stops). If a positive determination is made in step S4215, then in step S4216, the value of the untaught game counter is subtracted by 100, and the value of the taught game counter is added by 100. In other words, in this embodiment, the pseudo-stop display of the red 7 symbol once during AT start freeze gameplay is associated with the addition of 100 AT games (indicating ownership).

[0314] In the following step S4217, a red 7 alignment command is set to the sub-control device 111 to inform it that a red 7 alignment has occurred. Upon receiving the red 7 alignment command, the sub-control device 111 derives a display on the performance display device 15 indicating that a red 7 alignment has occurred (for example, by displaying red 7), and also a display indicating that an additional 100 games have been added. The number of AT games that has been taught is displayed on the performance display device 15 as the remaining AT games.

[0315] After step S4217, in step S4218, the freeze counter is set to "3". Furthermore, in step S4219, a value corresponding to the time to maintain the state of having three 7s is set in the freeze timer. Then, in step S4220, freeze operation 2 (pseudo-stop; maintain a state of slight oscillation) is set, and this process ends. In this embodiment, the guided gameplay is from the time the guidance display prompting the player to aim for and stop on a white 7 or a red 7 is derived until the three reels are shown in a pseudo-stop state.

[0316] Furthermore, if a negative determination is made in step S4215, step S4221 determines whether the white 7s are aligned on a predetermined active line (i.e., whether they are shown as a pseudo-stop). If a positive determination is made in step S4221, step S4222 subtracts 50 from the untaught game counter and adds 50 to the taught game counter. In other words, in this embodiment, the pseudo-stop display of the white 7 symbol once during AT start freeze gameplay is associated with the addition of 50 AT games (indicating ownership).

[0317] In the following step S4223, a White 7 alignment command is set to the sub-control device 111 to inform it that a White 7 alignment has occurred. Upon receiving the White 7 alignment command, the sub-control device 111 derives a display on the performance display device 15 indicating that a White 7 alignment has occurred (for example, by displaying White 7), as well as a display indicating that a bonus of 50 games has been added.

[0318] After step S4223, in step S4218, the freeze counter is set to "3", in step S4219, a value corresponding to the time to maintain the state of having 7s is set in the freeze timer, and in step S4220, freeze operation 2 (pseudo-stop; maintain a state of slight fluctuation) is set, and this process ends.

[0319] Furthermore, if a negative determination is made in step S4221, that is, if the white 7 or red 7 is not displayed in the performance (guidance game) that uses the stop switch at the beginning of the AT start freeze game to simulate a stop, then in step S4224, the value of the untaught game counter is subtracted by 50 and the value of the taught game counter is added by 50. In other words, in this embodiment, when transitioning to the AT state, a minimum of 50 games are assigned as the duration of the AT state (the initial number of games is a minimum of 50).

[0320] Furthermore, in step S4225, a mismatch command is set to the sub-controller 111 to inform it that neither the white 7 nor the red 7 were matched. Upon receiving the mismatch command, the sub-controller 111 derives a display on the performance display device 15 indicating that an additional 50 games have been added. Since neither the white 7 nor the red 7 were matched, the performance display device 15 does not display the white 7 or the red 7, but it may derive a display to excite the player (for example, displaying the letter "V") in response to the start of the AT state and the addition of 50 games. In the AT state, the performance display device 15 basically continues to display the remaining AT games (except during performances that use the entire display area).

[0321] After step S4225, in step S4226 the freeze counter value is set to "4", in step S4227 the freeze timer is set, and then in step S4220 the freeze operation 2 (pseudo-stop) is set and this process ends. Note that the setting time in step S4227 is very short (for example, 0.1 seconds).

[0322] Furthermore, if a negative determination is made in step S4203 in Figure 28, then in step S4228, it is determined whether the value of the freeze counter is "2". If a positive determination is made in step S4228, that is, when the reels are in a pseudo-stop state (all reels maintain a pseudo-stop state) and a guidance display prompting the player to aim for and stop either the white 7 or the red 7 (as shown in Figure 26(j)) is shown on the performance display device 15, if the freeze timer value is set to "0" (for example, after 10 seconds have elapsed) without the operation of the stop switches being completed (all stop switches 72, 73, and 74 being operated), then in S4229, a process is performed to display all reels 42L, 42M, and 42R in a pseudo-stop state. In this process, the reels are displayed in a pseudo-stop state in a manner in which no winning combinations are achieved. The manner of pseudo-stop display is appropriately determined according to the position (phase) of the reels at the stage when the corrective pseudo-stop process is executed. After step S4229, the process proceeds to step S4215 in Figure 29 shown above.

[0323] As a variation, if a white 7 or red 7 corresponding to an on-enabled white 7 permission flag or red 7 permission flag is located on a predetermined active line, it will be displayed as a pseudo-stop at that position. If it is shifted by 1 to 4 symbols, it will be shifted to the predetermined active line and displayed as a pseudo-stop. If the shift is greater than that, the reel will be displayed as a pseudo-stop at that position (this does not mean that a white 7 or red 7 corresponding to an on-enabled white 7 permission flag or red 7 permission flag will always be displayed as a pseudo-stop on a predetermined active line). Furthermore, for example, it is also possible to always display a white 7 or red 7 corresponding to an on-enabled white 7 permission flag or red 7 permission flag as a pseudo-stop on a predetermined active line.

[0324] Furthermore, if a negative determination is made in step S4228, in step S4230, it is determined whether the value of the freeze counter is "3", that is, whether the player was able to operate the stop switch and cause a pseudo-stop display of either a white 7 or a red 7.

[0325] If a positive determination is made in step S4230, the value of the freeze counter is set to "4" in step S4231. Furthermore, in step S4232, a lever acceptance command is set to the sub-controller 111 to generate an operation guidance display (a display like that shown in Figure 25(f)) on the performance display device 15 prompting the operation of the start lever 71. After step S4232, in step S4233, the freeze timer is set to wait for the operation of the start lever 71 (for example, about 5 seconds), and then this process is terminated.

[0326] Furthermore, if a negative determination is made in step S4207, in step S4234 of Figure 30, it is determined whether the freeze counter value is "4", that is, whether the freeze timer value is not "0", and whether the predetermined symbol is in a state of pseudo-stop display. If a negative determination is made in step S4234, this process is terminated.

[0327] On the other hand, if the determination in step S4234 is positive, then in step S4235, it is determined whether or not the start lever 71 was operated. If the determination in step S4235 is negative, that is, if the operation of the start lever 71 was not confirmed, then this process is terminated.

[0328] Furthermore, if a positive determination is made in step S4235, step S4236 determines whether or not a pair of red 7s (doubles) is displayed as a pseudo-stop. If a positive determination is made in step S4236, step S4237 determines whether or not the value of the untaught game counter is "100" or greater. If a positive determination is made in step S4237, step S4238 subtracts 100 from the value of the untaught game counter and adds 100 to the value of the taught game counter.

[0329] In the following step S4239, settings are made to cause the reels to perform freeze operation 3-2 (red 7 reverse rotation). In this embodiment, all reels are set to rotate exactly 5 times in the reverse direction at a specified speed before displaying a pseudo-stop (that is, the reel unit 41 displays the same state as before the reverse rotation, and consequently, the red 7 is displayed as a pseudo-stop). Furthermore, in step S4240, a red 7 reverse rotation command is set to the sub-control device 111 to cause the red 7 reverse rotation effect (pseudo-stop game effect) to be displayed on the effect display device 15.

[0330] Subsequently, in step S4241, the value of the freeze counter is set to "5". Furthermore, in step S4242, the time required for the reel reverse rotation effect is set to the freeze timer, and then this process is terminated. Note that the period from when the reels are displayed as pseudo-stopped until they reverse rotation and display as pseudo-stopped again constitutes pseudo-stop gameplay.

[0331] Furthermore, if the determination in step S4236 is negative, in step S4243 it is determined whether or not a pair of white 7s (doubles) are displayed as a pseudo-stop. If the determination in step S4243 is negative, that is, neither the white 7s nor the red 7s are displayed as a pseudo-stop, then this process is terminated. On the other hand, if the determination in step S4243 is positive, in step S4244 it is determined whether or not the value of the untaught game counter is "50" or more. If the determination in step S4244 is positive, in step S4245 it is determined whether or not the value of the untaught game counter is "100" or more. If the determination in step S4245 is negative, in step S4246 the value of the untaught game counter is subtracted by 50 and the value of the taught game counter is added by 50.

[0332] Furthermore, in step S4247, the freeze operation 3-1 (reverse rotation of the white 7) is set. In this embodiment, all reels are set to rotate exactly 5 times in the reverse direction at a specified speed before displaying a pseudo-stop (that is, the white 7 is displayed as a pseudo-stop). In the following step S4248, the white 7 reverse rotation command is set to the sub-control device 111 to cause the white 7 reverse rotation effect (pseudo-stop game effect) to be displayed on the effect display device 15. After that, in step S4241, the value of the freeze counter is set to "5", and in step S4242, the freeze timer is set before this process ends.

[0333] Furthermore, if a positive determination is made in step S4245, that is, if there are 100 or more untaught AT games while the white 7 is displayed as a pseudo-stop, then in step S4249, a lottery is held to determine whether or not to change the symbol displayed as a pseudo-stop after the reverse rotation to a red 7 (for example, with a probability of winning approximately 1 / 4). In the following step S4250, it is determined whether or not the upgrade lottery was won. If a negative determination is made in step S4250, the process proceeds to step S4246, and the process of displaying the white 7 as a pseudo-stop after the reverse rotation is executed.

[0334] On the other hand, if a positive determination is made in step S4250, in step S4251, the red 7 permission flag is set to ON and the white 7 permission flag is set to OFF. In the following step S4252, the value of the untaught game counter is subtracted by 100 and the value of the taught game counter is added by 100. Furthermore, in step S4253, settings are made to execute freeze operation 3-3 (upgrade reverse rotation). In this embodiment, all reels are rotated exactly 5 times in the reverse direction at a specified speed, and then rotated 12 symbols in the same direction before displaying a pseudo-stop (that is, the reels reverse rotation from the state where the white 7 is displayed as a pseudo-stop and the red 7 is displayed as a pseudo-stop).

[0335] As shown in Figure 7, each reel has 21 symbols arranged at equal intervals (between the centers of the symbols) in the direction of the reel's rotation. On each reel, the white 7 symbol to the red 7 symbol are offset by 10 symbols in the forward rotation direction (with 9 symbols in between), and offset by 11 symbols in the reverse rotation direction (with 10 symbols in between).

[0336] In the following step S4254, an upgrade reverse rotation command is set to the sub-control device 111 to derive an upgrade reverse rotation effect on the performance display device 15, which reverses from a pseudo-stop display of white 7 to a pseudo-stop display of red 7. After that, in step S4241, the value of the freeze counter is set to "5", and in step S4242, the freeze timer is set, and then this process is terminated.

[0337] Furthermore, if a negative determination is made in step S4237 (when the number of untaught AT games is less than 100 games while the red 7 is displayed in a pseudo-stop state), and if a negative determination is made in step S4244 (when the number of untaught AT games is less than 50 games while the white 7 is displayed in a pseudo-stop state), the process proceeds to step S4255 in Figure 28, and the process moves to terminate the AT start freeze game. Specifically, in step S4255, the freeze counter value is set to "0", and in step S4256, the reels are set to operate normally (rotate forward at a specified speed). In this embodiment, if a red 7 is displayed as a pseudo-stop, and the number of untaught AT games is 100 or more, the reels will reverse and then display the red 7 as a pseudo-stop again. However, if the number is less than 100, the reels will not reverse. During a single AT start freeze game, if a red 7 corresponding to a 100-game bonus is displayed as a pseudo-stop even once, the system is configured so that a white 7 corresponding to a 50-game bonus will not be displayed as a pseudo-stop thereafter.

[0338] Furthermore, in step S4257, a freeze termination command is set to inform the sub-control device 111 of the end of the AT start freeze game. Upon receiving the freeze termination command, the sub-control device 111 displays the performance display 15 as shown in Figure 25(c). After step S4257, in step S4258, the start freeze flag is turned off and then the process is terminated.

[0339] Furthermore, if the determination in step S4230 is negative, in step S4259 it is determined whether the value of the freeze counter is "4". If the determination in step S4259 is positive, that is, at the beginning of the AT start freeze game (guidance game), the player did not complete the operation of the stop switch within the period for displaying the guidance effect, or the player operated it but the white 7 and red 7 did not show a pseudo-stop, or during the AT start freeze game (after the pseudo-stop game ends) the player did not operate the start lever while the white 7 or red 7 was showing a pseudo-stop, then the process proceeds to step S4255 and moves to the process of ending the AT start freeze game.

[0340] Furthermore, if a negative determination is made in step S4259, that is, if the freeze counter value is set to "5", that is, if the white 7 or red 7 is displayed in a pseudo-stop state after the reels 42L~42R have rotated in reverse, the freeze counter value is set to "3" in step S4260. In other words, the setting is made to derive the operation guidance display again. After step S4260, in step S4261, the freeze timer is set to a value corresponding to the time the white 7 or red 7 is displayed in a pseudo-stop state (the time that gives the pseudo-stop display a lingering effect, and the time until the operation guidance display is displayed), and then this process is terminated.

[0341] Furthermore, if the determination in step S4201 is negative, step S4262 determines whether or not the rotation is normal. That is, it determines whether or not reels 42L~42R are rotating in the forward direction at the specified speed. If the determination in step S4262 is negative, this process is terminated. On the other hand, if the determination in step S4262 is positive, step S4263 sets the start freeze termination flag to ON and then terminates this process.

[0342] Returning to the explanation in Figure 27, after the start freeze processing in step S4109, in step S4110, it is determined whether the start freeze end flag is set to ON or OFF. If the determination in step S4110 is negative, the process proceeds to step S4109 (the start freeze processing in step S4109 is looped until the AT start freeze game is completed). On the other hand, if the determination in step S4110 is positive, the start freeze end flag is turned OFF in step S4111, and then this process is terminated.

[0343] Next, with reference to Figure 31, we will explain the specific AT freeze process that may be performed in the next game after winning either a white 7 (order replay A) or a red 7 (order replay B) in a specific AT state. The specific AT freeze process is performed, for example, after the AT start freeze process when the start lever 71 is operated to start the game.

[0344] Before explaining the specific AT freeze process, the processing of the specific AT state will be explained. In this embodiment, when the specific AT pre-announcement game count counter is set to "0" and the specific AT pre-announcement flag is turned off, the value of the game state counter is set to "2" and a specific AT start command is set to the sub-control device 111. Furthermore, when it is decided to transition to the specific AT state, the specific AT game count counter is set to a value corresponding to "10 games", and when the game starts with the game state counter value at "2", the value of the specific AT game count counter is deducted by "1", and when the value of the specific AT game count counter becomes "0", the value of the game state counter is set to "1" and a specific AT end command is set to the sub-control device 111. In addition, in the specific AT state, the words "High probability of additional wins" are displayed on the left side of the display section of the performance display device 15, and the words "Chance with a small win" are displayed at the top of the display section.

[0345] Furthermore, as mentioned above, in certain AT states, when you win a watermelon, cherry, or common bell, the game will always notify you of the added game count, but it may not notify you of all the games added based on that win. In addition, when you win a push-order bell or a miss, the AT game count may also be added, but this is not indicated. As a result, in certain AT states, it is easy for unannounced AT game counts to accumulate.

[0346] In this embodiment, when a push-order replay B is won in a specific AT state, the main control device 131 outputs a push-order replay B command including the "red 7" push order to the sub-control device 111, and the performance display device 15 displays the "red 7" push order.

[0347] Furthermore, if a push-order replay A is won in a specific AT state, the main control unit 131 outputs a push-order replay A command including the "white 7" push order to the sub-control unit 111, and the display device 15 derives a display indicating the "white 7" push order.

[0348] Furthermore, in a configuration where a single stop display or pseudo-stop display of push-order replay A (alignment of white 7s) is associated with a notification of a 50-game bonus, the bonus in AT games triggered by winning push-order replay A may be configured to be less than 50 games (20 games, 30 games). In a specific AT state, if push-order replay A is won, it is determined whether the number of untold AT games including the bonus in AT games triggered by the win of push-order replay A is 50 games or more. If the number of untold AT games including the bonus in AT games triggered by the win of push-order replay A is 50 games or more, a push-order replay A command including the "white 7" push order is output. If it is less than 50 games, the output of the push-order replay A command is stopped (the display indicating the "white 7" push order is not derived).

[0349] Furthermore, in a specific AT state, the game that displays the stop order replays A and B is the actual game, not a pseudo (freeze) game, and the display of stop order replays A and B results in a win for order replays A and B. In this embodiment, when the win for order replays A and B is confirmed in a game in which order replays A and B are won, the order replay A win flag or the order replay B win flag is set to ON. The settings of the order replay A win flag and the order replay B win flag are carried over until the game setting is performed when the lever is pulled to start the next game in a specific AT state, and are uniformly turned OFF after the setting of that game.

[0350] Furthermore, in order to win the push-order replay A and push-order replay B in this embodiment, it is not only necessary to guess the correct order of presses, but also to aim for the "white 7" and "red 7" and stop them on the active lines. Therefore, even if you win push-order replay A or B and guess the correct order of presses, push-order replay A or B may not be displayed as stopped. Also, even if stop switches 72, 73, and 74 are operated when the white 7 or red 7 is positioned 1 to 4 symbols behind the active line, slide control is performed so that the white 7 or red 7 is displayed as stopped on the active line (if it is shifted by 5 symbols or more, slide control to position the white 7 or red 7 on the active line is not performed).

[0351] Furthermore, a freeze effect extension flag is provided that indicates whether or not push-order replays A and B were awarded in the final game of a specific AT state. The freeze effect extension flag is set to ON when push-order replays A and B are awarded in the final game of a specific AT state, and either the push-order replay A award flag or the push-order replay B award flag is set to ON, instead of turning off the ON push-order replay A award flag or the push-order replay B award flag. The freeze effect extension flag setting is carried over until the game setting is performed when the lever is pulled to start the next game, and is uniformly turned OFF after the setting of that game. Also, if the symbols stop and are displayed in the final game of a specific AT state, and the freeze effect extension flag is OFF, a command is set to inform the sub-control device 111 that the specific AT state has ended. On the other hand, if the symbols stop and are displayed in the final game of a specific AT state, and the freeze effect extension flag is ON, no command is set to inform the end of the specific AT state.

[0352] In addition, in a specific AT state, if a fake replay is won, a guided game is generated that instructs the player to aim for and stop either a white 7 or a red 7. Upon receiving a command indicating that a fake replay has been won, the sub-control device 111 selects either a white 7 or a red 7, determines the content of the button press order display, and outputs it as a guided game display on the performance display device 15. Of course, even if the player tries to aim for and stop either a white 7 or a red 7 as instructed in the guided game display, it is possible to reach a ready state, but it is impossible to line up all three.

[0353] As shown in Figure 31, the specific AT freeze process first determines in step S4501 whether the freeze effect extension flag is set to ON, that is, whether or not a push-order replay A (white 7s aligned) or a push-order replay B (red 7s aligned) was awarded in the final game of the specific AT state.

[0354] If the determination in step S4501 is negative, then in step S4502, it is determined whether the value of the game state counter is "2", that is, whether or not it is in a specific AT state. If the determination in step S4502 is negative, this process ends there.

[0355] On the other hand, if the determination in step S4502 is positive, then in step S4503, it is determined whether either the push-order replay A winning flag or the push-order replay B winning flag is set to ON. If the determination in step S4503 is negative, this process is terminated.

[0356] On the other hand, if a positive determination is made in step S4503, and if a positive determination is made in step S4501, in step S4505, it is determined whether the value of the untaught game counter is "50" or more, that is, whether the number of AT games held by the player but not being informed that the player holds is 50 or more. If a negative determination is made in step S4504, this process ends there. In this embodiment, if a push-order replay A is won, a minimum of 50 games are added, and if a push-order replay B is won, a minimum of 100 games are added. Therefore, unless an error occurs, a positive determination is made in step S4504.

[0357] If the determination in step S4504 is positive, then in step S4505, it is determined whether the value of the untaught game counter is "100" or more. If the determination in step S4505 is positive, then in step S4506, it is determined whether the value of the untaught game counter is "200" or more. If the determination in step S4506 is negative, that is, if the number of untaught AT games is 100 or more but less than 200, then in step S4507, a first pseudo-stop symbol lottery process is performed to determine the symbol to be displayed as a pseudo-stop next time. Here, red 7 is selected approximately 1 / 20 of the time, and white 7 is selected approximately 19 / 20 of the time.

[0358] Furthermore, if a positive determination is made in step S4506, a second pseudo-stop symbol lottery process is performed in step S4508, in which a red 7 is selected approximately 1 / 4 of the time and a white 7 is selected approximately 3 / 4 of the time as the symbol to be displayed as a pseudo-stop next time.

[0359] In step S4507 and step S4508, in step S4509, it is determined whether the symbol to be displayed as a pseudo-stop next time is "white 7". If it is determined to be negative in step S4505, or positive in step S4509, in step S4510, all reels are rotated in reverse, and then the white 7 reverse rotation setting is performed to display a pseudo-stop (pseudo-stop game) with white 7. Here, it is checked whether the push-order replay A winning flag or the push-order replay B winning flag is set to ON. If the push-order replay A winning flag is set to ON, the reels are rotated in reverse direction at a predetermined speed exactly 5 times before displaying the pseudo-stop (white 7 → white 7). If the push-order replay B winning flag is set to ON, the reels are rotated in reverse direction at a predetermined speed 5 times, and then 10 symbols are rotated in the same reverse direction before displaying the pseudo-stop (red 7 → white 7). Furthermore, all reels 42L, 42M, and 42R have the same size (circumference), number of symbols, spacing between symbols (centers of symbols), and spacing between white 7s and red 7s. For all reels 42L, 42M, and 42R, if the reels are rotated 10 symbols in the reverse direction from the state where a red 7 is stopped on a predetermined active line, a white 7 will be stopped on the same predetermined active line.

[0360] After step S4510, in step S4511, the white 7 set flag is set to ON, indicating that the white 7 will be displayed as a pseudo-stop. In the following step S4512, the value of the untaught game counter is subtracted by 50, and the value of the taught game counter is added by 50. Then, in step S4513, a white 7 reverse rotation command is set to the sub-controller 111 to inform it that the white 7 will be displayed as a pseudo-stop after the reels are reversed. Furthermore, in step S4514, a value equivalent to the time required for the operation of reversing the reels and then displaying the pseudo-stop is set in the freeze timer, and then the process proceeds to step S4520.

[0361] Furthermore, in AT mode, at the start of this game, the display device 15 shows a reduction of one AT remaining game count, which is used to indicate the value of the taught game count counter. For example, if the value of the untold game count counter is "0", and in the final game of a specific AT state, a push-order replay A is won, resulting in an additional 100 games, and a 50-game increase is indicated in the game in which push-order replay A is won, then in the next game, the untold AT game count will be 49. However, after the 50-game increase is indicated in a specific AT freeze game, a display showing a reduction of one is shown at the start of this game following the specific AT freeze game, so this does not create any particular sense of incongruity.

[0362] If a negative determination is made in step S4509, in step S4515, the red 7 reverse rotation setting is performed, in which all reels are rotated in reverse and then a pseudo-stop display is shown on the red 7. Here, it is checked whether the push-order replay A winning flag or the push-order replay B winning flag is set to ON. If the push-order replay B winning flag is set to ON, the reels are rotated in reverse direction at a predetermined speed exactly 5 times before the pseudo-stop display is shown (red 7 → red 7). If the push-order replay A winning flag is set to ON, the reels are rotated in reverse direction at a predetermined speed 5 times, and then 12 symbols are also rotated in reverse direction before the pseudo-stop display is shown (white 7 → red 7).

[0363] After step S4515, in step S4516, the red 7 set flag is set to ON, indicating that the red 7 will be displayed as a pseudo-stop. In the following step S4517, the value of the untaught game counter is subtracted by 100, and the value of the taught game counter is added by 100. Then, in step S4518, a red 7 reverse rotation command is set to the sub-control device 111 to inform it that the red 7 will be displayed as a pseudo-stop after the reels are reversed. Furthermore, in step S4519, a value equivalent to the time required for the operation of reversing the reels and then displaying the pseudo-stop is set in the freeze timer, and then the process proceeds to step S4520.

[0364] Furthermore, if the push-order replay A and B are not achieved even once in a specific AT state, the freeze effect extension flag may be set to ON, and if the number of untaught games is 50 or more, the reels may be configured to reverse rotation from a state where the stopped symbols are neither white 7s nor red 7s, and then pseudo-stop display to the state of the symbols before the reverse rotation. In this case, the pseudo-stop game effect (pseudo-stop game display) performed by the effect display device 15 in response to the pseudo-stop display may be configured to display "V" and an indication of the number of games added.

[0365] In step S4520, it is determined whether the value of the freeze timer is "0". The freeze timer is updated by a fixed value at regular intervals in another process. If the determination in step S4520 is negative, the process returns to step 4520. On the other hand, if the determination in step S4520 is positive, in step S4521, it is determined whether the specific AT freeze termination flag is set to ON. If the determination in step S4521 is negative, in step S4522, it is determined whether the value of the untaught game counter is "50" or more. If the determination in step S4522 is positive, the process proceeds to step S4505, and the process moves to displaying a pseudo-stop of either a white 7 or a red 7 after the reels have reversed rotation.

[0366] Furthermore, if a negative determination is made in step S4522, that is, if there are not enough untaught AT games remaining to display a pseudo-stop of the white 7 which is associated with the 50-game bonus, the specific AT freeze termination flag is set to ON in step S4523. In addition, in step S4524, the reels 42L~42R are set to operate normally (forward rotation at the specified speed).

[0367] Next, in step S4525, it is determined whether the freeze effect extension flag is set to on. If the determination in step S4525 is affirmative, that is, if the effect for notifying the end of the specific AT state has not yet been performed, then in step S4526, the freeze effect extension flag is turned off. Further, in step S4527, a specific AT end effect addition command for causing the sub-control device 111 to derive a specific AT end effect is set. In step S4528, after setting a value corresponding to the time taking into account the specific AT end effect in the freeze timer, the process proceeds to step S4520. If the determination in step S4525 is negative, the process directly proceeds to step S4520.

[0368] Also, if the determination in step S4521 is affirmative, then in step S4529, it is determined whether the reels 42L to 42R are rotating normally. If the determination in step S4529 is negative, the process proceeds to step S4520. On the other hand, if the determination in step S4529 is affirmative, then in step S4530, the specific AT freeze end flag is turned off. In step S4531, the push order replay A winning flag and the push order replay B winning flag are turned off. In step S4532, after turning off the white 7 set flag and the red 7 set flag, this process ends.

[0369] Note that in the second embodiment, in the specific AT state, when winning on watermelon, cherry, and common bell, a part of the additional game number may not be taught, and when winning on push order bell and losing, the additional game number is configured not to be taught. However, when an additional game number is added for winning on a winning combination other than push order replay A and B, it may be configured such that all of the additional game number is taught. Further, in the specific AT state, when winning on push order replay A and B, the additional game number granted based on the winning may be configured to be recognizable when setting the next game's freeze game, and in the freeze game (freeze game effect), it may be configured to teach only about the additional game number based on the winning of push order replay A and B.

[0370] Furthermore, in the second embodiment, the minimum number of games added when a push-order replay A is won is the same as the minimum number of added games indicated when push-order replay A is displayed as stopped or pseudo-stopped, and the push-order sequence for push-order replay A is always navigated. However, for example, even if a push-order replay A is won in a specific AT state, the number of added AT games may be less than 50, and if the number of uninstructed games at the time of winning a push-order replay A is less than 50, the system may be configured not to navigate the push-order sequence for push-order replay A. In this case, while adhering to the rule that 50 or more AT games are awarded when push-order replay A is displayed as stopped in a specific AT state, the probability of winning a push-order replay A can be set higher in the specific AT state, and consequently, it can be made easier to cause a freeze game in the specific AT state. In other words, since the specific AT state is finite (for example, 10 games), if the probability of winning a push-order replay A (and B) is set low, there is a concern that the probability of a freeze game occurring will be significantly lower. On the other hand, if the probability of winning a push-order replay A (and B) is increased, there is a concern that the probability of transitioning to a specific AT state will decrease. Furthermore, if the amount of AT games granted when a push-order replay A (white 7s aligned) is displayed is reduced, there is a concern that despite the relatively flashy presentation accompanying the display of the push-order replay A (white 7s aligned), the rewards granted will not match, leading to a decrease in player interest. In this regard, the number of games granted when a push-order replay A is won in a specific AT state (20 or 30 games) is less than the number of games associated with the number of games granted when white 7s are aligned (50 games), thereby increasing the opportunities to display a push-order replay A. However, if the number of games that can be displayed is insufficient to match the number of games corresponding to the number of white 7s aligned, the push-order replay A will not be displayed (it will simply not be guided, but it will still be possible to align the white 7s by guessing the order), thereby eliminating the above concerns.

[0371] Furthermore, in freeze games in a specific AT state, the configuration is such that the reel configuration at the start of the freeze game and the pseudo-stop configuration may differ (for example, white 7 → red 7), but it is also possible to configure the system so that the reel configuration at the start of the freeze game and the pseudo-stop configuration are always the same. In addition, in a specific AT state, if push-order replays A and B are won but push-order replays A and B are not awarded, the number of added games is not shown, but it is also possible to configure the system so that the number of unshown AT games is shown only for the winning portion of push-order replays A and B, or only for the minimum number of games for push-order replay A, or until the number of unshown AT games falls below 50. Also, in this embodiment, in freeze games, the unshown AT game count of less than 50 games associated with the white 7 stop display and the pseudo-stop display is not shown, but it is also possible to configure the system to show it (for example, if the system wins the lottery to decide whether or not to show the rest). Incidentally, in specific AT freeze games, even if a red 7 is displayed as stopped at the start, or if a red 7 is displayed as a pseudo-stop midway through, a white 7 may be displayed as a pseudo-stop afterward. This makes it possible to keep the number of untold AT games remaining at less than 50. Furthermore, in specific AT freeze games, similar to AT start freeze games, if a red 7 is displayed as stopped or pseudo-stopped once during a specific AT freeze game, a white 7 will not be displayed as a pseudo-stop afterward, and the reverse rotation resulting from the display of the red 7 as stopped or pseudo-stopped will be given greater value (to increase the sense of excitement at that timing). In addition, in AT start freeze games and specific AT freeze games, even if there are 50 or 100 or more untold AT games remaining, there may be cases where reverse rotation does not occur (it is not displayed and is hidden) (there is an option in the lottery to not cause reverse rotation). When this configuration is adopted, there is a higher probability that a relatively large number of untaught AT games will remain when the value of the taught game counter becomes "0", so it is desirable to increase the opportunities for freeze gameplay.For example, a freeze game may occur when the value of the taught game counter is "0". In a freeze game, for example, an effect occurs where the player aims for the white 7 from the right and a pseudo-stop is displayed. If there is 1 or more untaught games, the white 7 will be pseudo-stopped on the right reel 42R (if there are no games, the white 7 will not be pseudo-stopped and the freeze game will end at that point). If there are 10 or more untaught games, the white 7 will also be pseudo-stopped on the middle reel, and the tens digit of the untaught AT game count will be displayed on the effect display device 15. If there are 100 or more untaught AT games, the white 7 will be pseudo-stopped on the left reel, and the hundreds digit or greater of the untaught AT game count will be displayed on the effect display device 15.

[0372] Furthermore, the system may be configured to perform error handling, where subtracting the value of the untaught game counter and adding the value of the taught game counter determines whether the sum of the untaught game counter and the taught game counter matches the value of the AT game counter, and if they do not match, an error state is entered. Note that the AT game counter may be omitted from the untaught game counter, taught game counter, and AT game counter. Additionally, even if either the untaught game counter or the taught game counter is omitted, the value counted by the omitted counter can be calculated using the other counter and the AT game counter; however, this may complicate the process, so it is preferable to provide both the untaught game counter and the taught game counter.

[0373] Furthermore, if the value of the taught game counter (taught amount storage means) becomes "0" (i.e., "1"), and the value of the untaught game counter is not "0", the same value as the untaught game counter is added to the taught game counter, and the value of the untaught game counter is set to "0". If the value of the taught game counter becomes "0" (i.e., "1"), and the value of the untaught game counter is "0", an AT state termination animation is performed to announce the end of the AT state (for example, the animation display device 15 displays the total number of medals acquired from the transition to the AT state until returning to the normal game state, the number of games played in the AT state, and the number of times the specific AT state occurred, and displays a result screen that displays a display object that suggests the setting).

[0374] As detailed above, according to the second embodiment, if the guide game in the AT start freeze game executed at the start of the AT state is able to display a pseudo-stop of white 7 or red 7, an effect is shown to inform the player that the white 7 or red 7 has been displayed as a pseudo-stop and that the number of games has been increased, and an effect state is shown in which further increases may occur (the pseudo-stop state of the reels is maintained and a display prompting the operation of the start lever 71 is shown). On the other hand, if the guide game is unable to display a pseudo-stop of white 7 or red 7, no effect display indicating that the white 7 or red 7 has been displayed as a pseudo-stop is shown (instead, the letter "V" is displayed), and although an effect is shown to inform the player that the number of games has been increased, the effect state in which further increases may occur is not shown (the reels return to normal rotation). Furthermore, regarding the stopping behavior of the guidance game during AT start freeze gameplay, although it is a pseudo-stop display of symbols, the reels are pseudo-stopped based on the player's operation of the stop switch, just like the stopping behavior of normal reels (for example, even if the corresponding stop switch is operated when the white 7 symbol on a designated reel that is spinning is shifted by more than 4 symbols from the active line, the white 7 symbol on that reel will not be pulled into the active line), allowing players to enjoy the guidance gameplay of freeze gameplay with the same "eye-stop" feeling as in normal gameplay.

[0375] Furthermore, if the player is able to stop and display Push Order Replay A or Push Order Replay B in a specific AT state, the specific AT freeze game will be executed. However, if the player is able to win Push Order Replay A or Push Order Replay B in a specific AT state but is unable to stop and display (win) the reels, the specific AT freeze game will not be executed. In other words, if Push Order Replay A or Push Order Replay B is stopped and displayed, the specific AT freeze game will be executed at the beginning of the next game, where the reels are reversed and Push Order Replay A or Push Order Replay B is simulated to stop and display. However, if the player is able to win Push Order Replay A or Push Order Replay B but is unable to win Push Order Replay A or Push Order Replay B (because the order is indicated, the timing of the player's operation was not correct), the specific AT freeze game will not be executed, where the reels are simulated to stop and display the state at the start of the reverse rotation once again.

[0376] Therefore, similar to the first embodiment described above, at the start of the AT state (the start of the first game after transitioning to the AT state) or at the start of a game in a specific AT state, the manner of the performance display 15 performed in conjunction with the game can be made different depending on whether or not a manner of stopping or pseudo-stopping display (specific manner) of symbols associated with the bonus is derived for the player. Accordingly, the association between the specific manner associated with the bonus and the bonus can be strengthened, and the occurrence of a sense of incongruity due to the discrepancy between the manner of stopping or pseudo-stopping display of the reel unit 41 and the manner of performance display of the performance display 15 can be suppressed. As a result, the performance and gameplay can be improved. Furthermore, in addition to the ability to derive guided games and guided game performances, the performance can be improved in the same way as the first embodiment described above.

[0377] Furthermore, in the second embodiment, if the player is unable to display a pseudo-stop of white 7 or red 7 during the guidance game for the AT start freeze game, or if the player is unable to win push-order replay A or push-order replay B in a specific AT state, the pseudo-stop game (reverse rotation + pseudo-stop display with the symbol configuration before reverse rotation) is not executed. Therefore, it is possible to avoid situations where the performance and gameplay are reduced because a configuration different from the configuration of white 7 alignment, red 7 alignment, push-order replay A, and push-order replay B (specific configuration) corresponding to the bonus is displayed again during the pseudo-stop game (for example, if the player fails to achieve the specific configuration due to their own operating error, it is possible to avoid situations where the player feels displeased or humiliated because the incorrect configuration is displayed repeatedly, leading to a decrease in interest). In addition, by simply providing a pseudo-stop game pattern and a non-pseudonym pattern as freeze games, it is possible to avoid the deriving of configurations that do not correspond to the specific configuration corresponding to the bonus in the freeze game. Therefore, while suppressing the complexity of the control system, it is possible to eliminate concerns arising from the fact that a pseudo-stop display different from the specific mode may be shown during freeze gameplay.

[0378] Furthermore, in AT start freeze gameplay, if the guided gameplay fails to display a pseudo-stop of white 7 or red 7, the freeze game ends with an untold number of games remaining. Moreover, if the push-order replay A or push-order replay B is not awarded in a specific AT state, the freeze game does not even occur, and the untold number of games remains unchanged. This prevents the occurrence of elaborate effects even when the specific patterns (specific patterns) of white 7 alignment, red 7 alignment, push-order replay A, and push-order replay B corresponding to the bonus are not aligned. This makes the correspondence between the patterns of the reel unit 41, such as freeze gameplay, and the pseudo-game effects more natural, and improves the presentation and gameplay.

[0379] Furthermore, in this embodiment, during the AT start freeze game, the system is configured such that, in addition to cases where the pseudo-stop display of white 7s proceeds through reverse rotation from a state where white 7s are displayed as a pseudo-stop, there are also cases where the pseudo-stop display of red 7s is displayed as related identification information. Therefore, two different pieces of information can be conveyed through the pseudo-stop game. That is, for example, in the pseudo-stop game, if white 7s are displayed as a pseudo-stop, it can indicate that the content of the granted AT state has been improved (an increase of 50 games), and if red 7s are displayed as a pseudo-stop, it can indicate that the granted AT state has been improved even more significantly (an increase of 100 games). Therefore, it can be used in various effects, such as when a different pattern than usual is derived in the pseudo-stop display, or when a pattern that should be derived is not derived, thereby improving the enjoyment of the freeze game.

[0380] Furthermore, in AT start freeze gameplay, a guidance game is performed as part of the freeze game at the beginning of the game when the AT state starts (after operating the start lever 71 to start the game, and before the main game) in which the player is instructed to aim for and stop on either a white 7 or a red 7 (the stop in the guidance game is also a pseudo-stop display). This allows the entire process from the guidance game to the end of the freeze game to be completed. For example, in a configuration where the guidance game is performed in the game in question, and the pseudo-stop game is performed in the next game that follows, if a role that takes precedence over the freeze game (pseudo-stop game) is won in the next game's win / loss lottery (for example, a bonus role), even though the white 7s are displayed as stopped in the guidance game, the freeze game (pseudo-stop game) may not be performed, or the notification of the state transition corresponding to the win of a role that takes precedence over the pseudo-stop game (for example, a bonus announcement) may be delayed. In addition, even after the guided game of the AT start freeze game ends, the reels maintain their symbol stop pattern (pseudo-stop display state) for a predetermined time, and the display device 15 shows the aligned symbols and the number of added games. Therefore, the results of the guided game can be reliably communicated to the player.

[0381] Furthermore, in the second embodiment, even if there are untaught game counts (the value of the untaught game count counter as an untaught amount storage means), the freeze game may end without fully teaching all of them (without teaching some of them). This allows for more flexibility in setting the freeze game and the AT game count (bonus game progression value), enabling a wider variety of gameplay options while suppressing increased control complexity. In addition, the untaught game count counter makes it relatively easy to manage the untaught amount of AT games, and it also makes it relatively easy to set up effects that reveal this untaught amount.

[0382] In addition, in the pseudo-stop gameplay (including guidance gameplay) of freeze gameplay (AT start freeze gameplay, specific AT freeze gameplay), the percentage (probability) of not disclosing a portion of the undisclosed AT game count differs depending on whether a combination of symbols corresponding to the bonus (specific identification information) is displayed as a pseudo-stop or whether a different combination of symbols is displayed as a pseudo-stop (the undisclosed amount tends to be smaller when the 7 symbols corresponding to the bonus are displayed as a pseudo-stop, and the undisclosed amount tends to remain when a combination that does not correspond to the bonus is displayed as a pseudo-stop). Therefore, it is possible to increase the opportunities to properly disclose the undisclosed amount of the AT game count when specific identification information can be displayed as a pseudo-stop, making it easier for players to enjoy a satisfying presentation where the freeze gameplay and the bonus are well-matched.

[0383] Furthermore, when setting up freeze games (AT start freeze games, specific AT freeze games), a lottery (learning amount lottery) is performed to determine how much of the unlearned special AT game count will be revealed during the freeze game. As a result, the amount of unlearned AT game count revealed during the freeze game is not constant, and even after confirming the occurrence of a freeze game, players can remain interested in how much of the AT game count will be revealed (added). Consequently, it is possible to increase the variations of freeze games and improve the presentation.

[0384] Furthermore, if the amount of AT games to be taught determined by the teaching amount lottery exceeds the amount of untaught AT games held (the value of the untaught games counter), the freeze game (pseudo-stop game) corresponding to the teaching amount lottery is not executed. For this reason, there is an upper limit to the number of AT games that can be taught by the freeze game (within the number held) (the teaching of the untaught amount of AT games by the freeze game is performed within the range that does not exceed the amount of untaught AT games), but the extent to which the freeze game is performed and the extent to which the untaught amount of AT games is taught is irregular due to the lottery (teaching amount lottery, etc.), which increases the variety of freeze games and reduces the feeling that it is a rigged game.

[0385] Furthermore, in the second embodiment, the system is equipped with a function (specialized transition means) that allows the player to transition to a specific AT state (specialized state) in which the untold amount of AT games can be taught or suggested in multiple stages through simulated gameplay while in the AT state (bonus state). Therefore, in the AT state, the player can always proceed with the expectation of trans...

Claims

[Claim 1] A variable display means comprising a plurality of revolving bodies each having a plurality of types of identification information, and a driving means for driving the revolving bodies, A starting operation means that can be operated by the player, A start operation detection means for detecting the operation of the start operation means, A set of stop operation means is provided in multiple locations, each corresponding to one of the multiple reel bodies, and is configured to be operable by the player. A stop operation detection means for detecting the operation of the stop operation means, A control means that, based on the fulfillment of a starting condition detected by the aforementioned starting operation detection means, performs a lottery to determine whether or not to grant a benefit advantageous to the player, The system includes a drive control means that starts driving the revolving body based on the fulfillment of the aforementioned starting conditions, and stops driving the corresponding revolving body based on the fulfillment of a stop condition detected by the stop operation detection means, In a gaming machine configured to stop the identification information corresponding to the result of the lottery at a specific location visible to the player based on the fulfillment of the aforementioned stopping conditions, A specific performance means capable of executing a specific performance including a specific operation of the revolving body, A performance display means capable of displaying a performance that informs or suggests the result of the aforementioned lottery, The system includes a special performance means that enables the performance display means to execute a special performance when the aforementioned specific performance is performed, The aforementioned gaming machine is equipped with an opening and closing member, The opening / closing member is configured to allow detection of when it is open. Depending on the value assigned, the configuration of the revolving body that is displayed as if it were stopped during a specific operation of the revolving body is different. When the first value is assigned, If the specific performance is performed after it has been decided to perform it, but before it is known that the opening / closing member has been opened, the specific performance is performed in the first mode. When the decision to perform the aforementioned specific performance is made, and the opening / closing member is known to be open, the aforementioned specific performance is performed in a second manner different from the first manner. If a second value different from the first value is assigned, If the specific performance is performed after it has been decided to perform it, but before it is known that the opening / closing member has been opened, the specific performance is performed in the third mode. When the decision to perform the aforementioned specific performance is made, and the opening / closing member is known to be open, the aforementioned specific performance is performed in a fourth mode that differs from the third mode. If, while the specific performance is being executed in the first mode, it is detected that the opening / closing member has been opened, the specific performance is executed in the second mode. The second aspect is configured to include aspects common to a predetermined aspect of the first aspect, The second embodiment is characterized in that a display is performed using characters that are not displayed in the first embodiment but are displayed in the second embodiment.