Gaming machine

The integration of multiple orbital bodies with patterned surfaces, operational controls, and a lottery system with varying prize modes and notifications in gaming machines addresses the need for enhanced player interest, improving the amusement value through dynamic gameplay.

JP7882387B2Active Publication Date: 2026-06-30SANYO BUSSAN KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SANYO BUSSAN KK
Filing Date
2025-04-16
Publication Date
2026-06-30

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player interest and engagement.

Method used

Incorporation of multiple orbital bodies with visible patterns, a starting operation mechanism to initiate rotation, a lottery system to determine prizes, and a stop operation mechanism to control rotation, along with different modes of operation that offer varying expected prize values, accompanied by notification systems to enhance game state awareness.

Benefits of technology

Enhances the amusement value of gaming by providing dynamic gameplay experiences with increased player engagement and varying prize expectations.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine with which the amusement of a game can be improved.SOLUTION: A slot machine 10 starts rotation of each reel 32L, 32M, 32R on the basis of an operation of a start lever 41 after a bet operation. Operations of stop switches 42-44 stop a corresponding reel, which can stop a stop pattern of symbols according to a lottery result. A push sequence notification may be carried out in a push sequence combination winning in which a prize result differs depending on an operation sequence of the stop switches 42-44. When an increase number of medals gets equal to a predetermined specific number in an advantageous section in which the push sequence notification is carried out, an additional lottery of an AT mode is carried out.SELECTED DRAWING: Figure 1
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Description

Technical Field

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

Background Art

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

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

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

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

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

Means for Solving the Problems

[0007] The present invention is Multiple orbital bodies with multiple types of patterns applied in the circumferential direction, Each of the aforementioned circular bodies is provided with a display unit that makes some of the patterns visible, A starting operation means that, when operated, initiates the rotation of each of the aforementioned circulating bodies, A lottery means that, based on the operation of the aforementioned starting operation means, conducts a lottery to determine whether or not to grant a prize to the player, A stop operation means that stops the rotation of each of the aforementioned circular bodies when operated, A drive control means that starts the rotation of each of the circulating bodies when the start operation means is operated, and stops the rotation of each of the circulating bodies when the stop operation means is operated, A means for assigning game value corresponding to the lottery result in the aforementioned lottery means, A gaming machine equipped with, The lottery results from the lottery means include a first result in which a prize can be won when the stop operation means is operated in a first operation mode, and a second result in which a prize can be won when the stop operation means is operated in a second operation mode different from the first operation mode. The system includes means capable of providing notification of the mode of operation of the stop operation means, The game state includes a predetermined state and a specific state in which the notification of the mode is more likely to be performed than in the predetermined state. As the aforementioned specific state, As a result of the notification of the manner being performed, a first specific state is reached in which the expected number of game value to be granted by the granting means becomes the first expected number, As a result of the notification of the manner being performed, a second specific state is reached in which the expected number of game value to be granted by the granting means becomes the second expected number, It has, The second expected number is greater than the first expected number. A special section is set in which the aforementioned mode notification can be performed. The aforementioned predetermined state and the aforementioned specific state are states included in the aforementioned special section, In one of the aforementioned special sections, the configuration is such that the first specific state may exist after the second specific state, Means for grasping predetermined increase / decrease information including the number of game values granted in the special section; Means for establishing a predetermined condition that enables transition to the second specific state when the predetermined increase / decrease information becomes specific information in the first specific state; Comprising 、 The configuration is such that between the second specific state and the first specific state, there may be a state in which the expected number of game value assigned by the assignment means is different from the first expected number and the second expected number. Characterized by this.

Effect of the Invention

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

Brief Description of the Drawings

[0009] [Figure 1] It is a front view of a slot machine in one embodiment. [Figure 2] It is a perspective view of the slot machine showing the state where the front door is closed. [Figure 3] It is a perspective view of the slot machine showing the state where the front door is open. [Figure 4] It is a rear view of the front door. [Figure 5] It is a front view of the housing. [Figure 6] It is a diagram showing the symbol arrangement of each reel. [Figure 7] It is an explanatory diagram showing the relationship between the symbol visible from the display window and the active line. [Figure 8] It is an explanatory diagram showing the relationship between the symbol visible from the display window and the active line. [Figure 9] It is an explanatory diagram showing the relationship between the winning mode and the privilege granted. [Figure 10] It is an explanatory diagram showing the relationship between the winning mode and the privilege granted. [[ID=5l]] [Figure 11] It is an explanatory diagram showing the relationship between the winning mode and the privilege granted. [Figure 12] It is a block diagram showing the electrical configuration of the main control device. [Figure 13] It is a block diagram showing the electrical configuration of the display control device. [Figure 14] This flowchart shows the timer interrupt processing by the main control unit. [Figure 15] This flowchart shows the normal processing performed by the main control unit. [Figure 16] This is a flowchart showing the lottery process. [Figure 17] This figure shows an example of a lottery table for normal gameplay. [Figure 18] This is a flowchart showing the reel control process. [Figure 19] This is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning combinations that can be achieved. [Figure 20] This is an explanatory diagram for explaining reel stop control. [Figure 21] This is a flowchart showing the RT state processing. [Figure 22] This figure shows an example of a lottery table for the first RT state. [Figure 23] This is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning combinations that can be achieved. [Figure 24] This figure shows an example of a lottery table for the second RT state. [Figure 25] This figure shows an example of a lottery table for the 3rd RT state. [Figure 26] This is a flowchart showing the bonus state processing. [Figure 27] This is an explanatory diagram showing the relationship between the operation sequence of the stop switch and the winning combinations that can be achieved. [Figure 28] This figure shows an example of a lottery table for the BB state. [Figure 29] This is an explanatory diagram showing the transition relationships between each state. [Figure 30] This is an explanatory diagram showing an overview of the display modes. [Figure 31] This is a flowchart showing the process for handling lottery results. [Figure 32] This is a flowchart showing the process for determining when to enter the advantageous period. [Figure 33] This is a flowchart showing the process for AT (Automatic Transmission) lottery. [Figure 34] This is a flowchart showing the process for adding AT (Automatic Transmission) bonuses. [Figure 35] This figure shows an example of various transition lottery tables. [Figure 36] This figure shows an example of a bonus draw table and a bonus game count draw table. [Figure 37] This diagram illustrates the relationship between the actual number of remaining games in the advantageous period and the displayed number of remaining games. [Figure 38] This diagram illustrates the overview of the instruction monitor and section indicator. [Figure 39] This is an explanatory diagram showing an overview of the button press order notification effect performed on the auxiliary display unit. [Figure 40] This is a flowchart showing the processing for button press sequence wins. [Figure 41] This is a flowchart showing the process for handling award results. [Figure 42] This is a flowchart showing the game count management process. [Figure 43] This is a flowchart showing the first processing step for displaying the interval. [Figure 44] This is a flowchart showing the second processing step for displaying the interval. [Figure 45] This is a flowchart showing the MY update process. [Figure 46] This diagram illustrates the relationship between the start and end games of the advantageous period and the display on the period indicator. [Figure 47] This flowchart shows the processing of performance settings by the sub-display control device. [Figure 48] This is a flowchart showing the process for setting up the initial presentation. [Figure 49] This is a flowchart showing the process for notifying the button press order. [Figure 50] This is a flowchart showing the settings process for bonus effects. [Figure 51] This flowchart shows the process for setting the effects during each stop operation. [Figure 52] This flowchart shows the process for setting the effects when the entire system is stopped. [Figure 53] This diagram shows the relationship between notification timing and bonus features. [Figure 54] (a) is a flowchart showing the process for selecting a specific replay navigation mode, and (b) is a diagram showing an example of a navigation mode table. [Figure 55] This is a flowchart showing the process for selecting a specific replay navigation. [Figure 56] This figure shows an example of a specific replay navigation lottery table. [Figure 57] This is a flowchart showing the processing for navigation mode. [Figure 58] This figure shows an example of a display effect using an auxiliary display unit. [Figure 59] This diagram shows the relationship between the button press order notification and the button press order notification animation. [Figure 60] This is a flowchart showing the processing for high probability MY. [Figure 61] This is a flowchart showing the process of obtaining the bonus lottery table. [Figure 62] (a) and (b) are diagrams showing examples of display effects by the auxiliary display unit, and (c) is a diagram for explaining the target results of the MY high probability mode. [Figure 63] This figure shows an example of a display effect using an auxiliary display unit. [Figure 64] This is a flowchart showing the process for bell notification. [Figure 65] This is a flowchart showing the process for adjusting the bell notification. [Figure 66] This diagram illustrates the relationship between the display effects provided by the auxiliary display unit, the button press order notification on the instruction monitor, and the game results. [Figure 67] This diagram illustrates the relationship between the display effects provided by the auxiliary display unit, the button press order notification on the instruction monitor, and the game results. [Figure 68] This is a timing chart to explain the relationship between MY High Probability Mode and Navi Mode. [Figure 69]In Modification Example 1, (a) is an explanatory diagram showing the relationship between the winning method and the prize awarded, and (b) to (d) are diagrams showing examples of lottery tables for various conditions. [Figure 70] This is a flowchart showing the RT state processing. [Figure 71] This diagram in Modification 2 illustrates the specific number set for the MY high probability mode. [Figure 72] This diagram illustrates the specific numbers that are set in MY High Probability Mode. [Figure 73] In variation 3, (a) is a flowchart showing the process for setting the mode at the start of the advantageous period, and (b) is a diagram showing an example of each mode table. [Figure 74] This figure shows the relationship between the winning probability of the specific replay navigation lottery and the MY counter in Modification 4. [Figure 75] This flowchart shows a part of the process for handling award results in the second embodiment. [Figure 76] This is a flowchart showing the second processing step for MY high probability. [Figure 77] This diagram shows the relationship between each specific number, the probability of winning an additional bonus, and the number of additional games. [Figure 78] This is a flowchart showing the process for handling SMY commands. [Figure 79] This figure shows an example of a display effect using an auxiliary display unit. [Figure 80] This is a flowchart showing the mode setting process at the start of the advantageous period in Modification Example 1. [Figure 81] This diagram shows the relationship between each specific number, the bonus win rate, and the number of bonus games in each mode. [Figure 82] This figure shows an example of a table used for mode selection. [Figure 83] This figure shows an example of a display effect using an auxiliary display unit. [Figure 84] This is a flowchart showing the SMY command response process in Modification Example 2. [Figure 85]This figure shows an example of a display effect using an auxiliary display unit. [Figure 86] This is a flowchart showing the SMY command response process in Modification Example 3. [Figure 87] This figure shows an example of a result combination table. [Figure 88] This figure shows an example of a display effect using an auxiliary display unit. [Figure 89] This is a flowchart showing the SMY command response process in Modification 4. [Figure 90] This figure shows an example of a display effect using an auxiliary display unit. [Figure 91] This is a flowchart showing the second process for high probability of MY in the third embodiment. [Figure 92] This diagram shows the relationship between each specific number, the game result, the bonus win rate, and the number of bonus games. [Figure 93] This flowchart shows the second process for high probability MY in the modified example. [Figure 94] This is a flowchart showing the process for handling lottery results. [Figure 95] This is a flowchart showing the process for adding a specific MY (Mystery Points) bonus. [Figure 96] This figure shows the relationship between each specific number, the lottery result, the bonus win rate, and the number of bonus games. [Figure 97] This is a flowchart showing a part of the game count management process in the fourth embodiment. [Figure 98] This is a flowchart showing the second processing step for displaying the interval. [Figure 99] This is a timing chart to explain the relationship between consecutive wins in AT mode and a specific number of wins. [Modes for carrying out the invention]

[0010] <First Embodiment> Below, one embodiment applied to a type of amusement machine, specifically a slot machine, will be described in detail based on the drawings. Figure 1 is a front view of the slot machine 10, Figure 2 is a perspective view of the slot machine 10 with the front door 12 closed, Figure 3 is a perspective view of the slot machine 10 with the front door 12 open, Figure 4 is a rear view of the front door 12, and Figure 5 is a front view of the casing 11.

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

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

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

[0014] As shown in Figure 3, the housing 11 is divided into upper and lower sections by a partition plate 30, and a reel unit 31 constituting a variable display means is attached to the upper part of the partition plate 30. The reel unit 31 comprises a left reel 32L, a middle reel 32M, and a right reel 32R, each formed in a cylindrical (annular) shape. Each reel 32L, 32M, and 32R is rotatably supported such that its central axis is the axis of rotation of that reel. The axes of rotation of each reel 32L, 32M, and 32R are arranged on the same axis extending in a substantially horizontal direction, and each reel 32L, 32M, and 32R corresponds one-to-one with each display window 26L, 26M, and 26R. Therefore, a portion of the surface of each reel 32L, 32M, and 32R is visible through the corresponding display windows 26L, 26M, and 26R. Furthermore, when reels 32L, 32M, and 32R rotate in the forward direction, the surfaces of reels 32L, 32M, and 32R are displayed through the respective display windows 26L, 26M, and 26R, appearing as if they are moving from top to bottom.

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

[0016] Each reel 32L, 32M, and 32R is connected to a stepping motor, and the drive of each stepping motor allows each reel 32L, 32M, and 32R to rotate individually, that is, independently. The stepping motor is set to rotate once when a drive signal of, for example, 504 pulses (hereinafter also referred to as excitation pulses) is applied, and the rotation position of the stepping motor, i.e., the rotation position of the reel, is controlled by these excitation pulses. In addition, the reel unit 31 is equipped with reel index sensors on each reel 32L, 32M, and 32R to detect when the reel has completed one rotation. Whenever the reel index sensor detects that the reel has completed one rotation, a detection signal is output to the main control device 101, which will be described later. Therefore, the main control device 101 can check and correct the angular position of each reel 32L, 32M, and 32R every rotation based on the detection signal from the reel index sensor and the number of excitation pulses output up to the time the detection signal is input.

[0017] Each reel 32L, 32M, and 32R has multiple patterns drawn on its outer surface in the direction of its longer side (circumferential direction) as identification information. More specifically, 21 patterns are drawn at equal intervals. Therefore, switching a pattern at a predetermined position to the next pattern requires the output of 24 excitation pulses (= 504 pulses ÷ 21 patterns). The main control device 101 can also determine which patterns are visible from the display windows 26L, 26M, and 26R, or control the reels to stop a predetermined pattern at a position visible from the display windows 26L, 26M, and 26R, based on the number of excitation pulses output after receiving the detection signal from the reel index sensor.

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

[0019] Figure 6 shows the symbol arrangements for the left reel 32L, the middle reel 32M, and the right reel 32R. As shown in the figure, each reel 32L, 32M, and 32R has 21 symbols arranged in a single row. In addition, each reel 32L, 32M, and 32R is numbered from 0 to 20, but these numbers are used by the main control device 101 to recognize the symbols that are visible from the display windows 26L, 26M, and 26R, and are not actually assigned to the reels 32L, 32M, and 32R. However, these numbers will be used in the following explanation.

[0020] There are 11 types of symbols: "Red Bell" symbol (for example, the 7th position on the left reel 32L), "White Bell" symbol (for example, the 20th position on the left reel 32L), "1st Replay" symbol (for example, the 19th position on the left reel 32L), "2nd Replay" symbol (for example, the 6th position on the left reel 32L), "Red 7" symbol (for example, the 10th position on the left reel 32L), "Watermelon" symbol (for example, the 8th position on the left reel 32L), "Cherry" symbol (for example, the 4th position on the left reel 32L), "Black BAR" symbol (for example, the 18th position on the left reel 32L), "White BAR" symbol (for example, the 17th position on the left reel 32L), "LUCKY" symbol (for example, the 5th position on the left reel 32L), and "Young Man" symbol (for example, the 0th position on the left reel 32L). As shown in Figure 6, the number and arrangement order of the various symbols are completely different in each reel 32L, 32M, and 32R.

[0021] Each display window 26L, 26M, and 26R is shaped so that three of the 21 symbols attached to the corresponding reel are visible in their entirety. Therefore, when all reels 32L, 32M, and 32R are stopped, 3 x 3 = 9 symbols are visible through the display windows 26L, 26M, and 26R.

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

[0023] Of these lines L1 to L6, some lines are activated and others are not, depending on the number of medals bet. If the symbols stop in a predetermined combination on an activated line, a prize is awarded, and the player receives a predetermined number of medals or a change in game state. On the other hand, if the symbols stop in a predetermined combination on an inactive line, no prize is awarded, and the above-mentioned prizes are not granted.

[0024] In this slot machine 10, there are cases where only the downward-sloping line L4 is considered an active line, as shown in Figure 8(a); cases where the combination of the lower line L3 and the downward-sloping line L4 is considered an active line, as shown in Figure 8(b); and cases where only the bent line L6 is considered an active line, as shown in Figure 8(c). More specifically, when 3 tokens are bet to start the game, only the downward-sloping line L4 is considered an active line. When 2 tokens are bet to start the game, the lower line L3 and the downward-sloping line L4 are considered active lines. When 1 token is bet to start the game, only the bent line L6 is considered an active line. The combination of the upper line L1, middle line L2, and upward-sloping line L5 is never considered an active line. Hereafter, a game started with 3 tokens bet will also be referred to as a 3-bet game, a game started with 2 tokens bet will be referred to as a 2-bet game, and a game started with 1 token bet will be referred to as a 1-bet game.

[0025] Figures 9 to 11 show the correspondence between the winning combinations of patterns and the prizes awarded to the winners.

[0026] The types of small wins that result in medal payouts are the 1st small win through the 41st small win.

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

[0028] For the 2nd to 26th small wins, although the combination of winning symbols differs for each, in a 3-bet game, the winning combination is such that the "red bell" or "white bell" symbol on the left reel 32L, the "white BAR", "red 7", "cherry", "white bell", or "LUCKY" symbol on the middle reel 32M, and the "white BAR", "young man", "white bell", "red 7", or "2nd replay" symbol on the right reel 32R all stop on the upper line L1, that is, the "bell" symbols on each of the 32L, 32M, and 32R reels stop on the upper line L1. For example, if the "red bell" or "white bell" symbol on the left reel 32L stops in the upper position, the "cherry" symbol on the middle reel 32M stops in the middle position, and the "white bar" symbol on the right reel 32R stops in the lower position, then the 8th small win is achieved. As shown in Figure 6, the "red bell" symbol is positioned (number 12) upstream of the "cherry" symbol (number 11) on the middle reel 32M, and the "red bell" symbol is positioned (number 20) one symbol upstream of the "white bar" symbol (number 18) on the right reel 32R. Therefore, when the 8th small win is achieved on the downward sloping line L4, the "red bell" or "white bell" symbol on the left reel 32L, the "red bell" symbol on the middle reel 32M, and the "red bell" symbol on the right reel 32R will all stop on the upper line L1. If the 2nd to 26th small win combination is achieved, 3 medals will be paid out in a 3-bet game, and 14 medals will be paid out in a 2-bet game.

[0029] The 27th small win is determined by the symbol that stops on the left reel 32L, which is one of the designated reels 32L, 32M, and 32R. Specifically, the 27th small win is achieved when the "cherry" symbol on the left reel 32L stops in the upper or lower position. In this case, the symbols that stop on the middle reel 32M and the right reel 32R do not affect the win determination. In other words, regardless of the symbols that stop on the middle reel 32M and the right reel 32R, the 27th small win is achieved when the "cherry" symbol on the left reel 32L stops in the upper position or on an active line, that is, when the "cherry" symbol or the "2nd replay" symbol stops on an active line. When the 27th small win is achieved, 2 medals are paid out in 3-bet games and 15 medals are paid out in 2-bet games.

[0030] The 28th small win occurs when the "Cherry" symbol on the left reel 32L stops in the upper or lower position, and the "Cherry" symbols line up and stop on the downward-sloping line L4. More specifically, the 28th small win occurs when the "Cherry" or "2nd Replay" symbol stops on the left reel 32L, the "Red Bell", "White Bell", or "Cherry" symbol stops on the middle reel 32M, and the "Cherry", "1st Replay", or "2nd Replay" symbol stops on the right reel 32R. When the 28th small win occurs, 2 medals are paid out in 3-bet games, and 14 medals are paid out in 2-bet games.

[0031] To further explain the relationship between the 27th and 28th small wins, if the "cherry" symbol or the "second replay" symbol stops on the left reel 32L, the 27th small win is achieved regardless of the symbols that stop on the middle reel 32M and the right reel 32R. However, depending on the symbols that stop on the middle reel 32M and the right reel 32R, the 28th small win may be achieved instead of the 27th small win. In other words, although the winning patterns for the 27th small win include the winning patterns for the 28th small win, the winning of the 27th and 28th small wins is clearly distinguished and judged accordingly.

[0032] The 29th small win occurs when the "watermelon" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "watermelon" symbol on the right reel 32R all stop on the valid payline. In other words, if the downward-sloping payline L4 is considered the valid payline, the 29th small win is achieved when the "watermelon" symbols stop aligned downwards to the right. When the 29th small win is achieved, 5 medals are paid out in a 3-bet game, and 14 medals are paid out in a 2-bet game.

[0033] The 30th small win occurs when the "Watermelon" symbol on the left reel (32L), the "Watermelon" symbol on the middle reel (32M), and the "Watermelon" symbol on the right reel (32R) all stop on the upper line L1. More specifically, the 30th small win occurs when the "Watermelon" symbol on the left reel (32L), the "Red Bell" symbol on the middle reel (32M), and the "Red Bell" symbol on the right reel (32R) all stop on the active line. When the 30th small win occurs, 5 medals are paid out in 3-bet games, and 14 medals are paid out in 2-bet games.

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

[0035] For wins of the 32nd through 35th small wins, 2 medals are paid out in a 3-bet game, and 14 medals are paid out in a 2-bet game.

[0036] The 36th small win occurs when, for example, a player operates stop switches 42-44 aiming for the "watermelon" symbols on reels 32L, 32M, and 32R, and the "watermelon" symbols on reel 32L and reel 32M, or reel 32L and reel 32R, stop on an active payline, while the "watermelon" symbols on the remaining reels do not stop on an active payline. This is known as a "watermelon near-miss" stop. When the 36th small win is achieved, 5 medals are paid out in a 3-bet game, and 15 medals are paid out in a 2-bet game.

[0037] If the "Red Bell" or "White Bell" symbol on the left reel 32L, the "Black BAR", "Watermelon", and "Cherry" symbols on the middle reel 32M, and the "Red Bell", "White Bell", and "Young Man" symbols on the right reel 32R stop on an active payline, the 37th small win is achieved. As shown in Figure 6, the left reel 32L has the "Red Bell" symbol (number 7) and the "Second Replay" symbol positioned next to it downstream (number 6), while the main "White Bell" symbols (numbers 3, 12, 15, and 20) and the "First Replay" symbols are positioned next to them downstream (numbers 2, 11, 14, and 19). On the right reel 32R, the main "red bell" symbols (numbers 2, 5, 12, and 20) are positioned adjacent to the upstream side (numbers 3, 6, 16, and 0), and the "first replay" symbol or "second replay" symbol is positioned adjacent to the upstream side (number 11) of the "white bell" symbol (number 10). Therefore, when the 37th small win is achieved on the downward-sloping line L4, the "bell" and "replay" symbols will mainly line up on the left reel 32L and the right reel 32R, while the "bell" and "replay" symbols on the middle reel 32M will not stop, resulting in a so-called double-tenpai miss. When the 37th small win is achieved, 9 medals are paid out in 3-bet games and 15 medals are paid out in 2-bet games.

[0038] If the "White BAR", "Young Man", "Watermelon", and "First Replay" symbols on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "First Replay", "Watermelon", and "Black BAR" symbols on the right reel 32R stop on an active payline, the 38th small win is achieved. In a 3-bet game, if the player operates the left stop switch when the "Cherry" symbol at position 4 on the left reel 32L reaches the upper or lower position, the 38th small win will occur, and the "Red Bell" symbol on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "Red Bell" or "White Bell" symbol on the right reel 32R will stop on the middle payline L2. If the 38th small win is achieved, 9 medals will be paid out in a 3-bet game, and 15 medals will be paid out in a 2-bet game.

[0039] If the "Red Bell" or "White Bell" symbol on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "Black BAR" symbol on the right reel 32R all stop on an active payline, the 39th small win is achieved. The 39th small win is a type of win that can only occur in 3-bet games. When the 39th small win is achieved, 9 medals are paid out.

[0040] If the "Red Bell" or "White Bell" symbol on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "Red 7" symbol on the right reel 32R all stop on an active payline, a 40th small win is achieved. The 40th small win is a type of win that can only occur in 3-bet games. When a 40th small win is achieved, 9 medals are paid out.

[0041] If the "Watermelon" symbol on the left reel 32L, the "Black BAR" or "Cherry" symbol on the middle reel 32M, and the "Watermelon" symbol on the right reel 32R all stop on an active payline, the 41st small win is achieved. When the 41st small win is achieved, 5 medals are paid out in a 3-bet game, and 14 medals are paid out in a 2-bet game.

[0042] The following are the types of wins that grant the bonus of being able to play the next game without inserting any more tokens: the 1st Replay Win through the 12th Replay Win. Furthermore, if the 2nd Replay Win is achieved, the game state will transition to the 1st RT state, if the 3rd Replay Win is achieved, the game state will transition to the 2nd RT state, and if the 4th or 5th Replay Win is achieved, the game state will transition to the 3rd RT state.

[0043] State transition prizes, which only involve a change in the game state, include the 1st BB prize, the 2nd BB prize, and the CB prize.

[0044] If the "Red 7" symbol on each reel (32L, 32M, 32R) stops on an active payline, the 1st Big Bonus (BB) is awarded, and the game state transitions to the 1st BB state. Also, if the "White BAR" symbol on each reel (32L, 32M, 32R) stops on an active payline, the 2nd Big Bonus (BB) is awarded, and the game state transitions to the 2nd BB state. If the "Red Bell" or "White Bell" symbol on the left reel (32L), the "Red Bell" symbol on the middle reel (32M), and the "Watermelon," "1st Replay," or "Black BAR" symbol on the right reel (32R) stop on an active payline, a Bonus Chance (CB) is awarded. If a CB is awarded, the game state transitions to the CB state.

[0045] In addition, although not a prize, there are certain stopping patterns that, provided the game is in normal game mode, will transition the game to the 1st RT state. Specifically, if the "Red Bell" or "White Bell" symbol on the left reel 32L, the "White BAR", "LUCKY", "Red 7", "White Bell", or "Cherry" symbols on the middle reel 32M, or the "Watermelon" or "1st Replay" symbol on the right reel 32R stop on an active payline, the game will transition to the 1st RT state. Additionally, the game state transitions to the 1st RT state if the "Red Bell" or "White Bell" symbol on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "White BAR", "Young Man", "White Bell", "Red 7", or "2nd Replay" symbols on the right reel 32R stop on an active payline. Hereafter, the combinations of the above symbols will be referred to as transition outcomes.

[0046] A start lever 41 is provided on the lower left side of the game panel 25, which is operated to start the rotation of each reel 32L, 32M, and 32R. The start lever 41 constitutes a start operation means or activation operation means that is operated to start the rotation of the reels 32L, 32M, and 32R, that is, to start the variable display of the symbols. When the start lever 41 is operated with a predetermined number of tokens inserted, each reel 32L, 32M, and 32R will start to rotate.

[0047] To the right of the start lever 41 are button-shaped stop switches 42-44, which are operated to individually stop each of the rotating reels 32L, 32M, and 32R. Each stop switch 42-44 is located directly below the display windows 26L, 26M, and 26R, which correspond to the reels 32L, 32M, and 32R that are to be stopped.

[0048] Stop switches 42 to 44 are each connected to stop detection sensors 42a to 44a (Figure 12), and the stop detection sensors 42a to 44a are connected to the main control unit 101, which will be described later. The main control unit 101 determines whether a stop switch 42 to 44 has been operated based on the detection signals from the stop detection sensors 42a to 44a. Specifically, when a stop switch 42 to 44 is not operated, a LOW detection signal is output from the stop detection sensors 42a to 44a, and when a stop switch 42 to 44 is operated, this detection signal switches from a LOW signal to a HI signal. The main control unit 101 determines that a stop switch 42 to 44 has been operated by detecting this signal switch. When the main control unit 101 determines that a stop switch 42 to 44 has been operated, it controls the rotation of the reel corresponding to the operated switch to stop.

[0049] In other words, when the left stop switch 42 is operated, the rotation of the left reel 32L stops; when the middle stop switch 43 is operated, the rotation of the middle reel 32M stops; and when the right stop switch 44 is operated, the rotation of the right reel 32R stops. The stop switches 42 to 44 constitute a stop operation means that is operated to stop the variable display of symbols based on the rotation of reels 32L, 32M, and 32R.

[0050] A coin slot 45 for inserting coins is provided in the lower right of the display windows 26L, 26M, and 26R. The coin slot 45 constitutes an input means for inputting game media. Furthermore, considering that the coin slot 45 involves the player directly inserting coins, it can also be said to constitute a direct input means for directly inputting game media.

[0051] Coins inserted through the coin slot 45 are guided to either the storage passage 47 or the discharge passage 48 by a selector 46, which is a passage switching means located on the back of the front door 12. More specifically, the selector 46 is equipped with a coin passage switching solenoid 46a. When the coin passage switching solenoid 46a is not energized, the coins are guided to the discharge passage 48, and when the coin passage switching solenoid 46a is energized, the coins are guided to the storage passage 47. Coins guided to the storage passage 47 are led to a hopper device 51 housed inside the casing 11. On the other hand, coins guided to the discharge passage 48 are guided to a coin tray 50 through a coin discharge port 49 located on the lower front of the front door 12 and returned to the player.

[0052] The hopper device 51 consists of a storage tank 52 for storing medals and a dispensing device 53 for dispensing medals to players. The dispensing device 53 rotates a medal dispensing rotating plate (not shown) to discharge medals into an opening 48a in a discharge passage 48, and then dispenses the medals into a medal tray 50 via the discharge passage 48. To the right of the hopper device 51, there is a reserve tank 54 to prevent the storage tank 52 from accumulating more than a predetermined amount of medals. Inside the storage tank 52 of the hopper device 51, there is a guide plate 52a that discharges medals from the storage tank 52 to the reserve tank 54. Therefore, if the amount of medals stored exceeds the height of the guide plate 52a, those medals will be stored in the reserve tank 54.

[0053] A button-shaped return switch 55 is provided below the medal slot 45. If the return switch 55 is operated while medals inserted into the medal slot 45 are jammed inside the selector 46, the selector 46 is mechanically activated in conjunction with the switch, and the jammed medals inside the selector 46 are returned from the medal outlet 49.

[0054] Lower left of the display windows 26L, 26M, and 26R, there is a first credit insertion switch 56 for inserting three credited virtual tokens at once. To the right of the first credit insertion switch 56 is a second credit insertion switch 57, and to the left of the first credit insertion switch 56 is a third credit insertion switch 58. The second credit insertion switch 57 is for inserting one virtual token, and the third credit insertion switch 58 is for inserting two virtual tokens at once. Each of the credit insertion switches 56 to 58, together with the token slot 45, constitutes an input means for inputting game tokens. Furthermore, while the token slot 45 involves the player directly inserting tokens, each of the credit insertion switches 56 to 58 only involves the insertion of virtual tokens based on stored memory, so it can be said that they constitute an indirect input means for indirectly inputting game tokens.

[0055] Between the first credit insertion switch 56 and the second credit insertion switch 57, there is an effect switch 66 that is operated when an effect occurs. In other words, the first credit insertion switch 56 and the third credit insertion switch 58 are located to the left of the effect switch 66, and the second credit insertion switch 57 is located to the right of the effect switch 66.

[0056] A settlement switch 59 is provided to the left of the start lever 41. In other words, this slot machine 10 has a credit function that stores any surplus inserted medals or medals paid out upon winning as virtual medals until a predetermined maximum value (equivalent to 50 medals) is reached. When the settlement switch 59 is operated while virtual medals are stored, the virtual medals are dispensed as real medals from the medal dispenser 49. In this case, focusing on the function of dispensing credited virtual medals as real medals, the settlement switch 59 can also be said to constitute a settlement operation means for actually dispensing the stored game media.

[0057] Below the display windows 26L, 26M, and 26R of the game panel 25 are a credit display unit 60 that displays the number of virtual medals currently credited, a remaining payout display unit 61 that displays the number of medals remaining to be dispensed until the BB state ends, and a payout display unit 62 that displays the number of medals dispensed when a win occurs. These display units 60 to 62 are composed of 7-segment displays, but it is of course possible to replace them with liquid crystal displays or the like.

[0058] Below the display windows 26L, 26M, and 26R on the game panel 25, and to the right of the payout display section 62, there is an instruction monitor 68 which has a push order indicator that notifies the order in which to operate the stop switches 42 to 44, and a section indicator that indicates an advantageous section, which is a section in which the rate of winning small prizes is changed by notifying the order of operation, allowing the player to play the game in a favorable situation. The instruction monitor 68 will be described in detail later.

[0059] The upper part of the front door 12 is provided with an upper lamp 63 that lights up and flashes in accordance with the progress of the game, a pair of left and right speakers 64 that play various sound effects and inform the player of the game status in accordance with the progress of the game, and an auxiliary display unit 65 that provides the player with various information. The auxiliary display unit 65 is for executing various display effects in accordance with the progress of the game, and since the gameplay of each reel 32L, 32M, and 32R can be considered as being performed by the main display unit, it is referred to as the auxiliary display unit 65 in this embodiment. On the back of the auxiliary display unit 65 is a display control device 81 for driving the upper lamp 63, speakers 64, and auxiliary display unit 65.

[0060] Inside the casing 11, a power box 70 is provided to the left of the hopper device 51. The power box 70 houses a power supply unit 91 and is equipped with a power switch 71, a reset switch 72, a setting key insertion hole 73, and the like. The power switch 71 is an activation switch that supplies power to various parts, including the main control unit 101. The reset switch 72 is a switch for resetting the error state of the slot machine 10. The setting key insertion hole 73 is for hall managers to adjust the number of tokens dispensed. In other words, hall managers can set the winning probability (setting value) of the slot machine 10 by inserting a setting key into the setting key insertion hole 73 and turning it ON. The reset switch 72 is operated not only to reset the error state but also to change the winning probability of the slot machine 10.

[0061] Above the reel unit 31, a main control device 101 that centrally manages the game is mounted on the casing 11.

[0062] The main control unit 101 is equipped with a payout ratio monitor 77 to clearly indicate the ratio of favorable game states to unfavorable states for the player. The payout ratio monitor 77 is installed on the side of the main control unit 101 facing the front of the game machine so that it can be seen from the front of the game machine when the front door 12 is open, and cannot be seen from the front of the game machine when the front door 12 is closed. More specifically, the payout ratio monitor 77 is housed in a circuit board box so that its display surface can be seen through the circuit board box that houses the main control unit 101. Incidentally, when the front door 12 is closed, the payout ratio monitor 77 cannot be seen even through the gaps in the display windows 26L to 26R, and it is not possible to check the payout ratio monitor 77 unless the lock is released by a predetermined key operation on the key cylinder 21 and the front door 12 is opened. The payout ratio monitor 77 will be explained in detail later.

[0063] Next, the electrical configuration of this slot machine 10 will be explained based on the block diagrams in Figures 12 and 13.

[0064] The main control unit 101 is equipped with a microcomputer centered around a CPU 102, which is the arithmetic processing means. In addition to the power supply unit 91, the CPU 102 is connected via an internal bus to a clock circuit 103 that outputs a square wave of a predetermined frequency, and input / output ports 104, etc. This main control unit 101 functions as the main board built into the slot machine 10.

[0065] On the input side of the main control device 101 are: a reel unit 31 (more specifically, a reel index sensor that individually detects when each reel 32L, 32M, and 32R has completed one rotation); a start detection sensor 41a that detects the operation of the start lever 41; stop detection sensors 42a to 44a that individually detect the operation of each stop switch 42 to 44; a coin insertion detection sensor 45a that detects coins inserted from the coin slot 45; a coin dispensing detection sensor 51a that detects coins dispensed from the hopper device 51; and a first credit insertion detection sensor that individually detects the operation of the first credit insertion switch 56. Various sensors are connected, including a second credit insertion detection sensor 57a that individually detects the operation of the second credit insertion switch 57, a third credit insertion detection sensor 58a that individually detects the operation of the third credit insertion switch 58, a settlement detection sensor 59a that detects the operation of the settlement switch 59, a reset detection sensor 72a that detects the operation of the reset switch 72, and a setting key detection sensor 73a that detects when a setting key is inserted into the setting key insertion hole 73 and turned ON. Signals from these various sensors are output to the CPU 102 via the input / output port 104.

[0066] Furthermore, a power supply unit 91 is connected to the input side of the main control unit 101 via an input / output port 104. The power supply unit 91 is equipped with a power supply unit 91a that supplies driving power to the main control unit 101 and other electronic devices of the slot machine 10, as well as a power outage monitoring circuit 91b.

[0067] The power outage monitoring circuit 91b monitors the power supply interruption status and generates a power outage signal not only during a power outage but also when the power is cut off by the power switch 71. Therefore, the power outage monitoring circuit 91b monitors the stabilized drive voltage (12 volts DC in this example) output from the power supply unit 91a, and is configured to output a power outage signal when this drive voltage drops to, for example, less than 10 volts, determining that the power supply has been cut off. The power outage signal is supplied to both the CPU 102 and the input / output port 104, and the CPU 102 recognizes this power outage signal to execute the power outage processing described later. This power outage signal is also supplied to the display control device 81.

[0068] The power supply unit 91a is configured to output a 5-volt stabilized voltage, which is used as the drive voltage in control systems such as the main control unit 101, even when the output voltage drops to less than 10 volts. The time for which this stabilized voltage is output is sufficient to allow the main control unit 101 to perform power outage processing.

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

[0070] The CPU 102 described above includes a ROM 105 that stores various control programs and fixed value data executed by the CPU 102, and a RAM 106 that reserves a work area for temporarily storing various data when executing the control programs stored in the ROM 105. In addition, although not shown in the diagram, it also contains various processing circuits necessary for the slot machine 10, such as interrupt circuits, timer circuits, and data transmission / reception circuits, as well as various counters such as a credit counter for counting the number of credits. The ROM 105 and RAM 106 constitute the main memory as a storage means, and the programs for executing various processes are stored in the ROM 105 as part of the control programs.

[0071] The RAM 106 is configured to retain (back up) data even after the power to the slot machine 10 is cut off, by receiving backup voltage from the power supply unit 91. The RAM 106 includes a memory for temporarily storing various types of data, a winning flag storage area 106a for storing the results of the prize draw, a stop information storage area 106b for storing stop information used when controlling the stopping of each reel 32L, 32M, and 32R, a state information storage area 106c for storing game states such as BB state, and a backup area.

[0072] The backup area is an area for storing the value of the stack pointer at the time of power interruption (including power interruption by operating the power switch 71; the same applies hereinafter) in the event of a power outage or other power interruption. When the power is restored (including power on by operating the power switch 71; the same applies hereinafter), the state of the slot machine 10 can be restored to the state before the power interruption based on the information in the backup area. Writing to the backup area is performed when the power is interrupted by the power outage processing (see Figure 14), and the restoration of each value written to the backup area is performed in the main processing when the power is turned on.

[0073] Furthermore, the NMI terminal (Non-Mascable Interrupt terminal) of the CPU 102 is configured to receive a power outage signal from the power outage monitoring circuit 91b when the power is cut off due to a power outage or other reason. When the power is cut off, the NMI interrupt process, which generates a power outage flag, is executed immediately.

[0074] As shown in Figure 13, the display control device 81 is equipped with a microcomputer centered on a CPU 181, which is an arithmetic processing means. The CPU 181 also contains a ROM 182 that stores various control programs and fixed value data executed by the CPU 181, and a RAM 183 that reserves a work area for temporarily storing various data when executing the control programs stored in the ROM 182.

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

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

[0077] Next, we will explain the control processes executed by the CPU 102 of the main control unit 101. The processes of the CPU 102 can be broadly divided into the main process which is started when the power is turned on, the timer interrupt process which is started periodically (at a period of 1.49 msec in this embodiment), and the NMI interrupt process which is started when a power outage signal is input to the NMI terminal. In the following, we will explain the processes related to the progress of the game, namely the timer interrupt process and the normal process performed in the main process.

[0078] Figure 14 is a flowchart of the timer interrupt processing that is periodically executed by the main control unit 101, where the CPU 102 of the main control unit 101 generates a timer interrupt, for example, every 1.49 msec.

[0079] First, in the register saving process shown in step S101, the values ​​of all registers in the CPU 102 used in the normal processing described later are saved to the backup area of ​​RAM 106. In step S102, it is checked whether the power outage flag is set, and if the power outage flag is set, the process proceeds to step S103 to execute the power outage process.

[0080] Here, I will briefly explain how to handle power outages.

[0081] When the power supply is interrupted due to a power outage or the like, a power outage signal is output from the power outage monitoring circuit 91b of the power supply unit 91, and this power outage signal is input to the main control unit 101 via the NMI terminal. When the main control unit 101 receives a power outage signal, it immediately executes an NMI interrupt process and sets the power outage flag in the power outage flag storage area provided in RAM 106.

[0082] In the power outage handling process, it is first determined whether the command transmission has finished. If transmission has not finished, this process is terminated, and the system returns to the timer interrupt process to terminate the command transmission. If the command transmission has finished, the value of the CPU 102's stack pointer is saved to the backup area of ​​RAM 106. After that, the output status of the output ports in I / O port 104 is cleared, and all actuators (not shown) are turned off. Then, a RAM judgment value is calculated to determine whether the data in RAM 106 is normal when the power outage is resolved, and this value is saved to the backup area, thereby prohibiting further RAM access. After performing the above processes, the system enters an infinite loop in preparation for the possibility that the power will be completely cut off and processing will no longer be possible. In addition, considering the possibility that the power outage flag may be set incorrectly due to noise, for example, the system checks whether a power outage signal is being output until the system enters the infinite loop. If no power outage signal is output, it means that the system has recovered from the power outage state, so writing to RAM 106 is permitted, the power outage flag is reset, and the system returns to the timer interrupt process. If the power outage signal continues to be output, the system enters the infinite loop. Incidentally, even under an infinite loop, the program checks whether a power outage signal is being output, and if the power outage signal is no longer being output, it proceeds to the main process.

[0083] Returning to the explanation of timer interrupt processing, if the power outage flag is not set in step S102, various processes from step S104 onwards are performed.

[0084] Specifically, in step S104, a watchdog timer clearing process is performed to initialize the value of the watchdog timer used to monitor for malfunctions. In step S105, an interrupt termination declaration process is performed for the CPU 102 itself, enabling it to set the next timer interrupt. In step S106, a stepping motor control process is performed to drive the stepping motors, which are the respective reel drive motors, in order to rotate each reel 32L, 32M, and 32R. In step S107, a sensor monitoring process is performed to read the status of various sensors (see Figure 12), such as stop detection sensors 42a to 44a, inserted medal detection sensor 45a, and payout detection sensor 51a, which are connected to the input / output port 104, and to monitor whether the reading results are normal or not. In step S108, a timer calculation process is performed to subtract the values ​​of each counter and timer. In step S109, a counter process is performed to output the count of the number of medals bet and the number of medals paid out to the external centralized terminal board 121.

[0085] In step S110, command output processing is performed to send various commands, such as the lottery result command described later, to the display control device 81. In step S111, segment data setting processing is performed to set the segment data to be displayed in the credit display unit 60, the remaining payout display unit 61, and the payout display unit 62, respectively. In step S112, segment data display processing is performed to supply the segment data set in the segment data setting processing to each display unit 60-62, 68 and display the corresponding numbers, symbols, etc. In step S113, port output processing is performed to output data corresponding to the I / O device from the input / output port 104. In step S114, the values ​​of each register that were saved to the backup area in step S101 are restored to the corresponding registers in the CPU 102. Then, in step S115, interrupt enable processing is performed to enable the next timer interrupt, and this series of timer interrupt processing is completed.

[0086] Next, we will explain the normal processing that performs the main controls related to gameplay, based on the flowchart in Figure 15.

[0087] First, in step S201, an interrupt enable process is performed to allow the next timer interrupt. In step S202, pre-start processing is performed to enable gameplay. During the pre-start processing, the system waits until the display control device 81, etc., has finished initializing. Once the initialization of the display control device 81, etc., is complete, the game management processing shown in steps S203 to S214 is performed.

[0088] As part of the game management process, step S203 clears the various game information data stored in RAM106 (for example, random values ​​used in the previous game). Then, step S204 performs a wait-to-start process.

[0089] The start-up waiting process determines whether any re-play wins occurred in the previous game. If any re-play wins occurred, an automatic insertion process is performed to automatically insert the same number of virtual tokens as the previous bet, and the start-up waiting process ends. Specifically, for example, if a re-play win occurred in a 3-bet game, 3 virtual tokens are automatically inserted, and if a re-play win occurred in a 1-bet game, 1 virtual token is automatically inserted.

[0090] In the automatic coin insertion process, virtual coins are inserted without reducing the number of virtual coins displayed on the credit display unit 60. In other words, if any re-play win was achieved in the previous game, the player can play the current game without reducing the number of coins they possess or inserting any coins. If no re-play win was achieved, a sensor abnormality check process is performed in the sensor monitoring process step S107 of the timer interrupt process to check if there is an abnormality in the sensor reading result. If an abnormality occurs, the slot machine 10 is put into an error state and an abnormality occurrence process is performed to notify the occurrence of the error. This error state is maintained until the reset switch 72 is operated. If the sensor reading result is normal, it is determined whether the settlement switch 59 has been operated, and if the settlement switch 59 has been operated, a coin return process is performed to pay out the same number of coins as the credited virtual coins.

[0091] If the medal return process is complete or the settlement switch 59 has not been operated, it is determined whether medals were inserted or the credit insertion switches 56-58 were operated between the previous start-waiting process and the current start-waiting process. If either has been done, a medal insertion process is performed to change the bet amount, etc., and the start-waiting process is terminated. If neither medals were inserted nor the credit insertion switches 56-58 were operated between the previous start-waiting process and the current start-waiting process, the start-waiting process is terminated as is.

[0092] After the start-waiting process is completed, step S205 determines whether the number of medals bet has reached the specified number. In this slot machine 10, the specified number for the CB state is set to "2", and the specified numbers for game states other than the CB state (specifically, normal game state, 1st RT state, 2nd RT state, 3rd RT state, BB state) are set to "1" and "3". In other words, in the CB state, step S205 makes a positive determination if the number of bets is "2", and in states other than the CB state, step S205 makes a positive determination if the number of bets is "1" or "3". To put it another way, in game states other than the CB state, if no medals have been bet, or if medals have been bet but the number of bets is "2", step S205 makes a negative determination. If the number of bets has not reached the specified number, the process returns to the start-waiting process in step S204, and the processes from the sensor abnormality confirmation process onwards are performed.

[0093] If the number of bets reaches the specified number, the process proceeds to step S206. In step S206, the bet command containing the information of the number of bets that was determined to be positive in step S205 is set as an output target to the display control device 81, which acts as the sub-control device. The command set here is output to the display control device 81 in step S110 of the timer interrupt processing. The processing of the display control device 81 upon receiving the bet command will be explained in detail later.

[0094] After executing the process in step S206, it is determined in step S207 whether or not the start lever 41 has been operated. If the start lever 41 has not been operated, the process returns to the start waiting process in step S204, and the processes from the sensor abnormality confirmation process onward are performed.

[0095] On the other hand, when the start lever 41 is operated, the game can be started when the start lever 41 is operated while a predetermined number of medals have been bet, so this means that a start command has been issued to start the game. In this case, in step S208, an active line setting process is performed to set the combination lines corresponding to the number of bets as active lines. Specifically, in a 3-bet game, only the downward-sloping line L4 is set as an active line, and in a 2-bet game, the lower line L3 and the downward-sloping line L4 are set as active lines. Also, in a 1-bet game, the bent line L6 is set as an active line. In step S209, the medal passage switching solenoid 46a is switched to a de-energized state to prohibit bet acceptance. After that, the lottery process in step S210, the reel control process in step S211, the medal payout process in step S212, the RT state process in step S213, and the bonus state process in step S214 are executed in order, and the process returns to step S203.

[0096] Next, the lottery process in step S210 will be explained based on the flowchart in Figure 16.

[0097] In step S301, a random number is obtained to determine whether a winning combination is achieved. In this slot machine 10, when the start lever 41 is operated, the hardware circuit latches the value of the free run counter at that time. The free run counter generates a random number between 0 and 65535, and after the CPU 102 confirms the operation of the start lever 41, it stores the value latched by the hardware circuit in the RAM 106. This configuration makes it possible to quickly obtain a random number when the start lever 41 is operated, thus avoiding synchronization and other problems. The hardware circuit of this slot machine 10 is configured to latch the value of the free run counter each time the start lever 41 is operated.

[0098] After obtaining a random number, step S302 selects a lottery table for determining whether a winning combination is achieved. This slot machine 10 has six main game states: normal game state, 1st RT state, 2nd RT state, 3rd RT state, BB state, and CB state, and a separate lottery table is set for each game state.

[0099] In other words, in step S302, the current game state of the slot machine 10 is determined based on the number of bets and the setting flag set in the state information storage area 106c, and a lottery table corresponding to the number of bets and the game state is selected. For example, if the number of bets is "3" and no setting flag is set in the state information storage area 106c, it is determined that the current game state is the normal game state, and the lottery table for the normal game state is selected. In addition, in this slot machine 10, six levels of winning probabilities from "Setting 1" to "Setting 6" are pre-set, and by inserting the setting key into the setting key insertion hole and performing the ON operation, it is possible to set which winning probability will be used to execute the internal processing. In step S302, when the setting state is "Setting 1", the lottery table with the lowest expected value of medal payout is selected, and when the setting state is "Setting 6", the lottery table with the highest expected value of medal payout is selected.

[0100] Here, I will provide some additional explanation regarding the process for setting the probability of winning.

[0101] The process for setting the winning probability is performed in the main process, which is started by the main control unit 101 when the power is turned on. More specifically, the process for setting the winning probability is started after the initialization process when the power is turned on while the setting key is inserted into the setting key insertion hole and the setting key is turned ON, as detected by the setting key detection sensor 73a. In the process for setting the winning probability, the setting value is updated by 1 each time the start lever 41 is operated as a predetermined operation. For example, each time the start lever 41 is operated, the setting value is updated to "Setting 1" → "Setting 2" → "Setting 3" → "Setting 4" → "Setting 5" → "Setting 6" → "Setting 1". Each setting value is displayed, for example, in the credit display unit 60, and the display is updated each time the setting value is updated. When the start lever 41 is operated with the setting key detection sensor 73a turned OFF, this is considered the setting value confirmation operation, and the setting value at that time is taken as the current setting value, and the process for setting the winning probability ends. Based on the end of the process for setting the winning probability, the display on the credit display unit 60 also ends. The setting value set during the winning probability setting process is stored in RAM106 until the next winning probability setting process is initiated. In step S302, a process is performed to select a lottery table based on this stored setting value.

[0102] Let's briefly explain the lottery table. Figure 17 shows the lottery table for normal gameplay selected in "Setting 3". The lottery table has an index value IV, and each index value IV is uniquely associated with a winning combination, and a point value PV is also set.

[0103] After selecting the lottery table, step S303 sets the index value IV to 1, and in the following step S304, the judgment value DV used to determine whether a hand is successful or not is set. In this judgment value setting process, the current judgment value DV is set by adding the current index value IV and the corresponding point value PV. In the initial judgment value setting process, the random value obtained in step S301 is used as the current judgment value DV, and the current index value IV, which is 1, and the corresponding point value PV are added to this random value to create a new judgment value DV.

[0104] Subsequently, in step S305, a determination is made as to whether the corresponding role is won or lost based on the index value IV. In determining whether the role is won or lost, it is determined whether the judgment value DV exceeds 65535. If it exceeds 65535, in step S306, it is determined whether or not one of the 1st BB, 2nd BB, or CB has been won. Specifically, it is determined whether or not a positive determination was made in step S305 for index value IV (IV=34~58) that includes one of the 1st BB, 2nd BB, or CB. If a positive determination is made in step S306, the corresponding bonus winning flags (1st BB winning flag, 2nd BB winning flag, CB winning flag) are set in the winning flag storage area 106a in step S307. If a negative determination is made in step S306, or after the processing in step S307, in step S308, the winning flags for each minor role corresponding to the index value IV that was positively determined in step S305 are set in the winning flag storage area 106a. For example, if the judgment value DV exceeds 65535 when IV=34, the flag for the first Big Bonus (BB) is set in step S307, and the flags for the 28th, 33rd, and 35th small wins are set in step S308. Also, if the judgment value DV exceeds 65535 when IV=17, the winning flags indicating that the 30th and 41st small wins have been won are set in the winning flag storage area 106a in step S308.

[0105] Incidentally, if the set winning flag is not a winning flag indicating a win in the 1st BB (1st BB winning flag) or a winning flag indicating a win in the 2nd BB (2nd BB winning flag), the winning flag set in the winning flag storage area 106a is reset after the end of the game in which the corresponding winning flag was set (see S203 of the normal process). On the other hand, if the winning flag is a 1st BB winning flag or a 2nd BB winning flag, these winning flags are reset with the corresponding prize being achieved as one of the conditions. In other words, the 1st BB winning flag and the 2nd BB winning flag may remain valid for multiple games.

[0106] Furthermore, in steps S306 to S308 when the 1st BB winning flag or the 2nd BB winning flag is carried over, if a win other than the 1st BB, 2nd BB, or CB is achieved, the corresponding winning flag is set; if a win other than the 1st BB, 2nd BB, or CB is achieved, the corresponding winning flag is not set.

[0107] In other words, for example, if the 1st BB winning flag is carried over, and for example the index value IV = 34, and the judgment value DV exceeds 65535, the 1st BB winning flag is not set, and the 28th small role winning flag, the 33rd small role winning flag, and the 35th small role winning flag are set. Also, if the 1st BB winning flag is carried over, and for example the index value IV = 35, and the judgment value DV exceeds 65535, the 2nd BB winning flag is not set, and the 28th small role winning flag, the 33rd small role winning flag, and the 35th small role winning flag are set.

[0108] Alternatively, a separate lottery table may be prepared for when the 1st BB winning flag or the 2nd BB winning flag is carried over, and the lottery processing may be performed using this separately prepared lottery table when the 1st BB winning flag or the 2nd BB winning flag is carried over. In this case, it is advisable to set the respective index values ​​IV and point values ​​PV in the separately prepared lottery table so that the 1st BB, 2nd BB, and CB are not won.

[0109] If the judgment value DV does not exceed 65535 in step S305, it means that the hand corresponding to the index value IV has not been determined. In this case, the index value IV is incremented by 1 in step S309, and in the following step S310, it is determined whether or not there is a hand corresponding to the index value IV, that is, whether or not there is a hand to be judged as correct or incorrect. Specifically, it is determined whether or not the incremented index value IV exceeds the maximum value of index value IV set in the lottery table. If there is a hand to be judged as correct or incorrect, the process returns to step S304 and the determination of whether or not the hand is correct or incorrect continues. At this time, in step S304, the judgment value DV used in the previous determination of whether or not the hand was correct or incorrect (i.e., the current judgment value DV) is added to the current index value IV and the corresponding point value PV to create a new judgment value DV, and in step S305, the determination of whether or not the hand is correct or incorrect is made based on this judgment value DV. Incidentally, when determining the outcome of a role using the lottery table shown in Figure 17, the probability of winning a normal replay (when IV=1) is approximately 1 in 7.3, the probability of winning a strong cherry (when IV=15) is approximately 1 in 300, and the probability of winning a weak cherry (when IV=16) is approximately 1 in 183. The probability of winning a strong watermelon (when IV=17) is approximately 1 in 300, the probability of winning a weak watermelon (when IV=18) is approximately 1 in 218, the probability of winning a chance A (when IV=19) is approximately 1 in 252, and the probability of winning a chance B (when IV=20) is approximately 1 in 252. The probability of winning a middle bell (when IV=21) is approximately 1 in 32800, and the probability of winning a random bell (when IV=22) is approximately 1 in 65500. The probability of winning with a straight-press bell 1, a straight-press bell 2, a sandwich-press bell 1, or a sandwich-press bell 2 (when IV = 23 to 26) is approximately 1 in 37.4 for each, and the probability of winning with a middle-press bell 1, a middle-press bell 2, a right-press bell 1, or a right-press bell 2 (when IV = 27 to 30) is approximately 1 in 18.7 for each.The probability of winning a strong cherry combination 1 (when IV=34) is approximately 1 in 21,800, the probability of winning a strong cherry combination 2 (when IV=35) is approximately 1 in 21,800, the probability of winning a weak cherry combination 1 (when IV=36) is approximately 1 in 32,800, and the probability of winning a weak cherry combination 2 (when IV=37) is approximately 1 in 32,800. The probability of winning a strong watermelon combination 1 (when IV=38) is approximately 1 in 32,800, and the probability of winning a strong watermelon combination 2 (when IV=39) is approximately 1 in 32,800. The probability of winning a weak watermelon combination 1 (when IV=40) is approximately 1 in 65,500, and the probability of winning a weak watermelon combination 2 (when IV=41) is approximately 1 in 65,500. The probability of winning Chance A Overlap 1, Chance A Overlap 2, Chance B Overlap 1, and Chance B Overlap 2 (when IV=42-45) is approximately 1 in 32,800 for each. The probability of winning Middle Bell Overlap 1 and Middle Bell Overlap 2 (when IV=46 and 47) is approximately 1 in 21,800 for each. The probability of winning Special Replay A Overlap 1 (when IV=48) is approximately 1 in 1,010 for each, and the probability of winning Special Replay A Overlap 2 (when IV=49) is approximately 1 in 1,310 for each. The probability of winning Special Replay AB Overlap 1 (when IV=50) is approximately 1 in 1,010 for each, and the probability of winning Special Replay AB Overlap 2 (when IV=51) is approximately 1 in 1,310 for each. The probability of winning the 1st BB and 2nd BB individually (when IV=52 and 53) is approximately 1 in 32,800 for each. The probability of winning a CB (when IV=54) is approximately 1 in 19.9. The probability of not winning any combination is approximately 1 in 2.14.

[0110] In addition, the lottery table for normal gameplay has a value of 0 set for point values ​​PV with IV = 2~14, 31~33, and 55~58. Therefore, in normal gameplay, these index values ​​IV will not result in a win.

[0111] If the winning flag is set in step S308, or if it is determined in step S310 that there are no targets to be judged as winning or losing, it means that the judgment of winning or losing a role has been completed. In this case, the process proceeds to step S311, where a freeze lottery is performed to determine whether or not to execute a freeze effect that disables the operation of stop switches 42 to 44 for a predetermined period of time.

[0112] In the following step S312, the lottery result processing is performed. In the lottery result processing, the system determines whether or not to transition the game state according to the lottery results in steps S301 to S311, and processes for notifying the sequence of button presses. This lottery result processing will be explained in detail later.

[0113] After executing the process in step S312, the lottery result command is set in step S313. Here, the lottery result command is a command sent to the display control device 81 to determine the result of the winning or losing of a role. However, in normal processing, various commands such as the lottery result command are only set in the ring buffer, and no command is sent to the display control device 81. The transmission of a command to the display control device 81 is performed in the command output processing of the timer interrupt processing described above (step S110).

[0114] Then, in step S314, a stop information setting process is executed to set the symbols that can be stopped on each reel 32L, 32M, and 32R based on the lottery results of this game. In the stop information setting process, stop symbol information corresponding to the winning combinations is set based on the winning flags set in steps S306 to S308. For example, if a strong cherry is won (when IV=15) and the strong cherry winning flag is set, the stop symbol information is set so that the symbols corresponding to the 28th small win and the 32nd to 35th small wins can be stopped on each reel 32L, 32M, and 32R. Also, if a strong cherry overlap 1 is won (when IV=34) and the strong cherry winning flag and the 1st BB winning flag are set, the stop symbol information is set so that the symbols corresponding to the 28th small win, the 33rd small win, the 35th small win and the 1st BB win can be stopped on each reel 32L, 32M, and 32R.

[0115] In the following step S315, if multiple stoppable symbol information was set in step S314, a priority setting process is executed to set the priority order. For example, if multiple types of winning combinations are won among the types of winning combinations (small win, re-spin, and bonus), the following priority order is set: If both a small win and a bonus are won, the priority is set so that the small win is awarded first, and if the small win cannot be awarded, the bonus is awarded first. If both a re-spin and a bonus are won, the priority is set so that the re-spin is awarded first.

[0116] For example, if you win a strong cherry combination 1 and the stop symbol information corresponding to the 28th, 33rd, and 35th small roles and the 1st Big Bonus (BB) entry is set, the priority is set so that the 28th, 33rd, and 35th small roles take precedence over the 1st Big Bonus entry. Also, if you win a special replay A combination 1 and the stop symbol information corresponding to the 9th replay and the 1st Big Bonus entry is set, the priority is set so that the 9th replay entry takes precedence over the 1st Big Bonus entry. Furthermore, for example, if the 1st Big Bonus win is carried over and you win a normal replay, and the stop symbol information corresponding to the 1st Big Bonus and the 1st replay entry is set, the priority is set so that the 1st replay entry takes precedence over the 1st Big Bonus entry.

[0117] Here, if a replay is won, the combination of symbols that result in a win is set so that one of the winning replays will always result in a win. In other words, if a replay is won, a win in the replay is guaranteed, and no misses occur. Therefore, if the stop symbol information for replays and bonuses is set, one of the set replays will always result in a win, and a bonus will never be won.

[0118] Furthermore, when multiple small wins or multiple re-spins result in a win, which symbol corresponding to which small win or re-spin stops on the active line depends on the timing of the stopping operation. For example, if a strong watermelon is won and the stopping symbol information corresponding to the 30th and 41st small wins is set, as described above, the target symbol on the left reel 32L is the "watermelon" symbol for both the 30th and 41st small wins. Therefore, depending on the timing of the stopping operation on the left reel 32L, it is not determined which small win will be achieved. On the other hand, the target symbols on the middle reel 32M and the right reel 32R are the "red bell" symbol for the 30th small win, and for the 41st small win, the middle reel 32M is the "cherry" and "black BAR" symbols, while the right reel 32R is the "watermelon" symbol. For example, in a 3-bet game, if the middle stop switch 43 is operated when the fourth "watermelon" symbol through the seventh "red bell" symbol reach the middle position on the middle reel 32M, then both the seventh "red bell" symbol, which is the target symbol for the 30th prize, and the "black BAR" symbol, which is the target symbol for the 41st prize, can be stopped in the middle position on the active line. In this embodiment, the stop symbol information is set so that symbols with fewer slips are prioritized for stopping. As a result, in the above case, the stop drive control is performed so that the "red bell" symbol stops in the middle position, preventing the 41st prize from being awarded and allowing the 30th prize to be awarded.

[0119] On the other hand, if the middle stop switch 43 is operated when the 8th "Black BAR" symbol through the 12th "Red Bell" symbol reach the middle position on the middle reel 32M, it becomes possible to stop either the 8th "Black BAR" symbol or the 11th "Cherry" symbol, which are the target symbols for the 41st small win, or the 12th "Red Bell" symbol, which is the target symbol for the 30th small win, in the middle position. In this case as well, the stop symbol information is set to prioritize stopping the symbol with the fewest slips, so either the 8th "Black BAR" symbol or the 11th "Cherry" symbol will stop in the middle position, preventing the 30th small win from being achieved and making the 41st small win possible.

[0120] The same applies to the right reel 32R. Depending on the timing of the stop operation of the right stop switch 44, the stop symbol information is set so that the symbol with the fewest slips between the "red bell" symbol (the target symbol for the 30th small win) and the "watermelon" symbol (the target symbol for the 41st small win) stops on the lower line, which is the active line. However, in the right reel 32R, if the stop operation of the right stop switch 44 is performed at the timing when the 6th "1st replay" symbol and the 7th "black BAR" symbol reach the active position, neither the "watermelon" symbol nor the "red bell" symbol can be stopped, and in this case, neither small win is achieved, resulting in a so-called missed win.

[0121] After executing the process in step S315, the first section display process is executed in step S316, and then the lottery process is terminated. The first section display process is a process related to the display control of the instruction monitor 68 and the role ratio monitor 77, and this process will be explained in detail later.

[0122] Next, the reel control process in step S211 will be explained based on the flowchart in Figure 18.

[0123] In the reel control process, the first step S401 is to perform a spinning animation process. The spinning animation process is a process to perform an animation using the reel control during the invalid period, based on the results of the freeze lottery process performed in step S311 above. In the following step S402, a spinning start process is performed to start the rotation of each reel 32L, 32M, and 32R.

[0124] In the rotation start process, it is checked whether a predetermined wait time (e.g., 4.1 seconds) has elapsed since the reels started rotating in the previous game. If it has not elapsed, the system waits until the wait time has elapsed. Once the wait time has elapsed, the system resets the wait time for the next game and performs motor control initialization, setting rotation start information in the motor control storage area of ​​RAM 106. By performing this process, the stepping motor acceleration process is started in the timer interrupt process's stepping motor control process (step S106), and each reel 32L, 32M, and 32R begins to rotate. For this reason, even if the player bets the prescribed number of tokens and operates the start lever 41, each reel 32L, 32M, and 32R may not immediately start rotating. After that, the system waits until each reel 32L, 32M, and 32R rotates at a predetermined constant speed, and then the rotation start process ends. Furthermore, when the rotation speed of each reel 32L, 32M, and 32R reaches a constant speed, the CPU 102 illuminates the lamps (not shown) of each stop switch 42 to 44 to indicate that it is possible to issue a stop command.

[0125] Following the rotation start process, step S403 determines whether any of the stop switches 42-44 have been operated. If none of the stop switches 42-44 have been operated, the system waits until any of the stop switches 42-44 are operated. If it is determined that any of the stop switches 42-44 have been operated, the system proceeds to step S404 to determine whether the stop switch corresponding to the rotating reel has been operated, i.e., whether a stop command has been issued. If no stop command has been issued, the system returns to step S403 and waits until any of the stop switches 42-44 are operated. If a stop command has been issued, the system sets a stop command in step S405. Here, the stop command is a command sent to the display control device 81 to determine which stop switch was operated and which has issued the stop command. When a stop command is set, the system performs the stop control processing shown in steps S406-S412 to stop the rotating reel.

[0126] In step S406, the symbol number of the symbol that has reached the base position (lower row in this embodiment) at the time the stop switch is operated is confirmed. Specifically, the symbol number of the symbol that has reached the base position is confirmed by the number of excitation pulses output from the time the detection signal of the reel index sensor is input. In the following step S407, the number of reel slips to be stopped is calculated based on the stop information stored in the stop information storage area 106b. In this slot machine 10, there are five stopping patterns for each reel 32L, 32M, 32R when the stop switches 42 to 44 are operated: a stopping pattern in which the symbol that has reached the base position is stopped as is; a stopping pattern in which the corresponding reel is slid one symbol length before stopping; a stopping pattern in which the reel is slid two symbol lengths before stopping; a stopping pattern in which the reel is slid three symbol lengths before stopping; and a stopping pattern in which the reel is slid four symbol lengths before stopping. In step S407, a value between 0 and 4 is calculated as the slip count based on the stop information stored in the stop information storage area 106b. Then, in step S408, the calculated slip count is added to the symbol number of the reached symbol to determine the symbol number of the stop symbol that will actually be stopped at the base position. In step S409, it is determined whether the symbol number of the reached symbol and the symbol number of the stop symbol for the reel to be stopped are equal. If they are equal, the reel stop process is performed in step S410 to stop the rotation of the reels. Then, in step S411, it is determined whether all reels 32L, 32M, and 32R have stopped. If all reels 32L, 32M, and 32R have not stopped, the second stop information setting process is performed in step S412, and the process returns to step S403.

[0127] Here, the second stop information setting process is a process that modifies the stop information stored in the stop information storage area 106b of RAM 106 after the reels have stopped. In the second stop information setting process, the stop information is modified based on the set winning flag and the stopping outcome of the stopped reels. In this slot machine 10, for example, when a win occurs when IV=23~30, that is, when a win occurs with forward-press bell 1, forward-press bell 2, sandwich-press bell 1, sandwich-press bell 2, middle-press bell 1, middle-press bell 2, right-press bell 1, right-press bell 2 (hereinafter, these are collectively referred to as "press-order bells") (see Figure 17), the second stop information setting process is performed to change the winning pattern that is established by the operation order of the stop switches 42~44 that generated the stop command.

[0128] Figure 19 is an explanatory diagram showing the correspondence between the winning combinations, the order in which stop switches 42-44 are operated, and the resulting winning combinations. For example, if the middle stop bell 1 is won, the stop information is set so that the 2nd, 7th, or 9th small win is achieved when the left stop switch 42 is operated first, the stop information is set so that the 1st small win is achieved when the middle stop switch 43 is operated first, and the stop information is set so that the 2nd, 7th, or 9th small win is achieved when the right stop switch 44 is operated first. However, even if the stop information is set in this way, the corresponding win may not be achieved depending on the timing of the operation of stop switches 42-44.

[0129] A brief explanation of the symbol arrangement for each reel 32L, 32M, and 32R is provided below. In this slot machine 10, in game states other than CB state (3-bet game), reels 32L, 32M, and 32R can be stopped after sliding up to 4 symbol lengths from the timing of operation of stop switches 42-44, and only the downward sloping line L4 is set as an active line. Therefore, if the same symbols on each reel 32L, 32M, and 32R are spaced 4 symbols or less apart, the winning symbol can be stopped on the active line regardless of the timing of operation of stop switch 43. On the other hand, for symbols that are spaced 5 symbols or more apart, the player needs to aim at the symbol and operate stop switches 42-44 to stop them on the active line.

[0130] Let's explain using the example of a case where a middle stop bell 1 is won, and the left stop switch 42 → middle stop switch 43 → right stop switch 44 are operated in that order. In this case, the stopping control of each reel 32L, 32M, and 32R is performed in order to achieve a 2nd small win, a 7th small win, or a 9th small win.

[0131] The second winning symbols on the left reel 32L are the "Red Bell" and "White Bell" symbols. Furthermore, the "Red Bell" and "White Bell" symbols also function as the seventh and ninth winning symbols. The left reel 32L is arranged so that the spacing between the second winning symbols (or between the seventh symbols, or between the ninth symbols) is four symbols or less. Therefore, when the left stop switch 42 is first operated, regardless of the timing of the operation, either the "Red Bell" or "White Bell" symbol will stop in the upper position. For example, if the left stop switch 42 is operated when the fourth "Cherry" symbol on the left reel 32L has reached the middle position, the seventh "Red Bell" symbol will stop in the upper position, as shown in Figure 20(a). As a result, there remains room for the second, seventh, or ninth winning combinations to occur on the downward-sloping line L4.

[0132] The second small win symbol on the middle reel 32M is the "White BAR" symbol. The "White BAR" symbol is located only at position 18 on the middle reel 32M. The seventh small win symbol on the middle reel 32M is the "Red 7" symbol. The "Red 7" symbol is located only at position 14 on the middle reel 32M. The ninth small win symbol on the middle reel 32M is the "Cherry" symbol. The "Cherry" symbol is located only at position 11 on the middle reel 32M. Therefore, depending on the timing of the operation of the middle stop switch 43, the second small win symbol, the seventh small win symbol, or the ninth small win symbol may stop on an active line, or none of the second, seventh, or ninth small win symbols may stop on an active line.

[0133] Specifically, if the middle stop switch 43 is operated when any of the "First Replay" symbols from number 13 to number 17 reach the bottom row, the "White BAR" symbol, which is the second small win symbol, will stop in the middle row. As a result, there is still room for the second small win to occur on the downward-sloping line L4. If the middle stop switch 43 is operated when any of the "Second Replay" symbols from number 9 to number 13 reach the bottom row, the "Red 7" symbol, which is the seventh small win symbol, will stop in the middle row, as shown in Figure 20(b). As a result, there is still room for the seventh small win to occur on the downward-sloping line L4. If the middle stop switch 43 is operated when any of the "White Bell" symbol from number 6 to number 10 reach the bottom row, the "Cherry" symbol, which is the ninth small win symbol, will stop in the middle row. If the middle stop switch 43 is operated at any other time, even if the middle reel 32M is slid four symbol positions before being stopped, the second, seventh, and ninth small win symbols cannot be stopped in the middle position. If the middle stop switch 43 is operated at such a time, the second "LUCKY" symbol or the sixth "White Bell" symbol will stop in the middle position.

[0134] If the 7th small win symbol on the middle reel 32M stops in the middle position, the second stop information setting process modifies the stop information so that a 7th small win can be achieved.

[0135] The seventh winning symbol on the right reel 32R is the "White Bell" symbol. The "White Bell" symbol is located only at position 10 on the right reel 32R. Therefore, depending on the timing of the operation of the right stop switch 44, the seventh winning symbol may or may not stop on the active line. Specifically, if the right stop switch 44 is operated when any of the symbols from position 6 ("First Replay") to position 10 ("White Bell") have reached the bottom row, the "White Bell" symbol, which is the seventh winning symbol, will stop on the bottom row, as shown in Figure 20(c). As a result, the seventh winning combination is achieved on the downward-sloping line L4. In this case, as a bonus corresponding to the seventh winning combination in a 3-bet game, three medals will be paid out. If the right stop switch 44 is operated at any other timing, the "Watermelon" symbol or the "First Replay" symbol will stop on the bottom row. For example, if the right stop switch 44 is operated when the "2nd Replay" symbol (number 3) reaches the bottom row, the "Watermelon" symbol (number 4) will stop on the bottom row, as shown in Figure 20(d). The combination of "Red Bell," "Red 7," and "Watermelon" symbols from left to right is a transitional combination, as shown in Figure 11. However, since this transitional combination does not correspond to a winning combination, if this combination stops, none of the corresponding small wins will be awarded. In this case, no corresponding bonus is awarded, and no medals are paid out (zero medals are paid out).

[0136] If the 9th small win symbol on the middle reel 32M stops in the middle position, the second stop information setting process modifies the stop information so that a 9th small win can be achieved.

[0137] The ninth winning symbol on the right reel 32R is the "Young Man" symbol. The "Young Man" symbol is located at position 15 on the right reel 32R. Therefore, depending on the timing of the operation of the right stop switch 44, the ninth winning symbol may or may not stop on the active payline. Specifically, if the right stop switch 44 is operated when any of the symbols from position 11 ("First Replay") to position 15 ("Young Man") have reached the bottom row, the "Young Man" symbol, which is the ninth winning symbol, will stop on the bottom row. As a result, the ninth winning combination is achieved on the downward-sloping payline L4. In this case, as a bonus corresponding to the ninth winning combination in a 3-bet game, 3 medals will be paid out. If the right stop switch 44 is operated at any other time, the "Watermelon" symbol or the "First Replay" symbol will stop on the bottom row. The combination of the "White Bell" symbol ("Red Bell" symbol), "Cherry" symbol, and "Watermelon" symbol ("First Replay" symbol) from left to right is a transitional outcome as shown in Figure 11. However, as mentioned above, transitional outcomes do not correspond to winning combinations, so if a transitional outcome occurs, none of the corresponding small wins will be awarded. In this case, no corresponding bonus is awarded, and no medals are paid out (zero medals are paid out).

[0138] If the second small win symbol on the middle reel 32M stops in the middle position, the second stop information setting process modifies the stop information so that a second small win can be achieved.

[0139] The second winning symbol on the right reel 32R is the "White BAR" symbol. The "White BAR" symbol is located at position 18 on the right reel 32R. Therefore, depending on the timing of the operation of the right stop switch 44, the second winning symbol may or may not stop on the active payline. Specifically, if the right stop switch 44 is operated when any of the symbols from position 14 ("Watermelon") to position 18 ("White BAR") have reached the bottom row, the "White BAR" symbol, which is the second winning symbol, will stop on the bottom row. As a result, a second winning combination is achieved on the downward-sloping payline L4. In this case, as a bonus corresponding to a second winning combination in a 3-bet game, 3 medals will be paid out. If the right stop switch 44 is operated at any other time, the "Watermelon" symbol or the "First Replay" symbol will stop on the bottom row. The combination of the "White Bell" symbol ("Red Bell" symbol), "White BAR" symbol, and "Watermelon" symbol ("First Replay" symbol) from left to right is a transitional outcome as shown in Figure 11. However, as mentioned above, transitional outcomes do not correspond to winning combinations, so if a transitional outcome occurs, none of the corresponding small wins will be awarded. In this case, no corresponding bonus is awarded, and no medals are paid out (zero medals are paid out).

[0140] If the second, seventh, and ninth small win symbols on the middle reel 32M do not stop in the middle position, that is, if the "LUCKY" symbol or "White Bell" symbol on the middle reel 32M stops in the middle position, the second stop information setting process changes the stop information so that the "Watermelon" symbol or "First Replay" symbol stops in the lower position.

[0141] On the right reel 32R, the "Watermelon" and "First Replay" symbols are arranged such that the interval between them is 4 symbols or less. Therefore, when the right stop switch 44 is operated, the "Watermelon" or "First Replay" symbol will stop on the bottom row regardless of the timing of the operation. The combination of "White Bell" symbol ("Red Bell" symbol), "LUCKY" symbol ("White Bell" symbol), and "Watermelon" symbol ("First Replay" symbol) from left to right is a transitional combination as shown in Figure 11. However, as mentioned above, transitional combinations do not correspond to winning combinations, so if a transitional combination stops, none of the corresponding small wins will be awarded. In this case, no corresponding bonus is awarded, and no medals are paid out (0 medals are paid out).

[0142] Thus, if you win with a middle stop bell 1 and operate the left stop switch 42 → middle stop switch 43 → right stop switch 44 in that order, one of the following will occur: a second small win is achieved, a seventh small win is achieved, a ninth small win is achieved, or the reels stop on a transitional pattern and no small win is achieved, resulting in a missed win.

[0143] Next, we will explain using the example of a case where a middle stop bell 1 is won, and the middle stop switch 43 → left stop switch 42 → right stop switch 44 are operated in that order. In this case, the stopping control of each reel 32L, 32M, and 32R is performed in order to achieve the first small win.

[0144] On the middle reel 32M, the "red bell" symbol, which is the first small winning symbol, is arranged so that the spacing between "red bell" symbols is four symbols or less. Therefore, when the middle stop switch 43 is operated for the first time, the "red bell" symbol will stop in the middle position regardless of the timing of the operation.

[0145] On the left reel 32L, the first winning symbols, the "red bell" and "white bell" symbols, are arranged such that the spacing between them is four symbols or less. Therefore, when the left stop switch 42 is operated second, the "red bell" or "white bell" symbol will stop on the upper row regardless of the timing of the operation.

[0146] On the right reel 32R, the first winning symbols, the "red bell" and "white bell" symbols, are arranged such that the spacing between them is four symbols or less. Therefore, when the right stop switch 44 is operated third, the "red bell" or "white bell" symbol will stop on the bottom row regardless of the timing of the operation.

[0147] As described above, if you win the middle stop bell 1 and operate the middle stop switch 43 → left stop switch 42 → right stop switch 44 in that order, the first small win is achieved regardless of the timing of the operation. In this case, as a bonus corresponding to the first small win in a 3-bet game, 9 medals will be paid out.

[0148] If a push-order bell is won, and stop switches 42-44 are operated in one or two predetermined order, the first small win is achieved regardless of the timing of the operation. If stop switches 42-44 are operated in any other order, depending on the timing of the operation, a small win will be achieved, or the resulting symbol will stop on the active line and the win will be missed. Incidentally, if a middle bell is won, the 38th small win is achieved regardless of the order and timing of the operation, and if an unassigned bell is won, the first small win is achieved regardless of the order and timing of the operation.

[0149] Returning to the explanation of the reel control process, if it is determined in step S411 that all reels 32L, 32M, and 32R have stopped, the payout determination process is performed in step S413. The payout determination process is a process that sets the number of medals to be paid out, with one of the conditions being that the winning combination of symbols is lined up on the active line. In the payout determination process, the combination of symbols formed on the active line is derived from the symbol numbers of the symbols that stopped on the lower row of each reel 32L, 32M, and 32R, and it is determined whether or not a win has occurred on the active line. If a win has occurred, it is further determined whether or not the winning combination corresponds to the winning flag set in the winning flag storage area 106a. If the winning combination corresponds to the winning flag, the winning combination and the number of payouts corresponding to that winning combination are set in the payout information storage area provided in RAM 106. On the other hand, if the winning combination does not correspond to the winning flag, the slot machine 10 is put into an error state and an error detection process is performed to notify the system of the error. This error state is maintained until the reset switch 72 is operated.

[0150] After the payout determination process is performed, the prize result response process is carried out in step S414. In the prize result response process, the game state is changed based on the prize result. This prize result response process will be explained in detail later.

[0151] After processing the winning results, step S415 executes the second section display processing. The second section display processing is related to the display control of the instruction monitor 68, and this processing will be explained in detail later. Then, in step S416, a winning result command is set to allow the display control device 81 to recognize the winning combinations in this game, and the reel control processing is terminated.

[0152] Next, we will briefly explain the medal payout process in step S212.

[0153] In the medal payout process, it is determined whether the number of medals to be paid out set in the payout information storage area is 0 or not. If the number of medals to be paid out is 0, it means that the previous payout determination process determined that no small wins were achieved. In this case, it is determined whether any of the 1st re-play wins to the 8th re-play wins have occurred, based on the winning combination set in the payout determination process. If none of the re-play wins have occurred, the medal payout process ends as is. If any of the re-play wins have occurred, a re-play setting process is performed to change the game state to the re-play state, and the medal payout process ends. Note that in the start waiting process (step S204) explained earlier, an automatic insertion process is performed if it is determined that the current game state is the re-play state.

[0154] On the other hand, if the number of medals to be dispensed set in the dispensing information storage area is not 0, the same number of medals as the number of medals to be dispensed are dispensed, and the medal dispensing process ends. Specifically regarding medal dispensing, if the count value of the credit counter has not reached the upper limit (the number of stored medals is 50), the number of medals to be dispensed is added to the count value of the credit counter, and the added value is displayed on the credit display unit 60. If the count value of the credit counter has reached the upper limit, or if the count value reaches the upper limit while the number of medals to be dispensed is being added, the medal dispensing rotating plate is driven, and medals are dispensed from the hopper device 51 through the medal discharge port 49 to the medal receiving tray 50. In addition, the medal dispensing process also includes a process to change the number of medals to be dispensed in accordance with the number of medals dispensed on the dispensing display unit 62. Furthermore, if the current game state is BB state, the number of medals to be dispensed is subtracted from the value of the remaining dispensing counter described later, and the remaining dispensing number displayed on the remaining dispensing display unit 61 is also subtracted.

[0155] Next, the RT state processing in step S213 will be explained based on the flowchart in Figure 21.

[0156] In step S501, it is determined whether or not a transition outcome has stopped on an active line. If a transition outcome has stopped, the process proceeds to step S502, where it is determined whether or not the current game state is a normal game state. If the current game state is a normal game state, the first RT setting flag is set in the state information storage area 106c of RAM 106 in step S503. After that, this process ends. If it is determined in step S502 that the game state in which the transition outcome stopped is not a normal game state, the RT state ends as is. In this case, even if a transition outcome stops, no transition of game state occurs.

[0157] If it is determined in step S501 that no transition symbols have stopped on the active line, the process proceeds to step S504, where it is determined whether a second re-play win has occurred based on the winning combination set in the previous payout determination process. If a second re-play win has occurred, the RT setting flag set in the state information storage area 106c is cleared in step S505, and the first RT setting flag is set in step S503. After that, this process ends.

[0158] If the 1st RT setting flag is set in step S503, the game state transitions to the 1st RT state. Then, in step S302 of the lottery process, the system determines that the current game state is the 1st RT state based on the fact that the 1st RT setting flag is set in the state information storage area 106c, and selects the lottery table for the 1st RT state.

[0159] Figure 22 shows the lottery table for the first RT state, which is selected in "Setting 3". Compared to the lottery table for the normal game state (see Figure 17), the point value PV for IV=1 to 5 is different in the first RT state lottery table, while the same point value PV is set for other index values ​​IV. Therefore, when determining whether a winning combination is achieved using this lottery table, the probability of winning when IV=6 to 58 is the same as the winning probability in the normal game state, the probability of winning when IV=1 is approximately 1 in 67.0, and the probability of winning when IV=2 to 5 is approximately 1 in 32.8. The probability of not winning any combination is approximately 1 in 2.14.

[0160] As shown in Figure 22, when IV=1, a win results in a normal replay; when IV=2, a win results in a 1st upgrade replay 1; when IV=3, a win results in a 1st upgrade replay 2; when IV=4, a win results in a 1st upgrade replay 3; and when IV=5, a win results in a 1st upgrade replay 4. The probability of winning when IV=1 to 5 is approximately 1 in 7.30. The probability of winning a normal replay under normal gameplay conditions is also approximately 1 in 7.30. In other words, when the gameplay state transitions to the 1st RT state, the probability of winning each type of role—small win, replay, and bonus—is the same as in normal gameplay, but the winning method that grants the replay bonus changes to one that differs from normal gameplay. More specifically, in normal gameplay, only the first re-spin win, which does not result in a transition to another game state, can occur. In the first RT state, in addition to the first re-spin win, the third re-spin win, which transitions to the second RT state, can also occur.

[0161] In the second stop information setting process (step S409), in addition to the case where the above-mentioned push-order bell is won, stop information is also set in the case where the first promotion replay 1 to the first promotion replay 4 is won, in order to change the winning pattern that is achieved depending on the operation order of the stop switches 42 to 44 that generated the stop command.

[0162] Figure 23(a) is an explanatory diagram showing the correspondence between the winning combinations, the operation sequence of stop switches 42-44, and the resulting winning combinations. When a First Upgrade Replay 1 to First Upgrade Replay 4 is won, unlike when a Push Order Bell is won, a First Replay win or a Third Replay win is always achieved regardless of the timing of the operation of stop switches 42-44. For First Upgrade Replay 1 to First Upgrade Replay 4, one of the six possible operation sequences is associated with a Third Replay, while the other operation sequences are associated with a First Replay.

[0163] In addition to the first promotion replays 2-4, the sixth, seventh, and eighth replays are also assigned as winning combinations in addition to the first and third replays. However, none of the six operation sequences mentioned above are associated with the sixth through eighth replays. Therefore, even if you win a first promotion replay 2-4, the sixth through eighth replays will not result in a win, regardless of the operation sequence of stop switches 42-44.

[0164] More specifically, for the 1st promotion replays 1-4, 1st promotion replay 1 is assigned the 1st replay and the 3rd replay; 1st promotion replay 2 is assigned the 1st replay, the 3rd replay, and the 6th replay; 1st promotion replay 3 is assigned the 1st replay, the 3rd replay, and the 7th replay; and 1st promotion replay 4 is assigned the 1st replay, the 3rd replay, and the 8th replay. However, in any of the 1st promotion replays 1-4, the winning replay will be either the 1st replay or the 3rd replay. This is to make it difficult to understand the sequence of operations required to win the 3rd replay. In other words, for example, if there is only one type of first promotion replay, then there will also only be one type of operation sequence corresponding to the third re-spin win, making it possible to intentionally trigger the third re-spin win when the first promotion replay is won. This relationship is not limited to the relationship between first promotion replays 1-4, but the same can be said for other overlapping roles as well.

[0165] Returning to the explanation of RT state processing, if it is determined in step S504 that a second re-play win has not occurred, the process proceeds to step S506, where it is determined whether a third re-play win has occurred based on the winning combination set in the previous payout determination process. If a third re-play win has occurred, the RT setting flag set in the state information storage area 106c is cleared in step S507, and the second RT setting flag is set in step S508, ending this process.

[0166] If the 2nd RT setting flag is set in step S508, the game state transitions to the 2nd RT state. Then, in step S302 of the lottery process, the current game state is determined to be the 2nd RT state based on the fact that the 2nd RT setting flag is set in the state information storage area 106c, and the lottery table for the 2nd RT state is selected.

[0167] Figure 24 shows the lottery table for the second RT state, which is selected in "Setting 3". Compared to the lottery table for the first RT state (see Figure 22), the point value PV for IV=1 to 10 is different in the second RT state lottery table, while the same point value PV is set for other index values ​​IV. Therefore, when determining whether a winning combination is achieved using this lottery table, the probability of winning when IV=11 to 58 is the same as the winning probability in the first RT state, the probability of winning when IV=1 is approximately 1 in 26.2, the probability of not winning when IV=2 to 5 is approximately 1 in 32.8 for each of IV=6 to 8, and the probability of winning when IV=9 and 10 is approximately 1 in 18.2 for each. The probability of not winning any combination is approximately 1 in 2.74. In other words, when transitioning to the second RT state, the probability of losing becomes lower compared to the normal game state and the first RT state, which is advantageous to the player. Furthermore, in the second RT state, in addition to the first re-spin win that does not transition the game state, the second re-spin win that transitions to the first RT state, and the fourth and fifth re-spin wins that transition to the third RT state are also possible.

[0168] In the second stop information setting process (step S409), in addition to the cases where the first promotion replay 1 to the first promotion replay 4 described above are won, stop information is also set in the cases where the fall replay 1 to the fall replay 3, the second promotion replay 1, and the second promotion replay 2 are won, in order to change the winning pattern that is achieved depending on the operation order of the stop switches 42 to 44 that generated the stop command.

[0169] Figure 23(b) is an explanatory diagram showing the correspondence between the winning combinations, the order of operation of stop switches 42-44, and the resulting winning combinations. If a Fall Replay 1 to Fall Replay 3 is won, regardless of the timing of operation of stop switches 42-44, either the 1st Replay win or the 2nd Replay win will always occur. If a 2nd Upgrade Replay 1 is won, regardless of the timing of operation of stop switches 42-44, either the 1st Replay win, the 4th Replay win, or the 5th Replay win will always occur. If a 2nd Upgrade Replay 2 is won, regardless of the timing of operation of stop switches 42-44, either the 1st Replay win or the 4th Replay win will always occur.

[0170] Furthermore, if stop switches 42-44 are operated in the order corresponding to the 4th re-play win and the 1st re-play win, or if stop switches 42-44 are operated in the order corresponding to the 5th re-play win and the 1st re-play win, the machine will basically be stopped to allow the 4th or 5th re-play win to occur. If it is not possible to allow the 4th or 5th re-play win to occur, the machine will be stopped to allow the 1st re-play win to occur.

[0171] Returning to the explanation of RT state processing, if it is determined in step S506 that the third re-play win has not occurred, the process proceeds to step S509, where it is determined whether the fourth re-play win or the fifth re-play win has occurred based on the winning combination set in the previous payout determination process. If the fourth re-play win or the fifth re-play win has occurred, the RT setting flag set in the state information storage area 106c is cleared in step S510, and the third RT setting flag is set in step S511, ending this process. If it is determined in step S509 that neither the fourth re-play win nor the fifth re-play win has occurred, the process ends there.

[0172] If the 3rd RT setting flag is set in step S511, the game state transitions to the 3rd RT state. Then, in step S302 of the lottery process, the current game state is determined to be the 3rd RT state based on the fact that the 3rd RT setting flag is set in the state information storage area 106c, and a lottery table for the 3rd RT state is selected.

[0173] Figure 25 shows the lottery table for the 3rd RT state, which is selected in "Setting 3". Compared to the lottery table for the 2nd RT state (see Figure 24), the point value PV for IV=1,6~14 is different, while the same point value PV is set for other index values ​​IV. Therefore, when determining whether a winning combination is achieved using this lottery table, the probability of winning when IV=1 is approximately 1 in 11.0, the probability of winning when IV=6~8 is approximately 1 in 15.4, the probability of not winning when IV=9 or 10 is not achieved, and the probability of winning when IV=11 or 12 is approximately 1 in 19.5. In addition, in the 3rd RT state, it becomes possible to win specific replay 1 and specific replay 2 when IV=14 or 15, with the probability of winning when IV=14 or 15 being approximately 1 in 20.0. The probability of not winning any combination is approximately 1 in 140. In other words, when the game state transitions to the 3rd RT state, the probability of losing becomes lower compared to the normal game state, the 1st RT state, and even the 2nd RT state, making it advantageous for the player. Also, when transitioning to the 3rd RT state, the types of winning combinations that grant the bonus of replaying change from those in the 2nd RT state. More specifically, in the 3rd RT state, in addition to the 1st replay winning combination which does not transition the game state, and the 2nd replay winning combination which transitions to the 1st RT state, the 6th, 7th, and 8th replay winning combinations which do not transition the game state, the 3rd replay winning combination which transitions to the 2nd RT state, and the 11th replay winning combination which is a cherry replay and the 12th replay winning combination which is a watermelon replay are all possible.

[0174] In the second stop information setting process (step S409), even when a BAR replay 1, BAR replay 2, or specific replay 1, specific replay 2 is won, stop information is set to change the winning pattern that is achieved depending on the operation order of the stop switches 42 to 44 that generated the stop command.

[0175] Figure 23(c) is an explanatory diagram showing the correspondence between the winning combinations, the order in which stop switches 42-44 are operated, and the resulting winning combinations. If BAR Replay 1 is won, regardless of the timing of operation of stop switches 42-44, one of the following will always occur: 1st replay win, 7th replay win, or 8th replay win. If BAR Replay 2 is won, regardless of the timing of operation of stop switches 42-44, one of the following will always occur: 1st replay win, 6th replay win, or 8th replay win.

[0176] Figure 23(d) is an explanatory diagram showing the correspondence between the winning combinations, the operation order of stop switches 42-44, and the resulting winning combinations. When a specific replay 1 or specific replay 2 is won, regardless of the timing of the operation of stop switches 42-44, either the 1st replay win, the 11th replay win, or the 12th replay win will always occur. In this embodiment, the 3rd replay win, for which the winning flag is set when a specific replay 2 is won, does not have an associated operation order with stop switches 42-44, and therefore, when a specific replay 2 is won, the 3rd replay win will not occur regardless of the operation order. More specifically regarding the corresponding operation order, if a specific replay 1 is won, the 11th replay entry, which is a cherry replay, is achieved if the left stop switch 42 is operated first, the 12th replay entry, which is a watermelon replay, is achieved if the middle stop switch 43 is operated first, and the 1st replay entry is achieved if the right stop switch 44 is operated first. On the other hand, if a specific replay 2 is won, the operation order corresponding to the 11th replay entry and the 12th replay entry is reversed compared to specific replay 1. The 12th replay entry is achieved if the left stop switch 42 is operated first, the 11th replay entry is achieved if the middle stop switch 43 is operated first, and the 1st replay entry is achieved if the right stop switch 44 is operated first.

[0177] Next, the bonus state processing in step S214 will be explained based on the flowchart in Figure 26.

[0178] First, in step S601, it is determined whether the current game state is a bonus state or not, that is, whether the current game state is a BB state or a CB state. If it is not a bonus state, the bonus determination process shown in steps S602 to S613 is performed.

[0179] In the bonus determination process, step S602 determines whether the 1st BB winning flag, the 2nd BB winning flag, or the CB winning flag is set. If any of the winning flags is set, the process proceeds to step S603, where it is determined whether a CB win has occurred based on the winning combination set in the previous payout determination process. If a CB win occurs, step S604 sets the CB setting flag in the state information storage area 106c. In step S605, the remaining payout counter in the state information storage area 106c, which counts the remaining number of medals that can be paid out during the bonus state, is set to 15. By performing the processes in steps S604 to S605, the game state transitions to the CB state.

[0180] Here, we will briefly explain CB and CB state.

[0181] A CB (Chance Bonus) is awarded when the "Red Bell" or "White Bell" symbol on the left reel 32L, the "Red Bell" symbol on the middle reel 32M, and the "Watermelon," "First Replay," or "Black BAR" symbol on the right reel 32R stop on an active payline. The CB symbols on each reel 32L, 32M, and 32R are arranged so that the spacing between CB symbols is 4 symbols or less. Therefore, if a CB is won, the CB is awarded regardless of the order and timing of operation of stop switches 42 to 44.

[0182] The main control unit 101 determines that the game state is the CB state if the CB setting flag is set in the state information storage area 106c. Then, in step S205 of the normal processing, it determines whether the number of medals bet has reached "2" instead of "3", and in the active line setting process (step S209), it sets the lower line L3 and the downward sloping line L4 as active lines.

[0183] In step S302 of the lottery process, the lottery table for the CB state is selected. The illustration of the lottery table for the CB state is omitted, but in the lottery table for the CB state, the point value PV for IV=1 to 52 is set to "0", and the point value for IV=55 to 58 is set to "16384" (see Figure 17, etc. for the correspondence between IV and winning roles). Therefore, in the CB state, the probability of winning CB minor role 1 (the probability of winning when IV=55) is approximately 1 in 4.00, the probability of winning CB minor role 2 (the probability of winning when IV=56) is approximately 1 in 4.00, the probability of winning CB minor role 3 (the probability of winning when IV=57) is approximately 1 in 4.00, and the probability of winning CB minor role 4 (the probability of winning when IV=58) is approximately 1 in 4.00. No losing events occur.

[0184] Figure 27(a) is an explanatory diagram showing the correspondence between the winning combinations, the order of operation of stop switches 42-44, and the resulting winning combinations. While a detailed explanation is omitted, regardless of whether the winning combination is CB minor combination 1 to CB minor combination 4, some kind of minor combination will always be achieved, regardless of the order and timing of operation of stop switches 42-44. Since the CB state is a 2-bet game, if the 1st, 27th, 31st, 36th-38th minor combinations are achieved, 15 medals will be paid out. If the 2nd-26th, 28th-30th, 32nd-35th minor combinations are achieved, 14 medals will be paid out. In other words, when transitioning to the CB state, 14 or 15 medals will always be paid out.

[0185] In addition, instead of or in addition to the CB as a winning combination and the CB state as a game state, a single bonus (SB) that allows for one game of gameplay (JAC game) as a winning combination, and an SB state that is entered based on winning (winning) that single bonus may be provided.

[0186] Returning to the explanation of bonus state processing, if it is determined in step S603 that a CB win has not occurred, it means that a bonus winning flag other than a CB has been set. In this case, in step S608, the RT setting flag set in the state information storage area 106c is cleared, and in step S609, it is determined whether or not a first BB win or a second BB win has occurred.

[0187] Then, if any BB win is achieved, in step S610 the BB win flag set in the win flag storage area 106a of RAM 106 is cleared, and in step S611 the BB setting flag is set in the state information storage area 106c. After that, in step S612 the remaining payout counter is set to 216 and the remaining payout display unit 61 is displayed with 216. The number set in step S612 corresponds to the upper limit payout in the BB state, and the BB state ends when the payout of medals equal to or greater than that number is made in the BB state.

[0188] By performing the processes in steps S610 to S612, the game state transitions to the BB state. Then, in step S302 of the lottery process, it is determined that the current game state is the BB state based on the fact that the BB setting flag is set in the state information storage area 106c, and the corresponding lottery table for the BB state is selected.

[0189] Figure 28 shows together the lottery table for the 1st BB state, which is selected when the player enters the 1st BB state after winning the 1st BB, and the lottery table for the 2nd BB state, which is selected when the player enters the 2nd BB state after winning the 2nd BB. In both the 1st BB state lottery table and the 2nd BB state lottery table, the point value PV for IV = 1~14, 22~30, 34~58 is set to "0". Therefore, in both the 1st BB state and the 2nd BB state, winning is not possible with IV = 1~14, 22~30, 34~58. Furthermore, in the lottery tables for the first BB state and the second BB state, the point values ​​for IV=19~21 and 31~33 are set to be the same in both lottery tables. In both the first and second BB states, the probability of winning Chance A with IV=19 is approximately 1 in 65.5, the probability of winning Chance B with IV=20 is approximately 1 in 65.5, the probability of winning the middle bell with IV=21 is approximately 1 in 1310, the probability of winning the first role in BB with IV=31 is approximately 1 in 2.12, the probability of winning the second role in BB with IV=32 is approximately 1 in 13.1, and the probability of winning the third role in BB with IV=33 is approximately 1 in 13.1.

[0190] On the other hand, in the lottery table for the 1st BB state and the lottery table for the 2nd BB state, different point values ​​are set for IV=15 to 18. The probability of winning a strong cherry with IV=15 is approximately 1 in 21.8 in the 1st BB state, compared to approximately 1 in 93.6 in the 2nd BB state, meaning that it is easier to win a strong cherry in the 1st BB state than in the 2nd BB state. Also, the probability of winning a weak cherry with IV=16 is approximately 1 in 6.56 in the 1st BB state, compared to approximately 1 in 26.2 in the 2nd BB state, meaning that it is easier to win a weak cherry in the 1st BB state than in the 2nd BB state.

[0191] The probability of winning a strong watermelon with IV=17 is approximately 1 in 93.6 in the first BB state, compared to approximately 1 in 21.8 in the second BB state, meaning that it is easier to win a strong watermelon in the second BB state than in the first BB state. Also, the probability of winning a weak cherry with IV=18 is approximately 1 in 26.2 in the first BB state, compared to approximately 1 in 6.56 in the second BB state, meaning that it is easier to win a weak watermelon in the second BB state than in the first BB state.

[0192] In other words, in the 1st BB state and the 2nd BB state, the probability of winning so-called rare symbols such as strong cherries and strong watermelons is higher than in the normal gameplay state and other states such as the 1st RT state to the 3rd RT state. Furthermore, comparing the 1st BB state and the 2nd BB state, it is set so that it is easier to win strong cherries or weak cherries in the 1st BB state than in the 2nd BB state, and it is set so that it is easier to win strong watermelons or weak watermelons in the 2nd BB state than in the 1st BB state.

[0193] Furthermore, winning combinations such as strong cherries, weak cherries, strong watermelons, and weak watermelons depend on the timing of stop switch 42-44. If the switch is operated at a time that does not correspond to a winning combination, the combination will not be won and will be missed.

[0194] Figure 27(b) is an explanatory diagram showing the correspondence between the winning combinations, the order of operation of stop switches 42-44, and the resulting winning combinations. As mentioned above, the first winning combination can be achieved regardless of the timing of operation of stop switches 42-44. Therefore, if the first combination is won during BB, one of the following will always occur: the first winning combination, the 39th winning combination, or the 40th winning combination, regardless of the order and timing of operation of stop switches 42-44. In contrast, for the second and third winning combinations during BB, the first winning combination is associated with four of the six possible operation orders, and the 40th and 41st winning combinations are associated with two of the possible operation orders. In other words, for the second and third roles in BB, if the operation order of stop switches 42-44 matches that of the first role, the first role is awarded. If it matches that of the 40th or 41st role, the 40th or 41st role is awarded instead of the first role. In a 3-bet game in BB state, if the first or 40th role is awarded, 9 medals are paid out, and if the 41st role is awarded, 3 medals are paid out. In other words, if the first role in BB is won, the first role is awarded and 9 medals are paid out regardless of the operation order, and if the second role in BB is won, the first or 40th role is awarded and 9 medals are paid out depending on the operation order. Furthermore, if the third role is won during the Big Bonus (BB), either the first or forty-first small role will be awarded depending on the order of operation. If the first small role is awarded, nine medals will be paid out, and if the forty-first small role is awarded, three medals will be paid out. In other words, for the third role during the BB, the number of medals paid out will differ depending on the order in which stop switches 42 to 44 are operated.

[0195] In step S609, a negative determination is made, and if any BB win is achieved, the process of setting a carryover command is performed in step S613. A carryover command is a command sent to the display control device 81 to indicate that the bonus win was not achieved in the bonus winning game, resulting in a so-called carryover state. This carryover command is output to the display control device 81 in the command output process of the timer interrupt process (step S110).

[0196] As already explained, in games played while in a carryover state, winning other bonuses is restricted. More specifically, in the lottery table for normal gameplay (Figure 17), if you win a combination of a bonus with IV=34~51 (1st BB, 2nd BB, CB), the winning flag corresponding to these bonuses is not set. Therefore, for example, if you win a combination of a small win or a re-spin with IV=34~51, the winning flags for each small win or re-spin are set, but the winning flag corresponding to the bonus is not set, and only the small win is valid. In other words, the carryover state can be described as a state in which the lottery for bonuses is restricted.

[0197] If the game state transitions to CB state or BB state, a positive determination is made in step S601, and an end determination process is performed in step S614. In the end determination process, it is determined whether the value of the remaining payout counter has become 0, and if it has become 0, the CB setting flag or BB setting flag is cleared. Also, in the end determination process, if the BB setting flag is cleared, an end flag is set to indicate that the BB state has ended in this game.

[0198] As shown in steps S602 to S614, if a CB is won and a CB prize is awarded, the CB setting flag is set without clearing the RT setting flag. Therefore, if the CB setting flag is cleared, that is, if the CB state ends, the game will return to the state it was in when the CB prize was awarded. For example, if a CB prize is awarded in the normal game state, the game will return to the normal game state after the CB state ends, and if a CB prize is awarded in the 3rd RT state, the game will return to the 3rd RT state after the CB state ends. On the other hand, if a 1st BB or 2nd BB is won, the RT setting flag is cleared in step S608 regardless of whether the corresponding BB prize is awarded. Therefore, if the BB setting flag is cleared, that is, if the BB state ends, the game will transition to the normal game state even if a 1st BB prize is awarded in the 2nd RT state. When transitioning to the CB state, the player can expect to increase their medal count by 13 (=15-2) or 25 (=14-2+15-2) medals before the CB state ends. If the game transitions to a Big Bonus (BB) state, the player can expect to gain up to 144 (= 9 × 24 - 3 × 24) medals before the BB state ends.

[0199] As described above, if you win a strong cherry or strong watermelon during BB mode, depending on the timing of operating stop switches 42-44, the winning combination may not be registered, and if the winning combination is not registered, no medals will be paid out in that game. Also, if you win a third combination during BB mode, the payout will be either 9 or 3 medals depending on the order in which stop switches 42-44 are operated. In other words, if the maximum payout is set in BB mode (216) and 9 medals are paid out each game, as described above, a maximum increase of 144 medals can be expected, and although BB mode ends after 24 games, depending on the lottery results of each game in BB mode, and the timing and order of operating stop switches 42-44 in that game, the number of medals increased when the maximum payout is reached may be less than the maximum number mentioned above, and the number of games required to reach the maximum payout may be longer.

[0200] If none of the 1st BB winning flag, 2nd BB winning flag, or CB winning flag are set (if step S602 is NO), if none of the 1st BB, 2nd BB, or CB wins are achieved and the carry-over command is set (when the process in step S613 is executed), if a predetermined value is set in the remaining payout counter in steps S605 and S612, or if the termination determination process is performed in step S614, the process proceeds to step S606 to set the status command. Here, the status command is a command sent to the display control device 81 to understand the game state at the end of the game (i.e., the game state for the next game), and in step S606, the status command corresponding to the setting flag set in the status information storage area 106c is set. After setting the status command, in step S607, the external signal setting process is performed to set the external signal to be output from the external central terminal board 121 to the outside of the slot machine 10. After that, this process is terminated.

[0201] <Overview of game state transitions and display modes> Here, the transitions between game states will be explained using Figure 29. Note that the CB state is not shown in the illustration.

[0202] If the game is in BB (Big Bonus) mode, the BB mode ends and the game returns to normal mode when the number of medals dispensed during that BB mode reaches 216.

[0203] When the game state is the normal game state, the game state transitions to the 1st RT state when the transition symbols stop on an active line, and the game state transitions to the BB state when a BB win is achieved. The transition symbols stop on an active line when a missed win occurs in a game in which a push-order bell is won. In the lottery process using the lottery table for the normal game state, the 1st upgrade replay 1-4, which is the trigger for transitioning to the 2nd RT state, and the 2nd upgrade replay 1,2, which is the trigger for transitioning to the 3rd RT state, are not won, so the game state does not transition from the normal game state to the 2nd RT state or the 3rd RT state (see Figure 17).

[0204] If the game state is the 1st RT state, the game state will transition to the 2nd RT state when a 3rd re-play win occurs. A 3rd re-play win occurs when one of the 1st promotion replays 1 to 1st promotion replay 4 is won and stop switches 42 to 44 are operated in a predetermined order (see Figure 23(a)). In the lottery process using the lottery table for the 1st RT state, 2nd promotion replays 1 and 2, which are triggers for transitioning to the 3rd RT state, are not won, so the game state does not transition from the 1st RT state to the 3rd RT state. Also, in the 1st RT state, if a corresponding BB win does not occur in a game in which each BB winning flag is set, i.e., if the BB winning flag is carried over, the game state will transition to the normal game state. If a corresponding BB win occurs in a game in which each 1 BB winning flag is set, the game state will transition to the BB state. Furthermore, in the first RT state, even if a missed win occurs in a game where a push-order bell is awarded and the transition symbols stop, the game state will not change.

[0205] If the game state is the 2nd RT state, the game state will transition to the 3rd RT state when the 4th re-spin win or the 5th re-spin win occurs. Also, if the 2nd re-spin win occurs, the game state will transition to the 1st RT state. The 4th and 5th re-spin wins occur when the player wins the 2nd promotion replay 1 or the 2nd promotion replay 2 and operates stop switches 42 to 44 in a predetermined order (see Figure 23(b)). The 2nd re-spin win occurs when the player wins any of the fall-out replays 1 to 3 and operates stop switches 42 to 44 in a predetermined order (see Figure 23(b)). In addition, if the corresponding BB win does not occur in a game in which each BB winning flag is set, i.e., if the BB winning flag is carried over, the game state will transition to the normal game state. If the corresponding BB win occurs in a game in which each BB winning flag is set, the game state will transition to the BB state. Furthermore, in the second RT state, even if a missed win occurs in a game where a push-order bell is awarded and the transition symbols stop, the game state will not change.

[0206] If the game state is the 3rd RT state, and a 2nd re-play win occurs, the game state will transition to the 1st RT state. A 2nd re-play win occurs when one of the fall-out replays 1 to 3 is won and stop switches 42 to 44 are operated in a predetermined order (see Figure 23(b)). In addition, if a corresponding BB win does not occur in the game in which each winning flag is set, i.e., if the BB winning flag is carried over, the game state will transition to the normal game state. If a corresponding BB win occurs in the game in which each BB winning flag is set, the game state will transition to the BB state. Note that in the 3rd RT state, even if a missed win occurs in the game in which a push-order bell is won and the transition outcome stops, the game state will not transition.

[0207] In this slot machine 10, the main control unit 101 manages six types of game states: normal game state, 1st RT state, 2nd RT state, 3rd RT state, BB state, and CB state. In addition, the main control unit 101 manages four types of display modes, broadly categorized as normal mode, CZ mode (Chance Zone mode), AT mode (Assist Time mode), and BB mode.

[0208] Figure 30 shows the transitions between each display mode.

[0209] BB Mode is a display mode that is entered when the 1st BB or 2nd BB is achieved, and ends when the BB state ends. In other words, BB Mode is a display mode that corresponds to the BB state. Therefore, when the game enters BB Mode, the player can expect to increase their medal count by up to 144.

[0210] When transitioning from Normal Mode to BB Mode, a lottery may be held within BB Mode to determine whether to transition to AT Mode. If the lottery for transitioning to AT Mode is won, the game will transition to AT Mode after BB Mode ends. If the lottery for transitioning to AT Mode is not won, the game will transition back to Normal Mode after BB Mode ends. When transitioning from AT Mode to BB Mode, the game will return to AT Mode after BB Mode ends.

[0211] Normal mode is a display mode in which the operation order of stop switches 42-44 is not announced when a push-order bell is won, or when a 1st promotion replay 1-1st promotion replay 4, a fall replay 1-3, a 2nd promotion replay 1, a 2nd promotion replay 2, a BAR replay 1, a BAR replay 2, a specific replay 1, a specific replay 2 (hereinafter collectively referred to as "push-order replays") is won. In normal mode, a lottery is held to determine whether to transition to CZ mode or AT mode. If the lottery for transitioning to CZ mode or AT mode is won, the game transitions from normal mode to CZ mode or AT mode. When the game transitions to AT mode, the operation order of stop switches 42-44 will be announced when a push-order bell or push-order replay is won.

[0212] Normal mode corresponds to the normal game state, 1st RT state, 2nd RT state, 3rd RT state, and CB state. However, in normal mode, the order of operation of stop switches 42-44 is not announced when a push-order bell is won or when a push-order replay is won, so it is rare to transition to the 2nd RT state or 3rd RT state, and it will almost always correspond to the normal game state or 1st RT state. In normal mode, if the game state at the time is the normal game state or 1st RT state, you can expect to lose approximately 0.92 medals per game, if the game state at the time is the 2nd RT state, you can expect to lose approximately 0.61 medals per game, and if the game state at the time is the 3rd RT state, you can expect to gain approximately 0.45 medals per game.

[0213] CZ mode is a mode known as a "chance zone" where the probability of winning the lottery to transition to AT mode is higher than in normal mode. CZ mode corresponds to each of the game states: normal game state, 1st RT state, 2nd RT state, 3rd RT state, and CB state. However, in CZ mode, the operation order of stop switches 42-44 is not announced when a push-order bell is won or a push-order replay is won, so it is rare to transition to the 2nd RT state or 3rd RT state, and it will almost always correspond to the normal game state or 1st RT state. The expected increase or decrease in medals per game in CZ mode is the same as in normal mode as described above. When in the normal game state or 1st RT state, you can expect to lose about 0.92 medals per game. When the game state is 2nd RT state, you can expect to lose about 0.61 medals per game. When the game state is 3rd RT state, you can expect to gain about 0.45 medals per game. Furthermore, in CZ mode, the operation order of stop switches 42-44 may be announced when a push-order bell is won or a push-order replay is won. In this case, it is preferable to set the frequency of the operation order announcement, such as the number of times the operation order is announced and the probability of winning the announcement lottery, to be lower in CZ mode than in AT mode. As a configuration for announcing the operation order in CZ mode, for example, the operation order may be announced only a predetermined number of times (1 time) when a push-order bell is won during the stay, while the operation order is not announced for subsequent push-order bell wins.

[0214] AT mode is a display mode in which the operation order of stop switches 42-44 is announced when a push-order bell is won or when a push-order replay is won. AT mode starts with a predetermined number of initial games (for example, 50 games). If the predetermined number of games is played without any additional games being added, or if the number of games including any added games is played, the game transitions from AT mode to normal mode.

[0215] AT mode corresponds to the normal game state, 1st RT state, 2nd RT state, 3rd RT state, and CB state. However, in AT mode, the operation order of stop switches 42-44 is announced when a push-order bell is won and when a push-order replay is won. Therefore, if the player operates stop switches 42-44 in the announced order, it will correspond to the 2nd RT state and the 3rd RT state, mainly the 3rd RT state. More specifically, in AT mode, the operation order of stop switches 42-44 is also announced when a push-order replay is won, so a transition occurs from the 1st RT state to the 2nd RT state, and from the 2nd RT state to the 3rd RT state, and the player remains in the 3rd RT state. In AT mode, if the game state is normal game state or 1st RT state, you can expect to gain approximately 0.52 medals per game. If the game state is 2nd RT state, you can expect to gain approximately 0.82 medals per game. If the game state is 2nd RT state, you can expect to gain approximately 1.90 medals per game. Since AT mode continues for at least 50 games after the game state transitions to 3rd RT state, if you enter AT mode, you can expect to gain approximately 100 medals.

[0216] To explain the transition in display modes when a player's number of tokens increases, the general flow is to transition from normal mode to AT mode, and then back to normal mode from AT mode. The transition from normal mode to AT mode may or may not occur via CZ mode.

[0217] As described above, in this slot machine 10, in each display mode of the AT mode and the BB mode, the player can increase the owned medals. And, in conjunction with each display mode, a plurality of RT states and a plurality of states such as the BB state and the CB state come and go depending on the winning or transition of the winning combination of each replay or the stop of the payout symbol. As described above, the corresponding replay winning combination is established or the payout symbol stops depending on the operation order of the stop switches 42 to 43 at the time of winning the push order replay or winning the push order bell. Also, in the AT mode, when winning the push order bell, an operation order that enables the establishment of the first minor winning combination is notified, so an increase in the owned medals can be expected.

[0218] Here, when the display mode is the AT mode, the operation order of the stop switches 42 to 44 is notified when winning the push order bell or the push order replay as described above. When it is the normal mode or the CZ mode, the operation order at the time of winning the push order bell or the push order replay is not notified. Therefore, from the viewpoint of whether or not the operation order at the time of winning the push order bell or the push order replay is notified, the AT mode is more advantageous for the player than the normal mode and the CZ mode. And, from the viewpoint of the ease of transition to the AT mode, the CZ mode is more advantageous for the player than the normal mode. That is, the AT mode is included in the advantageous section, which is a section where the winning rate of minor winning combinations and the like can be changed by notifying the operation order, and the game can be advanced in a situation advantageous to the player. Also, the CZ mode, in which the transition rate to the AT mode is high, is also included in the advantageous section. In this slot machine 10, a transition lottery to the AT mode is performed by transitioning to the advantageous section, and it is configured such that a transition to the AT mode can occur. In other words, in the normal section that is not the advantageous section, a transition to the AT mode is configured not to occur.

[0219] Hereinafter, the configuration regarding the display mode will be described.

[0220] <Lottery result corresponding process> First, the lottery result processing (step S312) of the lottery processing (Figure 16) by the main control device 101 will be explained with reference to the flowchart in Figure 31.

[0221] Step S701 performs a process to determine the current game state. More specifically, it determines whether the game is in a CB state or any other state (normal game state, each RT state, 1st BB state, 2nd BB state). As already explained, if the game is in a CB state, the specified number of bets is set to 2, and if it is in any other state, the specified number of bets is set to 1 or 3. Then, in step S702, it is determined whether the number of bets for the current game is one of the specified numbers (specific specified number) determined for the state determined in step S701. More specifically, if the game is in a CB state, the specified number of bets is only 2, so step S702 always makes a positive determination. If the game is not in a CB state, the specified number of bets is 1 or 3 as described above, and in this embodiment, 3 is set as the specific specified number for states other than the CB state. If the number of bets is 3 in a state other than the CB state, step S702 makes a positive determination. In this case, processing for the display mode (processing for the instruction function) from step S703 onwards is performed. In contrast, if the number of bets is 1 in a state other than CB state, a negative determination is made in step S702, and the lottery result processing is terminated. In this case, the processing for the display mode from step S703 onwards is not performed. Therefore, for example, if you win the 1st BB or 2nd BB and try to achieve the 1st BB or 2nd BB win in a 1-bet game, the processing for the display mode will not be performed.

[0222] In step S703, it is determined whether the current game is in a favorable period by checking whether the favorable period flag is set in the various flag storage area 106d of RAM 106. The favorable period flag is set based on winning the lottery for transitioning to a favorable period, including the AT mode mentioned above, and is cleared when the favorable period ends. If the favorable period flag is not set, the process proceeds to step S704, where the favorable period transition lottery process is executed, and then the lottery result processing is terminated.

[0223] In the advantageous section transition lottery process, as shown in the flowchart in Figure 32, first, in step S801, the lottery result for the current game is determined. Then, in step S802, the advantageous section transition lottery table is obtained from the various table storage area 105a of ROM 105. As shown in Figure 35, the advantageous section transition lottery table is set so that the transition rate to the advantageous section (the probability of winning the advantageous section transition lottery) differs depending on the lottery result for each game. All possible results are set as triggers for the advantageous section transition lottery.

[0224] After obtaining the lottery table in step S802, step S803 executes a process to obtain a random number for the advantageous section transition lottery. A dedicated counter in the various counter area 106e is used for the random number for the advantageous section transition lottery. This dedicated counter is updated at a predetermined period, and step S803 obtains the latest updated value of this counter. Then, step S804 executes the advantageous section transition lottery, and step S805 determines whether or not the transition lottery was won. If not, this lottery process ends. If the transition lottery was won, step S806 executes a process to set the advantageous section flag mentioned above. This process makes it possible to make a positive determination in step S703 of the lottery result response process (Figure 31) for the next game and beyond. In the following step S807, a process to set the advantageous section winning game flag in the various flag storage area 106d is executed. The advantageous section winning game flag is a flag that allows the CPU 102 to know that the advantageous section transition lottery was won in the current game. After executing the process in step S807, the advantageous section transition lottery process is terminated.

[0225] In the lottery result corresponding process, if it is determined in step S703 that the advantageous section flag is set, that is, if the lottery for transitioning to the advantageous section was won before the previous game, the process proceeds to step S705. In step S705, it is determined whether either the AT mode winning flag or the AT mode flag is set in the various flag storage areas 106d of the RAM 106. The AT mode winning flag is a flag for the CPU 102 to identify that the lottery for transitioning to the AT mode has been won. It is set when the lottery for transitioning to the AT mode is won and cleared when transitioning to the AT mode. The AT mode flag is a flag for the CPU 102 to identify that the display mode is the AT mode. It is set when transitioning to the AT mode and cleared when the AT mode finally ends. If a negative determination is made in step S705, in step S706, the AT lottery process is executed. If an affirmative determination is made in step S705, in step S707, the AT bonus process is executed.

[0226] <AT lottery process> The AT lottery process will be described while referring to the flowchart of FIG. 33.

[0227] In the AT lottery process, mainly, a lottery for whether to transition the display mode to the AT mode is performed. That is, in step S901, the lottery result of the current game is grasped. Then, in step S902, it is determined whether the CZ mode flag is set in the various flag storage areas 106d. The CZ mode flag is a flag for the CPU 102 to identify whether the current display mode is the CZ mode. It is set when transitioning to the CZ mode and cleared when the CZ mode ends. If the CZ mode flag is not set, in step S903, the AT mode transition lottery table for the normal mode is acquired from the various table storage areas 105a of the ROM 105. If the CZ mode flag is set, in step S904, the AT mode transition lottery table for the CZ mode is acquired from the various table storage areas 105a of the ROM 105.

[0228] As shown in Figure 35, these AT mode transition lottery tables have different probabilities of transitioning to AT mode depending on the type of lottery result (winning role). For example, in the AT mode transition lottery table for normal mode, strong cherries are more likely to result in an AT mode transition lottery than weak cherries. Generally, the lower the probability of winning (appearance rate) of a result in the game's lottery, the easier it is to win the AT mode transition lottery. In addition, for normal replays and Chance A, the probability of winning the AT mode transition lottery differs depending on the setting value set in the winning probability setting process. The higher the setting value (the higher the setting value), the easier it is to win the AT mode transition lottery. Comparing the AT mode transition lottery table for normal mode and the AT mode transition lottery table for CZ mode, even with the same lottery result, the CZ mode is set to result in an AT mode transition lottery more easily than the normal mode. For example, the AT mode winning rate for Chance A in CZ mode is double the AT mode winning rate for Chance A in normal mode.

[0229] Furthermore, the game results that trigger the AT mode transition lottery and their winning probabilities are not limited to those mentioned above. For example, the advantage of CZ mode can be ensured by having different types of game results that trigger the AT mode transition lottery in normal mode and CZ mode. In this case, it is preferable to have more types of game results that trigger the AT mode transition lottery in CZ mode. In this case, the winning probability of the AT mode transition lottery itself may be the same in normal mode and CZ mode. Multiple CZ modes may be provided, and different AT mode transition lottery tables may be set for each CZ mode, such as one CZ mode where it is easier to win the AT mode transition lottery with Chance A, and another CZ mode where it is easier to win the AT mode transition lottery with Chance B.

[0230] In step S905, the AT mode transition lottery is performed using the lottery results for the current game obtained in step S901 and the AT mode transition lottery table obtained in step S903 or step S904. In the AT mode transition lottery, as with the advantageous section transition lottery, random numbers (counters) for the lottery are obtained from various counter areas 106e and the lottery is performed using these random numbers. This lottery configuration is the same for the other lotteries described below, and their explanation is omitted.

[0231] Step S906 determines whether or not the lottery for transitioning to AT mode has been won. If the lottery for transitioning to AT mode has been won, step S907 executes a process to set the AT mode winning flag. After that, steps S908 to S910 perform the process for setting the pre-announcement mode.

[0232] In this embodiment, when a situation arises in which a transition to AT mode may occur, the system is set to a premonition mode that suggests this situation. In the premonition mode, an indication that the AT mode transition lottery has been won is displayed on the auxiliary display unit 65, speaker 64, etc., and when the number of games in the premonition mode becomes 0, the transition to AT mode is permitted, and an announcement to that effect (AT mode winning announcement) is made.

[0233] Step S908 is a process that determines the number of games in the pre-announcement mode (pre-announcement game count) by lottery. The pre-announcement game count can be set to, for example, 0 to 32 games, and the likelihood of selecting one of these pre-announcement game counts differs depending on the result of the game that triggered the AT mode win. For example, if the AT mode is won with a strong cherry, the pre-announcement mode of 0 to 10 games is more likely to be selected, and if the AT mode is won with a weak cherry, the pre-announcement mode of 7 to 14 games is more likely to be selected.

[0234] In step S909, the process of inputting the number of pre-announcement games determined in the lottery in step S908 into the pre-announcement counter located in the various counter area 106e is executed. The pre-announcement counter is a counter used by the CPU 102 to keep track of the remaining number of games in pre-announcement mode. Then, in step S910, the process of setting pre-announcement flags in the various flag storage area 106d and setting pre-announcement commands as output targets for the display control device 81 is executed, and then the AT lottery process ends. The pre-announcement flag is a flag used by the CPU 102 to know that the system is in pre-announcement mode, and the pre-announcement command is a command used to inform the display control device 81 that the system is in pre-announcement mode. The pre-announcement command contains information about the number of games in pre-announcement mode.

[0235] If it is determined in step S906 that the AT mode transition lottery was unsuccessful, the process proceeds to step S911. In step S911, it is determined whether or not the CZ mode flag is set. If the CZ mode flag is not set, the CZ mode transition lottery is performed in step S912. In the CZ mode transition lottery, the CZ mode transition lottery table (see Figure 35) is obtained from the various table storage area 105a, and a lottery counter is obtained from the various counter area 106e to determine whether or not to transition to CZ mode. In this embodiment, strong cherry, weak cherry, strong watermelon, weak watermelon, chance A, chance B, and middle bell are set as triggers for the CZ mode transition lottery, but the lottery may be performed using other symbols as triggers, and the winning probabilities are not limited to those shown in Figure 35.

[0236] Then, in step S913, it is determined whether or not the CZ mode transition lottery has been won. If it has been won, in step S914, the CZ mode flag is set, and a predetermined value of 10 is input to the CZ counter provided in the various counter area 106e. Furthermore, the CZ start command is set as the output target to the display control device 81. By setting the CZ mode flag, a positive determination is made in step S902, making it possible to receive an AT mode transition lottery using a favorable lottery table. The CZ counter is a counter used by the CPU 102 to keep track of the number of games in CZ mode, and it is decremented by 1 each time a game is played in CZ mode. When the CZ counter reaches 0, the CZ mode flag is cleared and CZ mode ends. The CZ start command is a command that makes the display control device 81 aware that the CZ mode has started. Upon receiving such a CZ start command, the display control device 81 controls the auxiliary display unit 65 and the speaker 64 so that the CZ mode start effects are performed, and also controls the auxiliary display unit 65 and the speaker 64 so that the CZ mode effects are performed during each game in the CZ mode.

[0237] If the CZ mode flag is set in step S911, if the CZ mode transition lottery is unsuccessful in step S913, or if the process in step S914 is executed, the process proceeds to step S915. In step S915, it is determined whether or not the pseudo-pre-announcement flag is set in the various flag storage area 106d. In this embodiment, a pseudo-pre-announcement mode (a mode in which so-called false effects occur) is set in which the same or similar suggestive effects as the pre-announcement mode occur, but the AT mode winning notification effect that ultimately allows the transition to AT mode is not performed and the effect mode ends, and the pseudo-pre-announcement flag is a flag that allows the CPU 102 to recognize that such a pseudo-pre-announcement mode is in place. If the pseudo-pre-announcement flag is not set, in step S916, it is determined by lottery whether or not to set the pseudo-pre-announcement mode, and if so, the number of games in the pseudo-pre-announcement mode. For this lottery, for example, the less likely a result is to be won (lower probability) in the game lottery, the more likely it is to win the lottery for transitioning to the pseudo-pre-announcement mode. Conversely, if the lottery for transitioning to the pseudo-pre-announcement mode is won with a result that is more likely to be won (higher probability) in the game lottery, a pseudo-pre-announcement mode with a relatively long number of games may be set. Then, in step S917, the process of inputting the number of games in the pseudo-pre-announcement mode determined in step S916 into the pseudo-pre-announcement counter is executed. If the lottery for transitioning to the pseudo-pre-announcement mode is not won, the process in step S917 is not performed (0 is entered into the pseudo-pre-announcement counter). After that, in step S918, the process of setting the pseudo-pre-announcement flag and setting the pseudo-pre-announcement command as an output target to the display control device 81 is executed, and then the AT lottery process is terminated. The pseudo-pre-announcement command is a command that informs the display control device 81 that the pseudo-pre-announcement mode has been set. It includes information on the remaining number of games in the pseudo-pre-announcement mode, and the display control device 81 then performs a lottery to determine whether to produce an indicative effect according to the remaining number of games in the pseudo-pre-announcement mode. If the lottery for transitioning to the pseudo-pre-announcement mode is not won in step S916, the AT lottery process can be terminated without performing the process in step S918.

[0238] <AT Overlay Process> Next, the AT overlay process executed in step S707 will be described while referring to the flowchart of FIG. 34. As already described, the AT overlay process is a process executed in a situation where the AT mode winning flag or the AT mode flag is set, and is a process for overlaying, etc., the number of continuous games in the AT mode started with a predetermined number of games as the initial number of continuous games.

[0239] That is, in step S1001, the lottery result of the current game is grasped. And in step S1002, it is determined whether or not the lottery result of the current game is the lottery-time overlay result. Here, in the present embodiment, when overlaying the number of games in the AT mode, as the lottery result of the game, a lottery-time overlay result in which an overlay lottery is performed according to the lottery result of the hand, and a notification-time overlay result in which an overlay lottery is performed depending on the presence or absence of a predetermined push order notification, which is a part of the result that is the target of the push order notification among the lottery results of the hand, are set. Regarding the notification-time overlay result in more detail, in the present embodiment, BAR replay 1, BAR replay 2, specific replay 1, and specific replay 2 are set as the notification-time overlay results. When winning BAR replay 1 or BAR replay 2, an overlay lottery is performed when the push order notification corresponding to the 7th replay game is performed, and when winning specific replay 1 or specific replay 2, an overlay lottery is performed when the push order notification corresponding to the 11th replay game or the 12th replay game is performed.

[0240] In step S1002, if it is not the notification-time overlay result but the lottery-time overlay result, a negative determination is made, and the overlay process after step S1003 is performed. In step S1003, the overlay lottery table is acquired from the various table storage areas 105a.

[0241] In this embodiment, the bonus lottery table is set up as shown in Figure 36, with a normal table and a MY high probability table. The process of acquiring the bonus lottery table will be explained in detail later, but here, in order to explain the basic flow of bonuses, we will first explain using the normal table, which is mainly acquired. In the normal table, as shown in Figure 36, the probability of winning the bonus lottery and the number of bonus games if won are set to differ depending on the type of lottery result. For example, a strong cherry will add 20 to 200 games to the AT mode, with an average of 40 bonus games. A weak cherry will add 5 to 300 games, with an average of 20 bonus games. Although a weak cherry may select a larger number of games than a strong cherry, the average number of games is set to be higher for strong cherries.

[0242] In the following step S1004, a bonus lottery is performed using the bonus lottery table obtained in step S1005 and the lottery counters in the various counter areas 106e. Then, it is determined whether or not the bonus lottery was won in step S1005. If it is determined that the bonus was not won, the AT bonus processing ends there. If it is determined that the bonus lottery was won, in step S1006, a value corresponding to the bonus game count drawn in step S1006 is added to the counter that manages the number of continuous games in AT mode (more specifically, the AT mode continuation counter provided in the various counter areas 106e of RAM 106). In the following step S1007, a post-bonus lottery process is performed to determine whether or not to provide a post-bonus notification that retrospectively informs the system that the bonus lottery was won and the number of games won.

[0243] In this slot machine 10, there are multiple ways in which the notification of the increase in the number of games in AT mode occurs is set. More specifically, there are multiple ways in which the notification of the increase in games occurs, with different games in which the notification of the increase occurs. These include cases where the notification of the increase occurs in the game in which the increase occurs or in a series of games triggered by the game in which the increase occurs (hereinafter also referred to as "immediate increase notification"), and cases where the notification of the increase occurs in a game after the game in which the increase occurred, where the notification game is determined retrospectively (hereinafter also referred to as "delayed increase notification").

[0244] In instant bonus notification, a series of games triggered by the game in which the bonus occurred refers to cases such as when a continuous performance occurs as a result of the game in which the bonus occurred, and a series of games that can continue from the game in which the bonus occurred over multiple games is referred to as a series of games. This series of games includes cases in which no continuous performance occurs, for example, when no corresponding performance occurs in the game in which the bonus occurred, and the bonus notification occurs in the next game or several games later, the game in which the bonus occurred and the games up to the time the bonus notification occurs are also considered a series of games, and such a form of bonus notification is also included in instant bonus notification.

[0245] On the other hand, in the case of delayed bonus notification, the notification game, which is determined retrospectively and takes place in a game after the game in which the bonus occurred, is not determined in the game in which the bonus occurred. Rather, the timing of the notification is determined retrospectively as the AT mode progresses, for example, in a game near the end of the AT mode. This differs from the series of games in the immediate bonus notification described above. In other words, the notification game can be said to be a game that is set without being triggered by the game in which the bonus occurred.

[0246] The contents of the auxiliary display unit 65 will be explained in detail, referring to Figure 37, regarding the immediate loading notification and the delayed loading notification.

[0247] As described above, the immediate bonus notification notifies a portion of the remaining number of games in AT mode, etc. (remaining number of games in the advantageous section, ZG, in the diagram), while the delayed bonus notification notifies the remaining number of games in AT mode, etc., after the fact. If we call the number of games notified first the display remaining counter HG, and the number of games notified later the delayed bonus counter BG, then the remaining number of games in AT mode, etc. (remaining number of games in the advantageous section, ZG) will be equal to the sum of the display remaining counter HG and the delayed bonus counter BG. The display remaining counter HG is deducted by 1 each time a game is played, while the delayed bonus counter BG is not deducted even if a game is played, unless a delayed bonus notification occurs.

[0248] As shown in Figure 37, in this embodiment, while the AT mode is being played, when the remaining number of games displayed on the auxiliary display unit 65 (remaining game display ZGP) reaches a predetermined number (1), that is, when the display remaining counter HG reaches a predetermined number (1), a post-bonus notification is generated. The post-bonus notification indicates that a number of games corresponding to the post-bonus counter BG (150 in the figure) has been added. In this case, the post-bonus counter BG is subtracted by the amount of the notification (it becomes 0 in the figure), and the display remaining counter HG is updated with the amount of the notification due to the post-bonus notification, and the remaining game display ZGP on the auxiliary display unit 65 also becomes the value corresponding to the display remaining counter HG (150 in the figure after 1 game has been played).

[0249] Thus, when a bonus is won, if the delayed bonus notification is selected, a difference may occur between the displayed remaining counter HG and the actual remaining number of games in AT mode, etc. (remaining games in the advantageous section ZG). On the other hand, if the immediate bonus notification is selected, there will be no difference between the displayed remaining counter HG and the actual remaining number of games in AT mode, etc. (remaining games in the advantageous section ZG).

[0250] In step S1007 described above, for example, based on the game result that triggered the bonus win and the current post-bonus counter BG, it is decided whether to announce the bonus immediately or as a post-bonus. For example, if the game result that triggered the bonus win is one that makes it difficult to win the bonus lottery, making it easier to select post-bonus announcements will increase the element of surprise in post-bonus announcements. Also, if the current post-bonus counter BG is low, making it easier to select post-bonus announcements will appropriately increase the opportunities for post-bonus announcements to occur.

[0251] After the post-bonus lottery process is executed in step S1007, it is determined in step S1008 whether or not the post-bonus lottery was won. If the post-bonus was not won and immediate bonus notification is selected, in step S1009, the number of games for which the bonus was won is added to the display remaining counter HG located in the various counter areas 106e, and the number of games for which the bonus was won is temporarily stored in a register or the like. Then, in step S1010, a notification timing setting process is executed to set at what timing the bonus notification will be executed in the current game. The notification timing setting process is the process of setting at what timing the bonus notification will be performed in the current game.

[0252] In one game, the timing of the bonus notification is set to differ depending on the number of bonus games added. In this embodiment, the timing of the bonus notification in this game is set to occur when the first reel is stopped, when the second reel is stopped, and when the third reel is stopped, in the order of stopping the reels 32L, 32M, and 32R, respectively. Furthermore, the timing of the stop ON operation, which is when the stop switch 42-44 is pressed, and the timing of the stop OFF operation, which is when the pressing operation is ended, are set for each reel.

[0253] Here, we will provide a supplementary explanation regarding the operation of stop switches 42 to 44. Stop switches 42 to 44 can be displaced from their initial position, which is located at the front, to their operating position, which is located at the back. When they are in the initial position, the detection signals from stop detection sensors 42a to 44a are in a LOW state. When they are operated from the initial position to the operating position, the detection signals from stop detection sensors 42a to 44a switch from a LOW signal to a HI signal. The main control device 101 then recognizes that a stop ON operation has been performed, which is equivalent to pressing the stop switches 42 to 44, based on the change in the detection signal from a LOW signal to a HI signal.

[0254] Furthermore, the stop switches 42-44 are biased toward their initial position by springs or the like. Therefore, when you release your hand from the stop switches 42-44 and stop applying the operating force (pressing force) to push them toward the operating position, the stop switches 42-44 will return to their initial position due to the biasing force of the springs or the like. In this case, the detection signals from the stop detection sensors 42a-44a will switch from a HI signal to a LOW signal. The main control device 101 then recognizes that the pressing operation of the stop switches 42-44 has ended and that a stop OFF operation has been performed, based on the fact that the detection signal has switched from a HI signal to a LOW signal.

[0255] The bonus notification is set to occur when each stop switch 42-44 is pressed, either when the stop switch is turned ON or when it is turned OFF. In other words, in games where the bonus notification occurs, the bonus effect can occur not only when the stop switch 42-44 is pressed, but also when the pressing operation is stopped.

[0256] In the notification timing setting process of step S1010, the notification timing is set so that the bonus notification is more likely to occur when the reels are stopped OFF than when they are stopped ON. Furthermore, comparing the 1st to 3rd reels, the stopping operation (ON operation, OFF operation) of the 3rd reel is the most likely to be selected, followed by the stopping operation of the 2nd reel, and the stopping operation of the 1st reel is the least likely to be selected. In relation to the number of bonus games, the more bonus games there are, the more likely the timing of stopping the 3rd reel OFF is to be selected. In other words, if a player anticipates that a bonus notification will occur, and the bonus notification does not occur by the time the 3rd reel is stopped ON, it is thought that the player will perform the 3rd reel stop OFF operation with great expectation that a large number of bonus games will be added.

[0257] In step S1011, the AT bonus processing is terminated after setting the bonus command, which includes information that a bonus has occurred, the number of bonus games, information that an immediate bonus was selected, and information regarding the timing of the bonus notification in this game, as output targets for the display control device 81.

[0258] If it is determined in step S1008 that the bonus game lottery has been won, the process proceeds to step S1012. In step S1012, the number of bonus games is added to the bonus game counter BG located in the various counter area 106e. Then, in step S1013, the bonus game flag is set in the various flag storage area 106d. After that, in step S1014, the bonus command, which includes information that a bonus has occurred, the number of bonus games, and information that the bonus notification has been selected, is set as an output target to the display control device 81, and then the AT bonus processing is terminated.

[0259] In step S1002, if the result of the lottery for this game is a bonus result at the time of notification rather than a bonus result at the time of lottery, and it is BAR Replay 1, BAR Replay 2, Specific Replay 1, or Specific Replay 2, proceed to step S1015. The processing in steps S1015 to S1021 concerns the winning probability of the button press order notification in the bonus result at the time of notification, and this processing will be explained in detail later.

[0260] Returning to the explanation of the lottery result handling process (Figure 31). After executing the process in step S706 or step S707, in step S708 it is determined whether the result of this lottery process was a win of a push-order replay or push-order bell. If it was a win of a push-order role, in step S709 it is determined whether the AT notification flag is set in the various flag storage area 106d. The AT notification flag is a flag that is set after winning the lottery for transitioning to AT mode, at the stage when it is permitted to cause a transition to AT mode (when the number of pre-announcement games becomes 0 and the AT mode win notification is made). If the AT notification flag is set, the push-order role processing is executed in step S710 and then the lottery result handling process is terminated. If it is not a win of a push-order role in step S708, or if the AT notification flag is not set in step S709, the lottery result handling process is terminated as is.

[0261] <Overview of the button press order notification effect> Before explaining the processing for button-press sequence wins, we will briefly describe the notification of the operation sequence when a button-press sequence win occurs (button-press sequence notification, button-press sequence notification effect, sequence notification, and pattern notification). The operation sequence is mainly notified by the auxiliary display unit 65 and the instruction monitor 68.

[0262] First, the configuration of the instruction monitor 68 will be explained with reference to Figure 38. Figure 38(a) is a front view of the instruction monitor 68, and Figure 38(b) is a diagram illustrating the relationship between the display mode and the displayed content of the instruction monitor 68.

[0263] As shown in Figure 38(a), the indicator monitor 68 is provided with eight display segments N1 to N8. Each display segment N1 to N8 has an individual light source consisting of an LED, and by controlling the on / off state of these individual light sources, it is possible to light up only one display segment or any combination of display segments. As a result, the indicator monitor 68 displays a predetermined symbol (including letters and numbers) individually for each segment. Since all of the individual light sources emit light of the same color, the same color will be displayed for each of the display segments N1 to N8.

[0264] Regarding each display segment N1 to N8 in detail, the first to seventh display segments N7 are all linear display segments, and these first to seventh display segments N7 are arranged to display at least the numbers "1" to "6". The eighth display segment N8 is a circular display segment and is positioned horizontally in the lower right portion of the area where the first to seventh display segments N1 to N7 are located. Therefore, the indicator monitor 68 can display at least "1" to "6", "1." to "6.", and ".".

[0265] Furthermore, if the instruction monitor 68 can display multiple patterns of symbols individually, the shape and arrangement of each display segment N1 to N8 are arbitrary, and a configuration using 7 segments or 9 segments instead of 8 segments is also possible. In addition, it is not necessary for the colors displayed in each display segment N1 to N8 to be the same, and a configuration in which the colors displayed in each display segment N1 to N8 can be changed as appropriate is also possible. Moreover, a configuration in which the lighting or extinguishing of each display segment N1 to N8 is controlled by turning the light source on and off is not mandatory, and a segment display may be configured with a single backlight and a liquid crystal display as long as the display control can be performed individually for each display segment N1 to N8. Furthermore, instead of applying segment display to each display area, a configuration in which symbols are displayed using other types of display devices such as liquid crystal displays, organic EL displays, CRTs, dot matrices, etc. is also possible.

[0266] The first display segment N1 to the seventh display segment N7 are display segments used to notify the operation order of the push-button combination. For example, as shown in Figure 38(b), if stopping the stop switches 42 to 44 in the order of "left" → "middle" → "right" results in a winning combination that is advantageous to the player, the sixth display segment N6 and the seventh display segment N7 will light up and display "1". Also, if stopping the stop switches 42 to 44 in the order of "right" → "left" → "middle" results in a winning combination that is advantageous to the player, the first display segment N1, the second display segment N2, the third display segment N3, the fifth display segment N5, and the sixth display segment N6 will light up and display "5". In other words, the numbers (symbols) displayed in each display segment N1 to N7 correspond one-to-one with the operation sequence of stop switches 42 to 44. By stopping the stop switches 42 to 44 based on the numbers (symbols) displayed in display segments N1 to N7, it becomes possible to win prizes in a manner that is advantageous to the player.

[0267] The eighth display segment N8 lights up in the game in which the conditions for triggering a push-button sequence notification are met, when the game transitions to a favorable section, an AT mode win notification is issued, and the AT notification flag is set, among other conditions that can trigger a push-button sequence notification. It also turns off when the AT mode ends and the game transitions from the favorable section to the normal section.

[0268] In other words, the advantageous section (specific game state, specific mode) includes a navigation state (AT mode, high frequency mode) in which the order of operation for push-order bells and push-order replays is more easily notified, making it easier for the player to win in an advantageous manner; a chance state (CZ mode, high probability mode) in which the player is more likely to win the lottery to transition to the navigation state; or a winning state (winning mode) in which the player has won the lottery to transition to the navigation state or chance state but has not yet transitioned to either of these states. The eighth display segment N8 is a section indicator (specific notification means) that lights up during the specific section in the advantageous section in which the player can obtain the benefits of push-order notification, and turns off during the normal section which is not an advantageous section, or during the non-specific section which is an advantageous section but not a specific section.

[0269] As already explained, the instruction monitor 68, which has the first display segment N1 to the seventh display segment N7 as a push order indicator and the eighth display segment N8 as a section indicator, is located near the side of the payout display section 62 on the game panel 25. In other words, the instruction monitor 68 is located above the stop switches 42 to 44 etc. operated by the player, and to put it another way, it is not located below the position where the stop switches 42 to 44 etc. are located on the decorative panel on the front of the game machine. Therefore, the eighth display segment N8 is less likely to be obscured by the player's hand operating the stop switches 42 to 44 etc., and it can be said that it is located in a position that is easy for the player to see. Furthermore, since it is located near the payout display section 62, which is easy for the player to keep an eye on as they play the game aiming to win medals, it can be said that the chances of the player overlooking it are reduced.

[0270] Furthermore, in the instruction monitor 68, the brightness of the corresponding LED for the eighth display segment N8 is set to be higher than that of the surrounding display units (for example, the payout count display unit 62 or the backlight of the game panel 25) (more specifically, twice the brightness of the surrounding display units). Therefore, even when both the eighth display segment N8 and the surrounding display units are under illumination control (in a lit state), the eighth display segment N8 stands out more prominently. Regarding the illumination directed towards the front of the game machine, the illumination of the corresponding LED for the eighth display segment N8 is set to be higher than that of the surrounding display units (more specifically, twice the illumination of the surrounding display units). This configuration also improves the visibility of the eighth display segment N8, and reduces the likelihood of it being overlooked when it is lit.

[0271] Next, regarding the button press order notification effect on the auxiliary display unit 65, we will explain the case where the operation order to be notified this time is middle → right → left, and the player has won a button press combination, using this as an example.

[0272] As shown in Figure 39(a), in the auxiliary display unit 65, of the three parallel button displays corresponding to stop switches 42-44, the button display corresponding to the stop switch to be operated first (the middle button display corresponding to the middle stop switch 43 in the figure) is marked with the number 1 and displayed larger than the other button displays. In addition, each button display is displayed in a color corresponding to the winning combination (yellow for bell, blue for replay, etc.). This allows the player to recognize the winning combination in the current game and that the first stop switch to be operated is the middle stop switch 43. Furthermore, in the auxiliary display unit 65, the right button display is marked with the number 2 and the left button display with the number 3 to indicate that the next stop switch to be operated is the right stop switch 44 and the last stop switch to be operated is the left stop switch 42.

[0273] When a player operates the middle stop switch 43, as shown in Figure 39(b), the middle button display corresponding to the middle stop switch 43 disappears on the auxiliary display unit 65, and the right button display corresponding to the right stop switch 44 is displayed prominently. This allows the player to confirm that the operation of the middle stop switch 43 has been completed and that the next stop switch to be operated is the right stop switch 44.

[0274] When the player operates the right stop switch 44, as shown in Figure 39(c), the right button display corresponding to the right stop switch 44 disappears on the auxiliary display unit 65, and the left button display corresponding to the left stop switch 42 is displayed prominently. This allows the player to confirm that the operation of the right stop switch 44 has been completed and that the next stop switch to be operated is the left stop switch 42.

[0275] To explain the timing of the button press order notification, the notification is set to be executed during the period when stop switches 42-44 are inactive, from the start of rotation of each reel 32L, 32M, and 32R through the acceleration period until they reach constant speed rotation. By configuring the notification to be executed before the operation of stop switches 42-44 becomes effective, it is possible to recognize the order in which to operate stop switches 42-44 and then proceed with operating them, allowing for a smoother and more engaging gameplay experience.

[0276] <Processing for button press order roles> Next, the processing for button press sequence performed in step S710 will be explained with reference to the flowchart in Figure 40.

[0277] In step S1101, it is determined whether the result of the current lottery is one of the first promotion replays 1 to 4. A positive determination in step S1101 is made if, according to the operation order of the current game, the first replay or the third replay is awarded. In this case, the process proceeds to step S1102, where the main control device 101 controls the instruction monitor 68 to notify the button press order for the third replay. Specifically, it notifies the operation order corresponding to the awarding of the third replay among the first and third replays (see Figure 23(a)). After that, in step S1103, the button press order notification command is set as an output target to the display control device 81, which is the sub-control device, and then the button press order award process is terminated. The button press order notification command contains information on the current display mode and information on the lottery result. The processing on the display control device 81 side based on the receipt of the button press order notification command will be explained in detail later.

[0278] Furthermore, the notification of the operation sequence corresponding to the third re-play win in step S1102 is basically assumed to occur after winning the lottery for transition to AT mode, and after the pre-announcement mode has been followed by the notification of winning to AT mode, but before the transition to AT mode. In other words, the lottery table in the second RT state and the third RT state does not allow for the first promotion replay 1-4 to be won, and the first promotion replay 1-4 can only be won in the first RT state. However, even in AT mode, the game state may drop from the second RT state or the third RT state to the first RT state due to incorrect operation, etc., and even in such cases, it is possible to return to the third RT state quickly by winning the first promotion replay 1-4.

[0279] If a negative result is obtained in step S1101, step S1104 determines whether the result of this draw is one of the fall replays 1 to 3. If a positive result is obtained in step S1104, it means that either the first replay or the second replay will be awarded based on the operation order of this game. In this case, step S1105 controls the main control device 101 to notify the push order for the first replay on the instruction monitor 68. Specifically, it notifies the operation order corresponding to the awarding of the first replay among the first and second replays (see Figure 23(b)). After that, in step S1106, the process of setting the push order notification command is performed and then this push order award process is terminated.

[0280] Thus, when the player has won the lottery to transition to AT mode and wins the 1st promotion replay 1-4, the player is notified of the operation sequence corresponding to the 3rd re-play entry, making it possible to transition the game state to the 2nd RT state. On the other hand, if a negative determination is made in step S709 above, the processing for the push-order role is not performed, and therefore no push-order notification occurs. For example, in the 1st RT state, even if the player wins the 1st promotion replay 1-4 without winning AT mode, there are cases where the 1st re-play entry is achieved and cases where the 3rd re-play entry is achieved.

[0281] Furthermore, if the AT notification flag is set and a fall-out replay 1-3 is won, notification of the operation sequence corresponding to the first re-play entry will be given, making it possible to prevent the game state from transitioning to the first RT state. On the other hand, if a negative determination is made in step S709 above, no push order notification will be given. For example, when the AT mode ends, the AT notification flag is cleared, and the display mode transitions to normal mode, a fall-out replay 1-3 may be won, resulting in a second re-play entry, and the RT state will transition from the second or third RT state to the first RT state.

[0282] Furthermore, for example, in the first RT state, even if the player wins the first promotion replay 1-4 without winning AT mode, and the operation sequence happens to correspond to the third re-spin entry, resulting in the third re-spin entry (even if the player transitions to the second RT state), the second re-spin entry can still be achieved by winning the fall-down replay 1-3. Therefore, as described above, even if the player transitions to the second RT state by chance without winning AT mode, the player will then quickly transition to the first RT state.

[0283] If a negative result is determined in step S1104, step S1107 determines whether the result of this draw is either the second promotion replay 1 or 2. A positive result in step S1107 is when, depending on the operation order of this game, the first replay, fourth replay, or fifth replay is awarded. In this case, step S1108 controls the main control device 101 to notify the push order for the fourth replay or the fifth replay on the instruction monitor 68. Specifically, it notifies the operation order corresponding to the awarding of the fourth replay or the fifth replay among the first replay, fourth replay, and fifth replay (see Figure 23(b)). After that, in step S1109, the process of setting the push order notification command is performed and then this push order award process is terminated.

[0284] If a negative result is determined in step S1107, step S1110 determines whether the result of this draw is either BAR Replay 1 or 2. A positive result in step S1110 means that, depending on the operation order of this game, either the 1st re-spin or the 6th to 8th re-spins will be awarded. As described above, for bonus results including BAR Replay 1 and 2, no bonus draw is performed in the AT bonus processing. Therefore, if it is BAR Replay 1 or 2, a draw is made to determine whether or not to perform the push-order notification animation for the 7th re-spin, which is subject to the bonus draw, and if the push-order notification animation for the 7th re-spin is performed, the AT bonus processing is performed.

[0285] In other words, if a positive result is obtained in step S1110, a BAR alignment lottery process is executed in step S1111 to determine whether or not to issue a notification that enables the winning of the 7th replay as a BAR replay. The probability of winning this BAR alignment lottery is set to a relatively low probability, for example, about 1 in 1000. Note that the probability of winning the BAR alignment lottery may be set to differ depending on the setting value.

[0286] In step S1112, it is determined whether or not the BAR alignment lottery has been won. If it has not been won, the process proceeds to step S1105, where the main control device 101 controls the system to notify the button press order for the first re-play on the instruction monitor 68. After that, in step S1106, the process of setting the button press order notification command is performed, and then the main button press role process ends. If it is determined in step S1112 that the BAR alignment lottery has been won, in step S1113, the process of adding the number of added games to the AT mode continuation counter is executed. Here, if the BAR alignment lottery in step S1111 is won, the additional game lottery is won with 100% probability, as defined in the additional game lottery table (normal table) in Figure 36. Therefore, after winning the BAR alignment lottery, the additional game lottery is omitted. Also, the number of added games when the BAR alignment lottery is won is set to 50 games, which is a predetermined number of games. In other words, step S1113 performs the process of adding 50 to the AT mode continuation counter.

[0287] In the following step S1114, the number of additional games (50) is added to the remaining display counter HG, and the number of additional games is temporarily stored in a register. Then, in step S1115, the notification timing setting process is performed. In this embodiment, the notification timing is set so that the additional game notification is given when the third stop OFF operation occurs in the game in which the BAR alignment occurs. Then, in step S1116, the additional game command is output to the display control device 81.

[0288] In the following step S1117, the main control device 101 controls the instruction monitor 68 to provide a push-button order notification for the first re-play. Then, in step S1118, a specific push-button order notification command is set as an output target to the display control device 81, and then the processing for this push-button role is terminated. The processing on the display control device 81 side that receives the specific push-button order notification command will be explained in detail later, but when the display control device 81 receives the specific push-button order notification command, it controls the auxiliary display unit 65 etc. so that a push-button order notification effect different from the push-button order notification on the main control device 101 side (an uncorresponding push-button order) is displayed, and in the case of the specific push-button order notification command in step S1118 above, the push-button order notification effect for the seventh re-play will be displayed on the auxiliary display unit 65.

[0289] In other words, even if the player has won the BAR alignment lottery as described above and has won the chance to win the 7th replay, the instruction monitor 68 will still provide the push order notification for the 1st replay, while the display control device 81 will display a push order notification animation corresponding to the 7th replay win. Among the push order roles where the winning result differs depending on the order of operation, such as the promotion replay and fall replay mentioned above, where the game state transition occurs or does not occur depending on the winning result, it can be said that the player's benefit differs depending on the push order. In contrast, with BAR replays 1 and 2, no transition of the game state occurs regardless of whether the 1st replay or the 6th to 8th replays are won, and a replay is granted in all cases, so the player's benefit does not differ depending on the push order. Therefore, for situations where the player's interests differ, the main control unit 101 provides different button-pressing order notifications, while for situations where the player's interests are the same, the main control unit 101 provides a common button-pressing order notification. This configuration reduces the processing load.

[0290] If a negative result is determined in step S1110, step S1119 determines whether the result of this draw is either Specific Replay 1 or 2. A positive result in step S1119 is when, depending on the order of operations in this game, one of the 1st replay, 11th replay, or 12th replay is awarded. As described above, Specific Replay 1 and 2 are also bonus results at the time of notification, similar to BAR Replay 1 and 2, and no bonus lottery is performed in the AT bonus processing. Therefore, if it is Specific Replay 1 or 2, a lottery is held to determine whether or not to perform the push-order notification performance for the 11th replay or 12th replay, which are subject to the bonus lottery, and if the push-order notification performance for the 11th replay or 12th replay is performed, the AT bonus processing is performed.

[0291] In other words, if a positive result is obtained in step S1119, step S1120 executes a specific replay navigation lottery process to determine whether or not to provide notification that enables the winning of the 11th replay as a cherry replay or the 12th replay as a watermelon replay. Details of this specific replay navigation lottery process will be explained later, but in this embodiment, the probability of the push order notification effect for cherry replay and watermelon replay occurring differs depending on the game state. Also, when specific replays 1 and 2 are won, both specific replays 1 and 2 result in a win for both the 11th replay as a cherry replay and the 12th replay as a watermelon replay. Therefore, in the specific replay navigation lottery process, a lottery is held to determine whether or not to provide notification that enables the winning of either a cherry replay or a watermelon replay.

[0292] In step S1121, it is determined whether or not a win was achieved in the specific replay navigation lottery process in step S1120. If a win was not achieved, the process proceeds to step S1105, where the main control device 101 controls the system to notify the button press order for the first replay on the instruction monitor 68. After that, in step S1106, the process of setting the button press order notification command is performed, and then the main button press order process is terminated.

[0293] If it is determined in step S1121 that a specific replay navigation lottery has been won, then in steps S1122 to S1123, a lottery for additional wins for the specific replay navigation is performed, followed by the additional win processing in steps S1124 to S1128, and the push order notification processing in steps S1129 and S1130.

[0294] In other words, step S1122 executes the process of obtaining the bonus lottery table. This process is the same as the process in step S1003 in the AT bonus process described above, and here we will explain the case where the normal table is obtained from the bonus lottery tables shown in Figure 36.

[0295] As shown in Figure 36, in the normal table, the probability of winning the bonus lottery when a notification for a cherry replay or watermelon replay is won in specific replays 1 and 2 differs depending on whether the notification for a cherry replay or a watermelon replay is won. More specifically, the probability of winning a bonus is higher when a notification for a watermelon replay is won than when a notification for a cherry replay is won, and the average number of bonus games won is also set to be higher. In addition, unlike the case of BAR replays 1 and 2 mentioned above, even if a notification for a cherry replay or watermelon replay is won, the bonus lottery may not be won, and in this case, even if a cherry replay or watermelon replay is won, no bonus will be awarded.

[0296] In step S1123, a bonus lottery is conducted using the bonus lottery table obtained in step S1122 and the lottery counters obtained from various counter areas 106e. Then, in step S1124, it is determined whether or not the bonus lottery has been won, and if it has been won, in step S1125, the process of adding the number of bonus games to the AT mode continuation counter is executed.

[0297] In the following step S1126, the number of additional games (50) is added to the remaining display counter HG, and the number of additional games is temporarily stored in a register. Then, in step S1127, the notification timing setting process is performed. In this embodiment, the notification timing is set so that the additional game notification is given when the third stop OFF operation is performed in the game in which the cherry replay or watermelon replay is achieved. Then, in step S1128, the additional game command is output to the display control device 81.

[0298] If it is determined in step S1124 that the bonus lottery has not been won, or after the processing in step S1128 has been executed, the process proceeds to step S1129. In step S1129, the system controls the main control device 101 to notify the button press order for the first re-play on the instruction monitor 68. Then, in step S1130, the system sets a specific button press order notification command as an output target to the display control device 81, and then terminates the processing for this button press role. As described above, when the specific button press order notification command is received, the display control device 81 controls the auxiliary display unit 65, etc., to display a button press order notification effect that is different from (does not correspond to) the button press order notification on the main control device 101. In the case of the specific button press order notification command in step S1130, the auxiliary display unit 65 will display a button press order notification effect for the 11th re-play or a button press order notification effect for the 12th re-play.

[0299] If a negative result is obtained in step S1119, step S1131 determines whether the result of the lottery for this game is a push-order bell win. If it is a push-order bell win, the process proceeds to step S1132 to determine whether the AT mode flag is set. If a negative result is obtained in step S1131 or step S1132, the push-order role processing is terminated. In other words, even if the AT notification flag is set, if the AT mode flag is not set and the game is in a preparation state before transitioning to AT mode, the push-order notification will not be given when a push-order bell is won. If the AT mode flag is set in step S1132, the bell notification processing is executed in step S1133, and then this push-order notification processing is terminated. Details of the bell notification process will be explained later, but basically, in this process, the push-button sequence notification corresponding to the first winning combination is performed on the instruction monitor 68 on the main control device 101, and the push-button sequence notification animation corresponding to the first winning combination is performed on the auxiliary display unit 65 on the display control device 81 (Figure 19).

[0300] <Processing for handling award results> Next, the prize result handling process (step S414) performed in the reel control process (Figure 18) will be explained with reference to the flowchart in Figure 41.

[0301] Step S1201 executes the game count management process. The game count management process is used to manage the number of continuous games in modes such as AT mode, CZ mode, and pre-announcement mode.

[0302] In other words, in the game count management process, as shown in the flowchart in Figure 42, first, steps S1301 and S1302 perform the same processing as steps S701 and S702 above. Specifically, step S1301 performs processing to determine the current game state. More specifically, it determines whether it is in the CB state or any other state (normal game state, each RT state, 1st BB state, 2nd BB state). Then, in step S1302, it is determined whether the number of bets for the current game is a specified number (specific specified number) defined in the state determined in step S1301. If the determination in step S1302 is positive, processing for the display mode from step S1303 onwards is performed. On the other hand, if the determination in step S1302 is negative, the game count management process ends there. In this case, processing for the display mode from step S1303 onwards is not performed.

[0303] In step S1303, the 1st BB winning flag or the 2nd BB winning flag is set, and it is determined whether the current game is in a carryover state before transitioning to the 1st BB state or the 2nd BB state. If it is in a carryover state, in step S1304, the CZ mode flag and AT mode flag are cleared, and then this game count management process is terminated. In this case, the CZ mode and AT mode are terminated. However, for AT mode, after the BB state ends, the transition to the 3rd RT state will occur quickly due to the push-order notification when a push-order replay is won. In this case, after the BB state ends and the transition to the 3rd RT state occurs, the game count measurement for AT mode will resume.

[0304] If it is determined in step S1303 that the 1st BB winning flag or the 2nd BB winning flag is not set, then in step S1305, it is determined whether or not the CZ mode flag is set. If the CZ mode flag is set, in step S1306, the process of decrementing the CZ counter by 1 is executed. Then, in step S1307, it is determined whether or not the CZ counter has become 0, and if it has become 0, in step S1308, the process of clearing the CZ mode flag and setting the CZ mode termination command as an output target to the display control device 81 is executed. Clearing the CZ mode flag terminates the CZ mode and transitions to normal mode. In addition, the display control device 81, having received the CZ mode termination command, controls the auxiliary display unit 65 and speaker 64 so that notification of the termination of the CZ mode is displayed (for example, text display such as "Too bad" or a sound effect).

[0305] If a negative result is obtained in either step S1305 or step S1307, or after the processing in step S1308 is executed, the process proceeds to step S1309. In step S1309, it is determined whether the premonition flag or the pseudo-premonition flag is set. If neither flag is set, the game count management process ends. If either flag is set, the process proceeds to step S1310, where the premonition counter or pseudo-premonition counter is decremented by 1. That is, in step S1310, if it is premonition mode, the premonition counter is decremented by 1, and if it is pseudo-premonition mode, the pseudo-premonition counter is decremented by 1.

[0306] After executing the process in step S1310, step S1311 determines whether the premonition flag is set and whether the premonition counter has become 0. That is, if the number of premonition games becomes 0 in premonition mode, the process proceeds to step S1312 to clear the premonition flag. Then, in step S1313, the process of setting the AT notification flag in the various flag storage area 106d is executed. As described above, by setting the AT notification flag, it becomes possible to transition the RT state to a higher RT state when a push-order replay is won, and to prevent transitioning to a lower RT state. Incidentally, in step S1304 above, the AT notification flag is not cleared even if the AT mode is active. Therefore, after the BB state ends, a push-order notification will occur when a push-order replay is won, making it possible to transition up to the 3rd RT state.

[0307] After executing the process in step S1313, in step S1314, the process of setting the AT mode winning notification command as an output target to the display control device 81 is executed. Upon receiving the AT mode winning notification command, the display control device 81 controls the auxiliary display unit 65 and speaker 64 to perform an AT mode winning notification performance to indicate that the AT mode transition lottery has been won and the transition to AT mode has been permitted. In the AT mode winning notification performance, for example, the auxiliary display unit 65 displays "Super Lucky!!" and outputs a corresponding sound effect from speaker 64.

[0308] In step S1311, if the premonition counter is not 0, or if it is 0 but a pseudo-premonition flag is set instead of a premonition flag, the process proceeds to step S1315. In step S1315, it is determined whether the pseudo-premonition counter is 0 and whether a pseudo-premonition flag is set. If the determination in step S1315 is positive, the process to clear the pseudo-premonition flag is executed in step S1316, and then the game count management process is terminated. This terminates the pseudo-premonition mode.

[0309] If a negative result is obtained in either step S1309 or step S1315, or after executing either step S1314 or step S1316, the process proceeds to step S1317. In step S1317, it is determined whether the AT mode flag is set. If the AT mode flag is set, step S1318 is used to decrement the AT mode continuation counter. Then, in step S1319, it is determined whether the AT mode continuation counter has become 0. If it has become 0, step S1320 is used to clear the AT mode flag and the AT notification flag. After that, in step S1321, the process of setting the AT termination flag in the various flag storage area 106d is executed. The AT termination flag is a flag used by the CPU 102 to determine whether the state of being in an advantageous section but not in AT mode is a state that has occurred since the transition to AT mode occurred.

[0310] In step S1322, the AT mode termination command is set as an output target for the display control device 81. Upon receiving the AT mode termination command, the display control device 81 controls the auxiliary display unit 65 and the speaker 64 so that an AT mode termination notification is displayed (for example, displaying the word "END", displaying the number of medals acquired during AT mode, displaying the number of games that continued in AT mode, and the sound effect).

[0311] If a negative result is determined in step S1317 or step S1319, and after the processing in step S1322 is executed, the navigation mode processing is executed in step S1323, and then the game count management processing is terminated. The navigation mode processing will be explained in detail later.

[0312] Returning to the explanation of the prize result processing, after executing the process in step S1201, the process for notifying the additional wins is executed in step S1202. The process for notifying the additional wins is for the purpose of notifying the additional wins as described above. Based on the condition that the additional win flag is set when the display remaining count counter HG reaches a predetermined value (1), an additional win notification (additional win notification) corresponding to the additional win counter BG is executed. Then, the value corresponding to the executed additional win notification is added to the display remaining count counter HG and subtracted from the additional win counter BG, and the additional win flag is cleared if the additional win counter BG is 0.

[0313] In the following step S1203, it is determined whether the current stop result results in a 4th re-play win or a 5th re-play win. As described above, if a 4th re-play win or a 5th re-play win is achieved, the RT state processing (Figure 21) performs processing to transition the game state to the 3rd RT state. In this case, in step S1204, it is determined whether the AT notification flag is set. If the AT notification flag is not set, it means that a 4th re-play win or a 5th re-play win was achieved without the conditions for transitioning to AT mode being met. In this case, the process for responding to the win result ends without performing any processing to start AT mode. If the AT notification flag is set, in step S1205, it is determined whether the current display mode is in AT mode. Specifically, it is determined whether the AT mode flag is set in the various flag storage area 106d. As described above, the AT mode flag is a flag used by the CPU 102 to identify that the display mode is AT mode.

[0314] In step S1205, if the AT mode flag is set, the display mode is already AT mode, and the process for handling the winning result is terminated. On the other hand, if the AT mode flag is not set, the process for starting AT mode is performed in steps S1206 to S1208.

[0315] In other words, in step S1206, the AT mode flag is set. In the following step S1207, the AT mode start command is set as the output target to the display control device 81. Upon receiving the AT mode start command, the display control device 81 notifies that AT mode will start from the next game using the auxiliary display unit 65, etc. After that, in step S1208, the counting of the number of AT mode continuations begins. Specifically, the initial value of the number of games in AT mode (for example, 50) is set on the condition that the AT mode continuation counter provided in the various counter areas 106e of RAM 106 is 0. After executing the process in step S1208, the prize result corresponding process is terminated. Note that in step S1208, if the AT mode continuation counter is not 0, for example, when AT mode is restarted after a BB state, in which case the measurement is resumed by continuing with the AT mode continuation counter as is.

[0316] As described above, in particular, based on the winning of a role that transitions the game state to the third RT state, which is the primary state of AT mode, a process for transitioning the display mode is performed separately from the RT state processing (Figure 21). This is to prevent the AT mode, etc. from starting based on the winning of a role that happens to transition the game state, even though the lottery for transitioning the display mode has not been won.

[0317] Furthermore, when transitioning display modes, if the transition involves a change in the game state, such as a transition from normal mode to AT mode, the transition is based on the result of winning the corresponding role. Therefore, the transition of display mode and the transition of game state occur together in the same game. On the other hand, in the case of a transition to a lower mode, for example, when the game state changes due to the cessation of a second re-play win as a fall-out replay, the display mode does not change. When transitioning to such a lower mode, the game state is managed by the winning result (processing for RT state), while the display mode is managed by the number of games played. Therefore, when transitioning to these lower modes, the transition of game state and the transition of display mode may occur in separate games.

[0318] <First processing for displaying the interval> Next, we will explain the processes related to the lighting / extinguishing of the eighth display segment N8, namely the first section display process and the second section display process.

[0319] The first section display process is performed in step S316 of the lottery process (Figure 16), and is performed after the lottery result for the game is determined based on the operation of the start lever 41, and after the lottery for the transition of the display mode, etc. (lottery result corresponding process) is performed based on the lottery result.

[0320] As shown in Figure 43, step S1401 determines whether the eighth display segment N8, which serves as a section indicator, is currently displayed, or more specifically, whether the eighth display segment N8 is lit up. As described above, when the eighth display segment N8 is lit up, it indicates that it is a specific section within the advantageous section where at least one notification condition for triggering a button press order notification is met. If a negative determination is made in step S1401 and it is determined that the eighth display segment N8 is off, the process proceeds to step S1402.

[0321] In step S1402, it is determined whether the advantageous section flag is set in the various flag storage area 106d. As already explained, the advantageous section flag is a flag that is set in the advantageous section transition lottery process (Figure 32) when the lottery for transitioning to the advantageous section is won. If the advantageous section flag is set, in step S1403 it is determined whether the advantageous section winning game flag is set. The advantageous section winning game flag is a flag that is set in the advantageous section transition lottery process mentioned above when the lottery for transitioning to the advantageous section is won, and it is a flag that the CPU 102 uses to identify that it is the winning game. If the advantageous section winning game flag is set, in step S1404 a process is executed to clear the advantageous section winning game flag. If the advantageous section winning game flag is not set in step S1403, the process proceeds to step S1405.

[0322] In step S1405, it is determined whether the counting of games during the advantageous period, or more specifically, the measurement of the advantageous period game count AG in the various counter areas 106e, has started. If the measurement of the advantageous period game count AG has not started, the process to start the measurement of the advantageous period game count AG is performed in step S1406. The advantageous period game count AG is equivalent to a means of determining the number of games played during the advantageous period, and the process of incrementing it by 1 for each game during the advantageous period is performed.

[0323] If it is determined in step S1405 that measurement has already started, or after the processing in step S1406 has been completed, the process proceeds to step S1407. In step S1407, it is determined whether or not the AT notification flag is set. As already explained, when an AT mode win notification is made and the AT notification flag is set, a state is created in which a push-order notification can occur when a push-order role is won, and the above notification conditions are met. If it is determined in step S1407 that the AT notification flag is set, in step S1408, the display of the section indicator is started by lighting up the 8th display segment N8. In addition, when the main control device 101 starts displaying the 8th display segment N8 as a section indicator by lighting it up, it outputs a sound output command to the display control device 81 so that a predetermined sound effect (for example, a mechanical sound like "Gago!") is output from the speaker 64. Based on the sound output command, the display control device 81 controls the speaker 64 so that the predetermined sound effect is emitted. Furthermore, when the display of the eighth display segment N8 begins, the auxiliary display unit 65 or other display units may be configured to generate special effects. In this case, a corresponding command is output to the display control device 81, and the display control device 81 controls the auxiliary display unit 65, etc., so that the corresponding special effects are performed.

[0324] If it is determined in step S1401 that the eighth display segment N8 is being displayed as a section indicator, then in step S1409, a process is executed to continue the display during the advantageous section. Specifically in step S1409, a process is performed to continue the state in which the eighth display segment N8 is lit. In other words, no process to terminate the display of the section indicator is performed in this first section display process.

[0325] If it is determined in step S1402 that the advantageous section flag is not set, or if the advantageous section flag is set but it is a winning game (after the processing in step S1404), or if it is not a winning game but it is not a situation in which a push-order notification can occur (if it is determined in step S1407 that the AT notification flag is not set), the process proceeds to step S1410. In step S1410, the process of adding 1 to the first role ratio counter provided in the various counter areas 106e is executed. The first role ratio counter is a counter for counting the number of games in which a push-order notification does not occur, that is, the number of games in the normal section and the non-specific section.

[0326] Furthermore, after the display start process for the section indicator is executed in step S1408 and the display continuation process in step S1409, the process proceeds to step S1411. In step S1411, the process of adding 1 to the second role ratio counter provided in the various counter areas 106e is executed. The second role ratio counter is a counter for counting the number of games in which push order notification can be generated, that is, the number of games in a specific section.

[0327] After executing the process in step S1410 or step S1411, the role ratio calculation process is executed in step S1412. In this process, the value of the role ratio second counter is divided by the sum of the role ratio first counter and the role ratio second counter (total number of games). In other words, the role ratio calculation process calculates the proportion of games in which a button press order notification can occur out of the total number of games. Then, in step S1413, a process is executed to display the result of the calculation in step S1412 on the role ratio monitor 77.

[0328] As shown in Figure 5, the payout ratio monitor 77 has multiple 7-segment display units, each consisting of seven display segments. Specifically, the payout ratio monitor 77 has a first display unit 77a, a second display unit 77b, a third display unit 77c, a fourth display unit 77d, and a fifth display unit 77e, which function as 7-segment display units. The display segments in the first to fifth display units 77a to 77e each have individual light sources made of LEDs, similar to the display segments N1 to N7 of the instruction monitor 68. By controlling the on / off state of these individual light sources, it is possible to illuminate only one display segment or any combination of display segments. As a result, the payout ratio monitor 77 displays predetermined symbols (including letters and numbers) individually, and in particular, the payout ratio monitor 77 is capable of displaying five-digit numbers.

[0329] In step S1413, the result of the calculation process in step S1412 is output to the role ratio monitor 77, and the display control of each display unit 77a to 77e in the role ratio monitor 77 is performed so that a four-digit number is displayed on the role ratio monitor 77. Specifically, the role ratio monitor 77 displays a number less than 1, up to four decimal places, representing the proportion of games in which a push-order notification can occur out of the total number of games, for example, "0.5012". After the processing in step S1413 is completed, the first section display processing is terminated.

[0330] Furthermore, the calculation process in step S1412 may be configured to round the number to the fifth decimal place before controlling the display of the role ratio monitor 77. Also, since the first display unit 77a of the role ratio monitor 77 basically displays "0", it may be configured not to have a first display unit 77a, or to always display "0" on the first display unit 77a by printing or other means. In addition, it is preferable to have a decimal point displayed between the first display unit 77a and the second display unit 77b by printing or other means.

[0331] <Second processing for displaying the interval> Next, the second section display process will be explained with reference to the flowchart in Figure 44. As already explained, the second section display process is performed in step S415 of the reel control process, and is performed at the end of a game after the payout of medals (payout determination process) and the transition of the game state based on the winning result (winning result corresponding process).

[0332] In step S1501, it is determined whether the advantageous section flag is set or not. If it is not set, the second section display process is terminated. If the advantageous section flag is set, in step S1502, a process is executed to count the number of games in the advantageous section. Specifically, the advantageous section game count AG is incremented by 1. After executing the process in step S1502, in step S1503, the process of updating the advantageous section increase / decrease coin count MY, which is set in the various counter areas 106e, is executed. The advantageous section increase / decrease coin count MY is a counter used by the CPU 102 to grasp the increase / decrease in coins during the advantageous section (the difference between the number of coins bet and the number of coins paid out in each game during the advantageous section). In step S1503, based on the winning result of the current game (the processing corresponding to the previous winning result and the payout determination processing), the increase / decrease in coins for the current game (the number of coins paid out in the current game - the number of bets in the current game) is determined, and that increase / decrease in coins is added to the advantageous section increase / decrease coin count MY.

[0333] Specifically, as shown in the flowchart in Figure 45, in the MY update process in step S1503, step S1601 determines whether the result of the current game is a re-spin win or not. If it is a re-spin win, the MY update process ends without updating the advantageous section increase / decrease amount MY. If it is not a re-spin win, the process proceeds to step S1602.

[0334] Step S1602 is executed to subtract the number of tokens bet from the number of tokens paid out, based on the results of the game. Step S1602 is a process to determine the increase or decrease in tokens by subtracting the tokens used from the tokens won in the game. For example, in a 3-bet game, if the first small win is achieved, 3 tokens were bet and 9 tokens were paid out, resulting in a net increase of 6 tokens. Also, in a 3-bet game, if the second small win is achieved, 3 tokens were bet and 3 tokens were paid out, resulting in a net increase (decrease) of 0 tokens. And in a 3-bet game, if neither small win is achieved, 3 tokens were bet and 0 tokens were paid out (no tokens were paid out), resulting in a net decrease of 3 tokens.

[0335] In the following step S1603, the result of the calculation in step S1602 is added to the advantageous section increase / decrease amount MY. For example, if the result of the calculation in step S1602 is an increase of 6 medals, then 6 is added to the advantageous section increase / decrease amount MY. If the result of the calculation in step S1602 is a decrease of 3 medals, then 3 is subtracted from the advantageous section increase / decrease amount MY. Then, in step S1604, it is determined whether the advantageous section increase / decrease amount MY is 0 or greater. If the advantageous section increase / decrease amount MY is less than 0 and there is no increase in medals in the advantageous section but there is a decrease in medals, then in step S1605, the advantageous section increase / decrease amount MY is cleared to 0 and the MY update process ends. If the advantageous section increase / decrease amount MY is 0 or greater and there is an increase in medals in the advantageous section, then in step S1606, the MY high probability process is executed and the MY update process ends. The MY high probability process will be explained in detail later.

[0336] In the second section display process, after executing the MY update process in step S1503, the remaining game count management process is executed in step S1504, and the remaining number of coins management process is executed in the following step S1505. The remaining game count management process is a process for managing whether the advantageous section will reach its upper limit of games (1500 games) with the current remaining number of games, based on the remaining number of games in AT mode, etc. In the remaining game count management process, for example, if the remaining number of games in AT mode is 100 games and the number of games in the advantageous section AG is 1450, it is determined whether the upper limit of games in the advantageous section will be reached before the termination condition of the AT mode (remaining games in AT mode = 0) if AT mode is played as is. If such a situation is found, the first excess flag is set in the various flag storage area 106d as a flag to identify that situation. Furthermore, the remaining tokens management process is a process for managing whether the advantageous section will reach its upper limit increase (2400 tokens) with the current number of remaining games, based on the remaining number of games in AT mode, etc. In the remaining tokens management process, for example, if the number of remaining games in AT mode is 100 and the advantageous section increase / decrease tokens MY is 2300, it is determined whether there is a high probability that the advantageous section will reach its upper limit increase before the termination condition of AT mode (remaining games in AT mode = 0) if AT mode is continued as is. In this case, the determination of whether there is a high probability of reaching the above-mentioned upper limit increase of the advantageous section is made based on the expected increase / decrease of tokens per game in AT mode, the remaining number of games in AT mode, and the current advantageous section increase / decrease tokens MY. If such a situation is found, the second excess flag is set in the various flag storage area 106d as a flag to identify that situation.

[0337] When these first and second excess flags are set, subsequent AT mode bonuses will be stopped (or limited), or if the bonus lottery is won, a different bonus (such as a hint of the setting value or the display of a rare image) will be given instead of a game count increase. This prevents further meaningless bonuses from occurring when there is a high probability of already reaching the maximum number of games or maximum increase due to a large number of remaining games, and makes it possible to enjoy the game even in the above situations.

[0338] After executing the process in step S1505, in step S1506, it is determined whether the number of games in the advantageous section AG has reached the upper limit of 1500 games, or whether the increase / decrease in the advantageous section MY has exceeded the upper limit of 2400. If either of these forced termination conditions is met, in step S1507, the number of games in the advantageous section AG and the increase / decrease in the advantageous section MY are cleared to 0. In the following step S1508, the display of the 8th display segment N8 as a section indicator is terminated. Then, in step S1509, the parameters and information such as various flags and counters in the advantageous section are initialized, and then this section display second process is terminated.

[0339] More specifically, the data initialization process in step S1509 is the process of resetting the flags and counters set when transitioning to the current advantageous section, as well as the flags and counters set during the current advantageous section, back to their initial values. For example, if premonition flags, pseudo-premonition flags, CZ mode flags, AT mode winning flags, AT notification flags, or AT mode flags are set, these flags are cleared. Furthermore, if counters for the number of continuous games in premonition mode, AT mode, etc., are greater than 0, all of these counters are reset to 0. In other words, the initialization process initializes all variables or parameters that affect the performance related to the push-order notification in relation to the advantageous section, which is an advantageous state using push-order notification, and performs a RAM clear on such variables or parameters.

[0340] If it is determined in step S1506 that the number of games in the advantageous section AG has not reached its upper limit, or if it is determined that the number of coins added or removed in the advantageous section MY has not reached its upper limit, the process proceeds to step S1510 to determine whether the normal termination conditions for the advantageous section have been met. More specifically, it is determined whether the CZ mode flag, AT mode winning flag, and AT mode flag are not set, and whether the remaining number of games in AT mode, etc., has become 0. If none of these flags are set, it is determined in step S1511 whether the AT termination flag is set. The AT termination flag is a flag that is set when AT mode ends. If the AT termination flag is set, the process proceeds to step S1507, and after performing the advantageous section termination processing in steps S1507 to S1509, the second section display processing is terminated. If a negative determination is made in step S1510 or step S1511, the second section display processing is terminated as is. In this case, the section indicator (8th display segment N8) will remain lit. In other words, the advantageous period does not end not only while in AT mode, but also after transitioning to the advantageous period but before the transition to AT mode occurs. The advantageous period ends when the player transitions to AT mode after the advantageous period has started, and then that AT mode ends.

[0341] <Regarding the display of the button press order indicator and section indicator, and the progress of the game> The relationship between the start and end of the advantageous period and the display of the eighth display segment N8 as a period indicator will be explained with reference to Figure 46.

[0342] In this slot machine 10, as shown in Figure 46, during the normal section, which is not the advantageous section, the 8th display segment N8, which serves as the section indicator, is off (not lit). During this normal section, the button press order is not announced. In other words, while the advantageous section has the capability to provide instruction functions such as button press order announcements, the normal section does not have such instruction functions. The situation where the display mode is the normal mode mainly corresponds to the normal section.

[0343] In the normal section, if the player wins the lottery to transition to the advantageous section, for example by winning a weak watermelon role, the counting of the number of games in the advantageous section (counting of advantageous section games AG) begins from the game following the game in which the game result that triggered the win occurred. Then, if the player wins the lottery to transition to AT mode during the advantageous section, and the conditions for triggering a push order notification are met, such as when the win notification and the AT notification flag are set, the conditions for starting the display on the section indicator are met, and the 8th display segment N8 lights up.

[0344] Subsequently, with the 8th display segment N8 lit, a button press order notification occurs using the 1st display segment N1 to the 7th display segment N7. In this case, as described above, the 1st display segment N1 to the 7th display segment N7 display the button press order information ("1" to "6"), and the player can understand the button press order based on this information. In the button press order notification, the button press order information is displayed starting when the start lever 41 is operated in the game, and the display ends when the 3rd reel is stopped ON in the game. If the game is not the last game of the advantageous section, when the 3rd reel is stopped ON, only the display of the button press order information by the 1st display segment N1 to the 7th display segment N7 ends, and the display of the advantageous section by the 8th display segment N8 continues. Then, if a button press order is won again in the next game or later, the button press order information corresponding to that button press order is displayed by the 1st display segment N1 to the 7th display segment N7.

[0345] When the number of games in the advantageous period reaches the upper limit, or when the number of medals increased in the advantageous period reaches the upper limit, and it becomes the final game of the advantageous period, the 8th display segment N8 also turns off, and the notification of the advantageous period ends. In this embodiment, in the final game of the advantageous period, the 8th display segment N8 turns off at the timing when medal payout is completed (by the second period display process, which is a process after the payout determination process). If no medals are paid out in the final game, the 8th display segment N8 turns off when the 3rd reel is stopped OFF. This allows the player to clearly understand that the game was the final game of the advantageous period.

[0346] As described above, the game count for the advantageous section begins from the game following the game in which the transition to the advantageous section is won, while the button press order notification only occurs during the period when the 8th display segment N8 is lit. In other words, even within the advantageous section, the button press order notification does not occur in sections where the 8th display segment N8 is unlit (non-specific sections). In other words, by checking whether the 8th display segment N8, which acts as a section indicator, is lit, it is possible to clearly understand that the advantageous section is at least a situation where the benefits of the button press order notification can be enjoyed (specific section, effectively increased section). This prevents a difference in the degree of advantage between a player who ends the game without knowing that they are in a situation where they can enjoy the benefits of the button press order notification and the player who takes over after them. In other words, since the button press order notification does not occur when the 8th display segment N8 is not lit, it is also possible to end the game cleanly.

[0347] <Processing related to notification effects on the sub-system> Next, the various notification processes performed by the sub-display control device 81 will be explained. As part of these notification processes, a performance setting process is provided that is executed at a predetermined interval (1.49 msec interval). This performance setting process will be explained with reference to the flowchart in Figure 47.

[0348] In the performance setting process, first, in step S1701, it is determined whether or not a new command has been received from the main control unit 101. If a new command has been received, in step S1702, the process of storing the received command in RAM 183 is executed. RAM 183 is provided with a command storage area, which is configured as a ring buffer capable of individually storing multiple commands and reading commands in the order they were stored.

[0349] If a negative determination is made in step S1701, or after the processing in step S1702 is executed, in step S1703 it is determined whether the newly received command was a bet command. A bet command is a command output from the main control unit 101 based on the fact that a bet operation has been performed, and includes bet commands set in step S207 of the normal processing. If it is a bet command, the bet performance setting process is executed in step S1704. In the bet performance setting process, processing is performed to control the auxiliary display unit 65 and speaker 64 so that the performance based on the current bet operation is performed.

[0350] If a negative result is determined in step S1703, or after the processing in step S1704 is executed, in step S1705 it is determined whether the newly received command was a start command. A start command is a command output from the main control device 101 based on the operation of the start lever 41, and includes the lottery result command set in step S313 of the lottery processing, as well as premonition commands, bonus commands, push order notification commands, specific push order notification commands, etc., which are set in the lottery result corresponding processing. If it is one of these start commands, the start performance setting processing is executed in step S1706.

[0351] If a negative determination is made in step S1705, or after the processing in step S1706 is executed, in step S1707 it is determined whether the newly received command was a command for each stop operation. A command for each stop operation is a command output from the main control device 101 based on the fact that each reel 32L, 32M, and 32R has been stopped, and is a stop command set in step S405 of the reel control processing (Figure 18). If it is a stop command as such a command for each stop operation, the process for setting the effects for each stop operation is executed in step S1708.

[0352] If a negative determination is made in step S1707, or after the processing in step S1708 is executed, in step S1709 it is determined whether the newly received command is a command for when all reels have stopped. A command for when all reels have stopped is a command output from the main control device 101 based on the fact that all reels 32L, 32M, and 32R have stopped. This includes the winning result command set in step S411 of the reel control processing (Figure 18), as well as the AT mode start command and AT mode end command set in the winning result corresponding processing. If it is one of these commands for when all reels have stopped, the command for when all reels have stopped is executed in step S1710.

[0353] If a negative result is determined in step S1709, or after the processing in step S1710 is executed, other processing is performed in step S1711 before the performance setting process is terminated. In step S1711, settings are made for performances based on commands from the main control device 101 other than when betting, starting, or stopping (for example, performances based on the operation of the settlement switch 59), as well as settings for performances based on signals from sensors connected without going through the main control device 101 (for example, performance switch detection sensors), and settings for error notification.

[0354] The following describes the process for setting the effects at the start, setting the effects for each stop operation, and setting the effects when all operations are stopped.

[0355] <Starting animation setting process> Next, we will explain the startup animation setup process, referring to the flowchart in Figure 48.

[0356] In step S1801, a display mode setting process is performed. In this process, it is determined whether the display mode currently set on the main control unit 101 is normal mode, CZ mode, AT mode, or BB mode, and the auxiliary display unit 65 is set to perform the display effects in the corresponding display mode. Specifically, in the various flag storage area 183a of the RAM 183 on the display control unit 81, there is an area for setting CZ mode flags, AT mode flags, and BB state mode flags as flags to determine the display mode, and the corresponding flags are set when each mode starts and cleared when it ends. In step S1801, by knowing these various mode corresponding flags, the current display mode is identified, and the auxiliary display unit 65, speaker 64, upper lamp 63, etc. are controlled so that the corresponding effects are performed.

[0357] In the following step S1802, based on the received lottery result command, it is determined whether the lottery result for the game to be started is a winning combination of button presses. If it is a winning combination of button presses, the button press notification process is performed in step S1803. The button press notification process will now be explained with reference to the flowchart in Figure 49.

[0358] In step S1901, it is determined whether the received start command includes a button press order notification command or a specific button press order notification command. If neither of these is included, the button press order notification process ends. If neither of these is included, the process proceeds to step S1902.

[0359] In step S1902, it is determined whether the result of the current lottery is a first-level promotion replay 1-4. If it is a first-level promotion replay 1-4, in step S1903, the auxiliary display unit 65 etc. is controlled to perform a push-order notification animation indicating that a third re-play win has been achieved, and then the push-order notification process is terminated.

[0360] If step S1902 determines that the first promotion replay 1-4 is not won, step S1904 determines whether the result of this draw is a fall-down replay 1-3. If it is a fall-down replay 1-3, the process proceeds to step S1905, where the auxiliary display unit 65 etc. is controlled to perform a push-order notification animation indicating that the first re-play entry has been achieved, and then the push-order notification process ends.

[0361] If it is determined in step S1904 that the result is not a fall replay 1-3, then in step S1906, it is determined whether the result of this draw is a second promotion replay 1 or 2. If it is a second promotion replay 1 or 2, in step S1907, the auxiliary display unit 65 etc. is controlled to perform a push-order notification effect that results in a fourth or fifth re-play win, and then the push-order notification process is terminated.

[0362] If it is determined in step S1706 that the result is not a second promotion replay 1 or 2, then in step S1708, it is determined whether the result of the current draw is a BAR replay 1 or 2. If it is a BAR replay 1 or 2, then in step S1709, it is determined whether the received push-order notification command is a specific push-order command. As already explained, a specific push-order command is set to be output on the main control device 101 side when the content of the push-order notification on the main control device 101 side differs from the content of the push-order notification performance on the display control device 81 side. If it is not a specific push-order notification command, the process proceeds to step S1905, where the auxiliary display unit 65 etc. is controlled to perform a push-order notification performance that results in a first re-play win, and then the push-order notification processing is terminated.

[0363] If it is determined in step S1909 that this is a specific button press order notification command, the process proceeds to step S1910, where the auxiliary display unit 65, etc., is controlled to perform a button press order notification animation that indicates the success of the 7th re-play win, and then the button press order notification process is terminated. In this case, the button press order notification on the main control device 101 side will provide notification corresponding to the 1st re-play win, and the button press order notification animation on the display control device 81 side will provide notification corresponding to the 7th re-play win as an animation.

[0364] If it is determined in step S1908 that the result is not BAR Replay 1 or 2, then in step S1911, it is determined whether the result of the current draw is Specific Replay 1 or 2. If it is Specific Replay 1 or 2, then in step S1712, it is determined whether the received push-order notification command is a Specific Push-Order Command. If it is not a Specific Push-Order Notification Command, the process proceeds to step S1905, where the auxiliary display unit 65, etc., is controlled to perform a push-order notification animation that results in the first re-play winning, and then the push-order notification process is terminated.

[0365] If it is determined in step S1912 that this is a specific button press notification command, the process proceeds to step S1913, where it is determined whether the operation sequence to be notified corresponds to the 11th re-play win, which is a cherry replay, based on this specific button press notification command. If it corresponds to the 11th re-play win, in step S1914 the auxiliary display unit 65 etc. is controlled to perform a button press notification animation that indicates the 11th re-play win has occurred, and then the button press notification process is terminated. In this case, the button press notification on the main control device 101 side will notify the 1st re-play win, and the button press notification animation on the display control device 81 side will perform an animation that indicates the 11th re-play win.

[0366] In step S1913, if it is determined that the operation sequence to be announced this time does not correspond to the 11th re-play win, which is a cherry replay, but rather to the 12th re-play win, which is a watermelon replay, the auxiliary display unit 65 etc. is controlled in step S1915 to perform a push-order announcement performance that indicates the 12th re-play win has been achieved, and then the push-order announcement processing is terminated. In this case, the push-order announcement on the main control device 101 side will announce the 1st re-play win, and the push-order announcement performance on the display control device 81 side will perform an announcement as a performance that indicates the 12th re-play win.

[0367] If it is determined in step S1911 that the result is not a specific replay 1 or 2, then in step S1916, it is determined whether the result of this draw is a push-order bell. If it is a push-order bell, the bell notification adjustment process is executed in step S1917, and then the push-order notification process is terminated. In the bell notification adjustment process, the auxiliary display unit 65, etc. are controlled to perform a push-order notification effect that results in the first small win paying out 9 coins, provided that a push-order notification command has been received.

[0368] Returning to the explanation of the initial performance setting process (Figure 48), if it is determined in step S1802 that the button sequence role has not been won, then in step S1804, it is determined whether or not a transition trigger role has been won. A transition trigger role is a general term for results that are called rare roles with a low probability of winning, such as strong cherry, weak cherry, strong watermelon, weak watermelon, strong cherry overlap 1,2, weak cherry overlap 1,2, etc., and that can be expected to transition to AT mode or bonus state. If a transition trigger role has been won, the transition trigger role notification process is performed in step S1805. In the transition trigger role notification process, based on the win of the transition trigger role, processing is performed to control the auxiliary display unit 65 and speaker 64 etc. so that a chance suggestion performance is performed as a performance that suggests that there is a high possibility that some advantageous event will occur, or processing is performed to perform a continuous performance.

[0369] If a negative result is obtained in step S1804, or after the processing in step S1803 or step S1805 is executed, the process proceeds to step S1806. In step S1806, it is determined whether or not an additional game command has been received as the starting command for this round. If an additional game command has been received, in step S1807, the process of setting up an additional game animation in advance is performed so that the additional game animation corresponding to the additional game command is executed when the machine stops. As an additional game animation, for example, as shown in Figures 53(a) to 53(c), the auxiliary display unit 65 displays a number corresponding to the additional game number. In addition, the additional game animation is controlled so that a corresponding sound effect (for example, an electronic sound like "kyu kyu kyu kyu kyuiin!") is emitted from the speaker 64.

[0370] The details of the setting process for the bonus effect in step S1807 will be explained with reference to the flowchart in Figure 50.

[0371] In step S2001, the system determines the number of bonus games to be announced based on the bonus command received. In the following step S2002, the system determines the timing of the announcement. The announcement timing is the timing at which the bonus animation is to be performed. This timing is determined by the processing on the main control device 101 side, and the information of the determined timing is set in the bonus command and output. Therefore, the display control device 81 can determine the timing at which the bonus animation should be performed by reading this bonus command. The announcement timing is set to include the game in which the bonus animation should be performed and the timing corresponding to the stop operation of each stop switch 42 to 44.

[0372] In step S2002, after determining the notification timing, step S2003 determines whether the result of step S2002 indicates that an additional bonus feature should be performed in this game. If an additional bonus notification should not be performed in this game, it means that a delayed bonus notification was selected, in which case the process of setting the additional bonus feature ends. If an additional bonus feature should be performed in this game, step S2004 determines whether the timing of the execution of the additional bonus feature in this game was when any of the reels were stopped ON. If it was when the reels were stopped ON, step S2005 sets the target reel for which the additional bonus feature will occur, and sets it so that the additional bonus feature occurs when the target reel is stopped ON. Specifically, the process of setting one of the flags from the 1st reel stop ON operation flag to the 3rd reel stop ON operation flag is performed in the various flag storage area 183a. These flags are used by the CPU 181 to determine the timing of the additional bonus feature. Furthermore, in step S2705, the performance data for the bonus game sequence corresponding to the number of bonus games generated during the stop ON operation is read from the performance data storage area 182b, and the data is temporarily stored in a predetermined performance data setting area. When the CPU 181 detects that a bonus game sequence will occur at the timing corresponding to the stop ON operation flag, it reads the performance data temporarily stored in the performance data setting area and performs the bonus game sequence.

[0373] If a negative result is obtained in step S2004, step S2006 determines whether the first or second reel was stopped OFF. If it was the case that these reels were stopped OFF, step S2007 sets the target reel for which the bonus animation will occur, and sets it so that the bonus animation occurs when the target reel is stopped OFF. Specifically, the process of setting either the first reel stop OFF operation flag or the second reel stop OFF operation flag in the various flag storage area 183a is performed. These flags are also flags that allow the CPU 181 to understand the timing of the bonus animation. In addition, in step S2007, the animation data for the bonus animation corresponding to the number of bonus games is read from the animation data storage area 182b, and the data is temporarily stored in a predetermined animation data setting area.

[0374] If a negative result is obtained in step S2006, step S2008 sets the current bonus animation to occur when all reels are stopped (when the third reel is stopped OFF). Specifically, the process of setting the third reel stop OFF operation flag in the various flag storage area 183a is performed. Also in step S2008, temporary storage processing of the animation data for the bonus animation corresponding to the number of bonus games is performed. After executing the processes in steps S2005, S2007, or S2008, the bonus animation setting process is terminated.

[0375] Returning to the explanation of the start-time performance setting process, if no additional command is received in step S1806, or after the process in step S1807 is executed, the bonus-time performance setting process is executed in step S1808, the continuous performance setting process is executed in step S1809, and then in step S1810, other start-time performances are set before the start-time performance setting process ends. The bonus-time performance setting process is for performing bonus-time performances during the 1st BB state and 2nd BB state on the auxiliary display unit 65, etc. In the bonus-time performances, for example, the content of each performance is set to be different so that the player can distinguish between the 1st BB state and the 2nd BB state. Also, performances are set to be performed according to the lottery results during the 1st BB state and 2nd BB state. The continuous performance setting process is for performing continuous performances in which a series of performances are set over multiple games. In the process of step S1810, for example, performances that suggest the lottery results in response to the start of the game are set, or the lamps around the start lever 41 are turned off to notify that the operation has been accepted.

[0376] <Effect setting process during each stop operation> Next, the process for setting the effects during each stop operation, which is performed in step S1708, will be explained with reference to the flowchart in Figure 51.

[0377] In step S2101, it is determined whether each stop operation command received is a stop ON operation command. A stop ON operation command is a command output from the main control unit 101 when the stop switch 42 to 44 is pressed during the stop operation of each reel.

[0378] If a positive result is obtained in step S2101, the process proceeds to step S2802 to determine whether or not a special effect is set to occur when the reels are stopped ON as part of the game's effects. If it is not set, the setting process ends. If it is set, in step S2103, it is determined whether or not the received stop ON command is for the stop ON operation of a reel that is the target of the set stop ON operation effect. If it is not for the target reel stop ON operation, the setting process ends. If it is for the target reel stop ON operation, in step S2104, the auxiliary display unit 65, etc., is controlled so that the stop ON operation effect is performed, and then the setting process ends.

[0379] For example, if a bonus animation is set as the animation for the stop ON operation, the bonus animation will occur on the auxiliary display unit 65 at the moment the stop switches 42-44 are pressed (ON operation), as shown in Figure 53(a). In this case, a sound effect corresponding to the bonus animation will be emitted from the speaker 64.

[0380] Furthermore, if, for example, this game involves a winning combination based on the order of reels pressed and an order notification animation is set, the corresponding reel will stop based on each stop ON operation, and the order notification animation will change to indicate the next reel to be operated on. Specifically, if all reels 32L, 32M, and 32R are rotating before the animation at the time of the stop ON operation, the display for the first reel, as shown in Figure 39(a), will be shown. Then, when the corresponding reel (the middle reel 32M in the figure) stops due to the stop ON operation corresponding to the first reel, the animation will change to indicate the next reel to be operated on (the right reel 32R in the figure), as shown in Figure 39(b). Also, if two reels are rotating before the animation at the time of the stop ON operation, the display for the second reel, as shown in Figure 39(b), will be shown, and based on the second reel stopping due to the stop ON operation, the display will change to indicate the third reel to be stopped (Figure 39(c)).

[0381] If a negative result is obtained in step S2101, the process proceeds to step S2105, where it is determined whether each stop operation command received is a stop OFF operation command. A stop OFF operation command is a command output from the main control unit 101 when the pressing operation of stop switches 42 to 44 is completed during the stop operation of each reel. If it is not a stop OFF command, this process is terminated.

[0382] If a positive result is obtained in step S2105, the process proceeds to step S2106 to determine whether or not a special effect is set to occur when the reels are stopped in the OFF position as part of the game's effects. If it is not set, the setting process ends. If it is set, in step S2107, it is determined whether or not the received stop OFF operation command is for a reel that is the target of the set stop OFF operation effect. If it is not for the target reel, the setting process ends. If it is for the target reel, in step S2108, the auxiliary display unit 65, etc., is controlled so that the stop OFF operation effect is performed, and then the setting process ends.

[0383] For example, if a bonus animation is set as the animation for the stop OFF operation, as shown in Figure 53(b), the bonus animation will occur on the auxiliary display unit 65 at the moment when the pressing operation of the stop switches 42-44 is finished and the hand is released from the stop switches 42-44. In this case, a sound effect corresponding to the bonus animation will be emitted from the speaker 64. If a negative determination is made in step S2105, the animation setting process will be terminated.

[0384] <Processing for setting effects when all functions are stopped> Next, we will explain the process for setting the effects when the game is completely stopped, referring to the flowchart in Figure 52.

[0385] First, in step S2201, it is determined whether the AT mode start command is included in the stop command currently received. If the AT mode start command is included, in step S2202, the process of setting the AT mode start animation is performed. In the AT mode start animation, for example, the auxiliary display unit 65 displays the text "AT Start!". In addition, the AT mode start animation is controlled so that a corresponding sound effect (for example, a high-pitched female voice saying "Here we go!") is emitted from the speaker 64.

[0386] If the AT mode start command is not included in step S2201, step S2203 determines whether the AT mode end command is included in the stop command received. If the AT mode end command is included, step S2204 performs the process of setting the AT mode end animation. In the AT mode end animation, for example, the auxiliary display unit 65 displays the text "AT END", the number of games played in the current AT mode is displayed, and the total number of coins paid out in the current AT mode is also displayed. In addition, the AT mode end animation is controlled so that a corresponding sound effect (for example, a high-pitched female voice saying "See you again") is emitted from the speaker 64.

[0387] After executing either step S2202 or step S2204, or after a negative determination in step S2203, the process proceeds to step S2205. In step S2205, the auxiliary display unit 65, etc., is controlled to execute the bonus effect if it is set. As already explained, the setting of the bonus effect is performed in step S1807 of the start effect setting process. Specifically, if the timing of the bonus effect is set to occur when all reels stop in the bonus effect setting process (Figure 50), the bonus effect will occur on the auxiliary display unit 65 at the moment when all reels 32L, 32M, and 32R have stopped, as shown in Figure 53(c). In this case, a sound effect corresponding to the bonus effect will be emitted from the speaker 64.

[0388] After that, in step S2206, other stop effects are set, and then this effect setting process is terminated. In step S2206, for example, the upper lamp 63 is controlled to light up in a color corresponding to the winning combination, the sound effect corresponding to the payout amount of the winning combination is emitted from the speaker 64, and the sound effect corresponding to the automatic bet during a replay is emitted from the speaker 64.

[0389] As described above, in this slot machine 10, the rotation of each reel 32L, 32M, and 32R starts based on the operation of the start lever 41, and the lottery for each game is performed on the main control device 101 based on the operation of the start lever 41. Then, by operating the stop switches 42 to 44, each reel 32L, 32M, and 32R stops, and if the stopping pattern corresponds to the lottery result for that game, a predetermined number of medals are paid out as a prize for winning the lottery. Based on this configuration, a lottery is further performed using the lottery results of each game to improve the instruction function of the push order notification, such as the lottery for transitioning to the advantageous section or AT mode, and a notification performance regarding the content of the lottery is performed on the display control device 81. When the lottery for transitioning to AT mode is won, the push order notification on the main control device 101 and the push order notification performance on the display control device 81 make it possible to achieve a first result prize, which results in a transition of game state or a larger payout when a push order bell is won. In other words, in this embodiment, a lottery is held to determine whether or not to improve the instruction function (notification information for notifying the order of button presses) based on the lottery results of the game. Furthermore, when a button press combination is won while the instruction function is improved (when AT mode is won, AT mode), the instruction function is activated by providing button press notifications and button press notification effects. In addition, when the instruction function is improved, a lottery is held to determine the continuation of this situation, and if the lottery is won, the situation with improved instruction functions can continue for an even longer period.

[0390] Furthermore, this embodiment includes multiple configurations for changing the instruction function, such as a specific replay navigation mode and a MY high probability mode.

[0391] <About the specific replay navigation mode> The Specific Replay Navi Mode is a state in which the probability of winning the Specific Replay Navi lottery when Specific Replay 1 or 2 is won is increased. Winning the Specific Replay Navi lottery will cause a push-order notification effect corresponding to the 11th replay entry and the 12th replay entry to occur. In other words, the Specific Replay Navi Mode is a state in which the instruction function corresponding to the 11th replay entry and the 12th replay entry is improved, making it easier to achieve the 11th replay entry and the 12th replay entry.

[0392] The player enters the Specific Replay Navi Mode by winning the Specific Replay Navi Mode lottery process (step S1015) which is performed in the AT bonus processing during the lottery result processing. The Specific Replay Navi Mode lottery is performed in the AT bonus processing when the result of the current game is a BAR Replay 1, 2 or a Specific Replay 1, 2 win (step S1002: YES). The Specific Replay Navi Mode lottery process will be explained with reference to the flowchart in Figure 54(a).

[0393] In step S2301, the remaining number of games in AT mode is determined from the AT mode continuation counter, and it is determined whether the remaining number of games is greater than a predetermined number (30). The predetermined number determined in step S2301 corresponds to the number of games in a specific replay navigation mode, and the process in step S2301 can be said to be a process of determining whether it is possible to transition to a specific replay navigation mode.

[0394] In the following step S2302, the results of the current game's lottery are determined. This process involves re-reading the lottery results obtained in step S1001. As described above, this process is activated when the lottery results of the current game are BAR Replay 1,2 or Specific Replay 1,2. These BAR Replay 1,2 and Specific Replay 1,2 can be won in the 3rd RT state, but not in other game states. Therefore, the Specific Replay Navi Mode lottery is a process that is activated only in the 3rd RT state.

[0395] In the following step S2303, the process of obtaining the navigation mode table from the various table storage area 105a is executed. As shown in Figure 54(b), the navigation mode table is set so that the probability of winning the navigation mode transition lottery differs depending on the game lottery result, and in this embodiment, it is set so that specific replays 1 and 2 are more likely to win the navigation mode transition lottery than BAR replays 1 and 2. In addition, in this embodiment, as specific replay navigation modes, there is a cherry navigation mode in which a push-order notification effect corresponding to the 11th re-play entry as a cherry replay is more likely to occur when specific replays 1 and 2 are won, and a watermelon navigation mode in which a push-order notification effect corresponding to the 12th re-play entry as a watermelon replay is more likely to occur when specific replays 1 and 2 are won, and the probability of winning each navigation mode is set in the navigation mode table. More specifically, BAR replay 1 and specific replay 1 are set to have a higher probability of winning the cherry navigation mode, and BAR replay 2 and specific replay 2 are set to have a higher probability of winning the watermelon navigation mode. The winning probabilities for these navigation mode transitions are arbitrary, but in this embodiment, the winning probabilities for BAR Replay 1 and 2 and Specific Replay 1 and 2 are combined to set the probability of winning one of the navigation modes in the 3rd RT state to approximately 1 in 200.

[0396] In step S2304, a navigation mode transition lottery is performed using the navigation mode table obtained in step S2303 and lottery counters obtained from various counter areas 106e. In this case, the success or failure of the navigation mode transition lottery and the type of navigation mode if successful are stored in the register. After that, this process ends.

[0397] As shown in Figure 34, after the specific replay navigation mode lottery process is executed in step S1015, it is determined in step S1016 whether or not the above navigation mode transition lottery has been won. If it has been won, it is determined in step S1017 whether or not the won navigation mode is the cherry navigation mode. If it is the cherry navigation mode, in step S1018, the process of inputting 30 as a predetermined number into the cherry navigation counter CTC in the various counter area 106e is executed. The cherry navigation counter CTC is a counter used by the CPU 102 to keep track of the number of consecutive cherry navigation modes, and is deducted by 1 for each game in cherry navigation mode. After that, in step S1019, the process of setting the cherry navigation flag in the various flag storage area 106d is executed, and the process of setting the cherry navigation command as an output target to the display control device 81 is executed, and then the AT bonus processing is terminated. The cherry navigation flag is a flag used by the CPU 102 to keep track of whether or not it is the cherry navigation mode. Furthermore, upon receiving the Cherry Navi command, the display control device 81, in order to allow the player to understand that Cherry Navi mode has been activated, changes the background color of the auxiliary display unit 65 (setting the background color to red), as shown in Figure 58(b), and displays a Cherry High Probability image CNP, which includes the text "Cherry High Probability," in a predetermined area of ​​the auxiliary display unit 65 (for example, the upper area of ​​the display screen).

[0398] If it is determined in step S1017 that the lottery for transitioning to Watermelon Navi mode has been won instead of Cherry Navi mode, the process proceeds to step S1020. In step S1020, the process of inputting 30 as a predetermined number into the Watermelon Navi counter STC in the various counter area 106e is executed. The Watermelon Navi counter STC is a counter used by the CPU 102 to keep track of the number of consecutive Watermelon Navi mode sessions, and is deducted by 1 for each game in Watermelon Navi mode. After that, in step S1021, the process of setting the Watermelon Navi flag in the various flag storage area 106d is executed, and the process of setting the Watermelon Navi command as an output target to the display control device 81 is executed, and then the AT bonus processing is terminated. The Watermelon Navi flag is a flag used by the CPU 102 to keep track of whether it is in Watermelon Navi mode. Furthermore, upon receiving the Suika Navi command, the display control device 81, in order to allow the player to understand that Suika Navi mode has been activated, changes the background color of the auxiliary display unit 65 to a different color (setting the background color to green), as shown in Figure 58(a), and displays a Suika High Probability image SNP, including the text "Suika High Probability," in a predetermined area of ​​the auxiliary display unit 65 (for example, the upper area of ​​the display screen).

[0399] To explain the difference in presentation between Cherry Navi Mode and Watermelon Navi Mode, the background color of the auxiliary display unit 65 is different in each mode (shown with different hatches in the diagram), and in Cherry Navi Mode, the high probability cherry image CNP is displayed in a predetermined area, while in Watermelon Navi Mode, the high probability watermelon image SNP is displayed in a predetermined area, making it easy for players to distinguish between the two modes.

[0400] Next, we will explain the processing during the specific replay navigation mode.

[0401] Figure 55 is a flowchart showing the process for determining the specific replay navigation when specific replays 1 and 2 are won. The specific replay navigation lottery process is performed in step S1120 of the process for determining the order of button presses.

[0402] In the specific replay navigation lottery process, generally, a lottery process for cherry navigation and a lottery process for watermelon navigation are set. In this embodiment, when the lottery process for cherry navigation results in a non-winning outcome, the lottery process for watermelon navigation is executed. This is to prioritize the side with a lower benefit (cherry replay) over the side with a higher benefit (watermelon replay) when winning the navigation (the additional winning rate and the additional game count), thereby increasing the rarity of the side with a higher benefit and avoiding an increase in the payout rate.

[0403] That is, first, in step S2401, it is determined whether the above-mentioned cherry navigation flag is set. If the cherry navigation flag is not set, in step S2402, the cherry navigation low probability table is acquired from the various table storage area 105a. If the cherry navigation flag is set, in step S2403, the cherry navigation high probability table is acquired from the various table storage area 105a. Then, in step S2404, the cherry navigation lottery process is executed based on these tables and the lottery counter.

[0404] As shown in FIG. 56, the low probability table and the high probability table for cherry navigation are set such that in the low probability table, regardless of the set value, the winning probability is uniformly about 0.05%. On the other hand, in the high probability table, the winning probability varies depending on the set value. Generally, the odd-numbered settings of 1, 3, and 5 have a higher winning probability than the even-numbered settings of 2, 4, and 6. More specifically, in order from setting 1 to setting 6, the winning probabilities are approximately 3.0%, 1.2%, 3.5%, 1.7%, 4.0%, and 4.5%. Although there is a difference between odd and even numbers, the winning probability is set to increase as the set value increases. Therefore, by setting the cherry navigation mode, the push order notification effect for the 11th replay winning can occur with a high probability. The higher the setting, the easier it is for the push order notification effect to occur, and it is easier to occur in odd-numbered settings than in even-numbered settings.

[0405] In step S2405, it is determined whether or not the lottery process in step S2404 has been won. If it has been won, in step S2406, after setting the cherry navigation winning flag in the various flag storage area 106d, this lottery process is terminated.

[0406] If it is determined in step S2405 that the selection has not been won, the lottery process for watermelon navigation in steps S2407 to S2412 is performed. That is, in step S2407, it is determined whether or not the above-mentioned watermelon navigation flag is set. If the watermelon navigation flag is not set, in step S2408, the low-probability table for watermelon navigation is acquired from the various table storage area 105a. If the watermelon navigation flag is set, in step S2409, the high-probability table for watermelon navigation is acquired from the various table storage area 105a. Then, in step S2410, the watermelon navigation lottery process is executed from these tables and the lottery counter.

[0407] Similar to the cherry navigation ones, the low-probability table and high-probability table for watermelon navigation are set so that, as shown in FIG. 56, regardless of the set value in the low-probability table, the winning probability is uniformly about 0.05%. On the other hand, in the high-probability table, the winning probability varies depending on the set value. Generally, the even-number settings of 2, 4, 6 have a higher winning probability than the odd-number settings of 1, 3, 5. More specifically, in order from setting 1 to setting 6, the winning probabilities are approximately 1.0%, 3.2%, 1.5%, 3.7%, 2.0%, 4.5%. Regardless of the odd-even difference, the winning probability is set to increase as the set value increases. Therefore, by setting the watermelon navigation mode, the push order notification effect for the 12th replay prize can occur with a high probability. The higher the setting, the easier the push order notification effect occurs, and the even-number settings are easier to occur than the odd-number settings.

[0408] Furthermore, comparing the high-probability tables for Cherry Navi and Watermelon Navi, the Watermelon Navi table is set to have a larger difference in winning probability depending on the setting value. In other words, it is easier to predict the setting value from the navigation win in Watermelon Navi mode than in Cherry Navi mode, and in this respect as well, the advantage of Watermelon Replay over Cherry Replay is guaranteed.

[0409] In step S2411, it is determined whether or not the lottery process in step S2410 was successful. If successful, in step S2412, the Suika Navi winning flag is set in the various flag storage area 106d, and then the lottery process ends. If it is determined in step S2411 that the result was not successful, the lottery process ends immediately.

[0410] Next, regarding the management of the number of games in these specific replay navigation modes, the navigation mode processing will be explained with reference to the flowchart in Figure 57. The navigation mode processing is performed in step S1323 of the game count management processing.

[0411] Step S2501 determines whether the Cherry Navi flag is set. If the Cherry Navi flag is set, step S2502 performs a subtraction process for the number of Cherry Navi continuations. In this process, 1 is subtracted from the Cherry Navi counter CTC. In the following step S2503, it is determined whether the Cherry Navi counter CTC has become 0. If it has become 0, step S2504 clears the Cherry Navi flag. This ends the Cherry Navi mode.

[0412] If a negative result is obtained in step S2501 or step S2503, or after the processing in step S2504 is executed, the process proceeds to step S2505. In step S2505, it is determined whether or not the watermelon navigation flag is set. If the watermelon navigation flag is set, the process of subtracting the number of watermelon navigation continuations is executed in step S2506. In this process, 1 is subtracted from the watermelon navigation counter STC. In the following step S2507, it is determined whether or not the watermelon navigation counter STC has become 0, and if it has become 0, the process of clearing the watermelon navigation flag is executed in step S2508. This ends the watermelon navigation mode.

[0413] As described above, when a specific replay 1 or 2 is won during each navigation mode, there is a high probability of winning a navigation lottery to establish a cherry replay or watermelon replay, and the cherry navigation winning flag or watermelon navigation winning flag is set. When these navigation winning flags are set, step S1121 of the processing for push order roles will be judged positively, and after processing for additions in steps S1122 to S1128, in step S1130 a specific push order notification command containing the corresponding push order information is set as the output target to the display control device 81. That is, if the cherry navigation winning flag is set, a specific push order notification command containing the push order information corresponding to the 11th replay entry is set in step S1130, and if the watermelon navigation winning flag is set, a specific push order notification command containing the push order information corresponding to the 12th replay entry is set in step S1130. Then, in the button press order notification processing on the display control device 81 side (Figure 49), if a specific button press order notification command is received when a specific replay 1 or 2 is won (step S1912: YES), if it is a cherry navigation win, a positive determination is made in step S1913 and a button press order notification performance for the 11th replay is performed (step S1914). If it is a watermelon navigation win, a negative determination is made in step S1913 and a button press order notification performance for the 12th replay is performed (step S1915). This makes it possible for the player to achieve the 11th replay or the 12th replay.

[0414] In contrast, if the player does not win the Cherry Navi lottery or the Watermelon Navi lottery, step S1121 of the button-press sequence processing will result in a negative determination. In this case, a button-press sequence notification command corresponding to the first re-play win will be output (step S1106), and the button-press sequence notification effect on the auxiliary display unit 65 will be the same as the button-press sequence notification effect corresponding to the first re-play win. Therefore, the player will not be able to achieve the 11th re-play win or the 12th re-play win.

[0415] Here, as described above, when a button press order notification command is output, the button press order notification on the main control unit 101 and the button press order notification animation on the display control unit 81 will have the same content. However, when a specific button press order notification command is output, the button press order notification on the main control unit 101 and the button press order notification animation on the display control unit 81 will have different content.

[0416] Specifically, as shown in Figure 59(a), for example, when a specific replay 1 is won, a push order notification command is output and a push order notification is given that will result in a first replay win. In this case, both the push order notification on the main control device 101 and the push order notification effect on the display control device 81 will correspond to a first replay win, and the player will be able to achieve a first replay win regardless of which one they follow.

[0417] On the other hand, as shown in FIG. 59(b), when a specific replay 1 is won and a specific push order notification command is output and a push order notification for establishing the 11th replay winning is performed, in the push order notification effect on the display control device 81 side, a push order notification effect corresponding to the 11th replay winning is performed. However, in the push order notification on the main control device 101 side, a push order notification corresponding to the 1st replay winning is performed, and the contents of the two notifications are different. In this case, the auxiliary display unit 65 has a larger display area that can be noti...

Claims

[Claim 1] Multiple orbital bodies with multiple types of patterns applied in the circumferential direction, Each of the aforementioned circular bodies is provided with a display unit that makes some of the patterns visible, A starting operation means that, when operated, initiates the rotation of each of the aforementioned circulating bodies, A lottery means that, based on the operation of the aforementioned starting operation means, conducts a lottery to determine whether or not to grant a prize to the player, A stop operation means that stops the rotation of each of the aforementioned circular bodies when operated, A drive control means that starts the rotation of each of the circulating bodies when the start operation means is operated, and stops the rotation of each of the circulating bodies when the stop operation means is operated, A means for assigning game value corresponding to the lottery result in the aforementioned lottery means, A gaming machine equipped with, The lottery results by the lottery means include a first result in which a prize can be won when the stop operation means is operated in a first operation mode, and a second result in which a prize can be won when the stop operation means is operated in a second operation mode different from the first operation mode. The system includes means capable of providing notification of the mode of operation of the stop operation means, The game state includes a predetermined state and a specific state in which the notification of the mode is more likely to be performed than in the predetermined state. As the aforementioned specific state, As a result of the notification of the manner being performed, a first specific state is reached in which the expected number of game value to be granted by the granting means becomes the first expected number, As a result of the notification of the manner being performed, a second specific state is reached in which the expected number of game value to be granted by the granting means becomes the second expected number, It has, The second expected number is greater than the first expected number. A special section is set in which the aforementioned mode notification can be performed. The aforementioned predetermined state and the aforementioned specific state are states included in the aforementioned special section, In one of the aforementioned special sections, the configuration is such that a first specific state may exist after a second specific state. Means for grasping predetermined increase / decrease information, including the number of game values ​​assigned in the aforementioned special section, A means for fulfilling predetermined conditions that enable transition to a second specific state when the predetermined increase / decrease information becomes specific information in the first specific state, Equipped with, A gaming machine characterized in that, between the second specific state and the first specific state, there may be a state in which the expected number of game value assigned by the assignment means is different from the first expected number and the second expected number.