Gaming machine
A control system in gaming machines optimizes game progression and engagement by dynamically updating states and providing targeted notifications, enhancing the gaming experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SANYO BUSSAN KK
- Filing Date
- 2023-05-26
- Publication Date
- 2026-07-22
AI Technical Summary
Existing gaming machines lack optimization in game progression and player engagement, necessitating improvements to enhance gameplay interest.
Implementing a control system that dynamically updates game states, triggers events, and outputs notifications based on information differences, ensuring special information is handled appropriately to optimize game progression and engagement.
Enhances gameplay optimization and player engagement by dynamically updating game states and providing relevant notifications, thereby improving overall gaming experience.
Smart Images

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Abstract
Description
Technical Field
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[0001] The present invention relates to a gaming machine.
Background Art
[0002] As a type of gaming machine, pachinko machines, slot machines, etc. are known. In these gaming machines, an internal lottery is performed based on the establishment of predetermined lottery conditions, and a privilege is given to the player according to the result of the internal lottery.
[0003] Specifically, for a slot machine, when the start lever is operated in a situation where medals as gaming media are bet, an internal lottery is carried out, the rotation of the reel is started, and when the stop switch is operated during the rotation of the reel, the rotation of the reel stops. Then, if the stop result of the reel corresponds to the result of the internal lottery, a privilege corresponding to the result is given (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] Here, in the gaming machines exemplified above, it is necessary to optimize the progress of the game or improve the interest of the game, and there is still room for improvement in this regard.
[0006] The present invention has been made in view of the above-exemplified circumstances, etc., and an object thereof is to provide a gaming machine capable of achieving at least one of optimizing the progress of the game or improving the interest of the game.
Means for Solving the Problems
[0007] The present invention A first control means capable of executing processes for the progress of the game, A second control means capable of performing a predetermined notification based on information from the first control means, Equipped with, A specific state is set as the game state. The first control means is, A means for updating specific information in accordance with the progress of the game in the aforementioned specific state, Means for executing a process that causes a predetermined event to occur when the aforementioned specific information is updated to predetermined information, A means for outputting information corresponding to the difference between the specified information and the predetermined information to the second control means, Based on a predetermined trigger, the specified information Report Means capable of performing a specific process to make a change such that the difference between the specified information and the predetermined information is different from the difference between the specified information and the predetermined information before the change, When the aforementioned specific process is executed, means for outputting special information corresponding to the execution of said specific process to the second control means, Equipped with, The second control means is, Means capable of performing specific notification corresponding to information corresponding to the difference between the specified information and the predetermined information, When the aforementioned special information is received, means capable of executing a special notification corresponding to said special information, Equipped with, The first control means is configured not to re-output the special information even if a specific event occurs in which the second control means is unable to receive the special information despite the output of the special information. Occasionally, In one game, the special information is output before the information corresponding to the difference between the specific information and the predetermined information. It is characterized by the following: [Effects of the Invention]
[0008] According to the present invention, it is possible to optimize the progress of the game or to enhance the enjoyment of the game, or at least one of the above. [Brief explanation of the drawing]
[0009] [Figure 1] It is a front view of a slot machine in the first embodiment. [Figure 2] It is a perspective view of a slot machine showing the state where the front door is closed. [Figure 3] It is a perspective view of a 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 for explaining a device for detecting inserted medals. [Figure 7] It is a diagram showing the symbol arrangement of each reel. [Figure 8] It is an explanatory diagram showing the relationship between the symbols visible from the display window and the effective lines. [Figure 9] It is an explanatory diagram showing the relationship between the winning modes and the privileges granted. [Figure 10] It is an explanatory diagram showing the relationship between the winning modes and the privileges granted. [Figure 11] It is an explanatory diagram showing the relationship between the winning modes and the privileges granted. [Figure 12] It is a diagram for explaining an example of a winning mode. [Figure 13] It is a diagram for explaining an example of a winning mode. [Figure 14] It is a diagram for explaining an example of a winning mode. [Figure 15] It is a diagram for explaining an example of a winning mode. [Figure 16] It is a block diagram showing the electrical configuration of the main control device. [Figure 17] It is a block diagram showing the electrical configuration of the display control device. [Figure 18] It is a flowchart showing the timer interrupt processing by the main control device. [Figure 19] It is a flowchart showing the main processing by the main control device. [Figure 20] It is a flowchart showing normal processing. [Figure 21] This is a flowchart showing the lottery process. [Figure 22] This figure shows an example of a lottery table for normal gameplay when 3 bets are placed. [Figure 23] This figure shows an example of a lottery table for normal gameplay when 2 bets are placed. [Figure 24] This is a flowchart showing the reel control process. [Figure 25] 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 26] This is a flowchart showing the payout determination process. [Figure 27] This is a flowchart showing the medal payout process. [Figure 28] This is a flowchart showing the bonus state processing. [Figure 29] This figure shows an example of a lottery table for bonus states. [Figure 30] This is an explanatory diagram showing the transition relationships between each state. [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 figure shows an example of various transition lottery tables. [Figure 34] This is a flowchart showing the process for AT (Automatic Transmission) lottery. [Figure 35] This is a flowchart showing the process for adding AT (Automatic Transmission) bonuses. [Figure 36] This figure shows an example of a bonus lottery table. [Figure 37] This diagram illustrates the overview of the instruction monitor and section indicator. [Figure 38] This is an explanatory diagram showing an overview of the button press order notification effect performed on the auxiliary display unit. [Figure 39] (a) is a flowchart showing the processing of the lottery result command, and (b) is an explanatory diagram to explain the relationship between the lottery result command and the button press order notification command. [Figure 40] This is a flowchart showing the process for handling award results. [Figure 41] The flowchart shows the processing for the pre-announcement mode. [Figure 42] (a) is a flowchart showing the continuation rate setting process, and (b) is a diagram showing an example of the selection rate for the continuation rate in CZ mode. [Figure 43] This flowchart shows the processing for CZ mode. [Figure 44] This is a flowchart showing the processing for AT mode. [Figure 45] This is a flowchart showing the first processing step for displaying the interval. [Figure 46] This is a flowchart showing the second processing step for displaying the interval. [Figure 47] This is a flowchart showing the main display processing performed by the sub-control unit. [Figure 48] This is a flowchart showing the process for setting up the production settings. [Figure 49] This is a flowchart showing the process for setting the effects during betting. [Figure 50] This is a flowchart showing the process for setting the effects during the initial operation. [Figure 51] This is a flowchart showing the process for setting the animation at the start of rotation. [Figure 52] This flowchart shows the process for setting the animation when the program can be stopped. [Figure 53] This is a flowchart showing the process for setting the animation when the program is stopped. [Figure 54] This is a flowchart showing the process for setting the winning animation. [Figure 55] This is a flowchart showing the process for setting the animation at the start of payout. [Figure 56] This is a flowchart showing the process for setting the animation at the end of payout. [Figure 57] This is a flowchart showing the error notification setting process. [Figure 58] This is a flowchart showing the first process for updating the acquired information. [Figure 59]This is a flowchart showing the second process for updating the acquired display. [Figure 60] This is a flowchart showing the process for updating the number of items consumed. [Figure 61] This flowchart shows the process for updating the remaining quantity display. [Figure 62] This figure shows an example of a display effect on the auxiliary display unit. [Figure 63] This figure shows an example of a display effect on the auxiliary display unit. [Figure 64] This figure shows an example of a display effect on the auxiliary display unit. [Figure 65] This figure shows an example of a display effect on the auxiliary display unit. [Figure 66] This figure shows an example of a display effect on the auxiliary display unit. [Figure 67] This figure shows an example of a display effect on the auxiliary display unit. [Figure 68] This figure shows an example of a display effect on the auxiliary display unit. [Figure 69] This figure shows an example of a display effect on the auxiliary display unit. [Figure 70] This is a flowchart showing the command determination process. [Figure 71] This diagram explains the relationship between the command counter and the game's progress. [Figure 72] This is a flowchart showing the betting decision process. [Figure 73] This is a flowchart showing the determination process at the start of the operation. [Figure 74] This is a flowchart showing the process for determining when rotation starts. [Figure 75] This flowchart shows the process for determining when it is possible to stop the program. [Figure 76] This flowchart shows the process for determining when a system is stopped. [Figure 77] This is a flowchart showing the process for determining winners. [Figure 78] This is a flowchart showing the process for determining when a payout begins. [Figure 79] This is a flowchart showing the process for determining when a payout has ended. [Figure 80] This flowchart shows the error handling process. [Figure 81] This diagram shows the relationship between gameplay commands and the resulting visual effects. [Figure 82] This diagram shows the relationship between gameplay commands and the resulting visual effects. [Figure 83] This diagram shows the relationship between gameplay commands and the resulting visual effects. [Figure 84] This diagram shows the relationship between gameplay commands and the resulting visual effects. [Figure 85] This diagram shows the relationship between gameplay commands and the resulting visual effects. [Figure 86] This diagram shows the relationship between gameplay commands and the resulting visual effects. [Figure 87] This diagram shows the relationship between gameplay commands and the resulting visual effects. [Figure 88] This diagram shows the relationship between gameplay commands and the resulting visual effects. [Figure 89] This diagram shows the relationship between gameplay commands and the resulting visual effects. [Figure 90] This diagram illustrates the general outline of error notification for connection failures during startup. [Figure 91] This is a timing chart to explain the circumstances under which error notifications for connection problems are issued. [Figure 92] This is a timing chart used to explain the configuration for synchronizing the game's progress and the situations in which synchronization anomalies are identified. [Figure 93] This is a flowchart showing the process for correcting the displayed information. [Figure 94] This diagram illustrates how the number of acquired, used, and remaining tokens are updated. [Figure 95] This diagram illustrates the relationship between the button press order notification animation and synchronization anomalies. [Figure 96] This diagram illustrates the relationship between the button press order notification animation and synchronization anomalies. [Figure 97] This diagram illustrates the relationship between the button press order notification animation and synchronization anomalies. [Figure 98]This diagram illustrates the relationship between the button press order notification animation and synchronization anomalies. [Figure 99] This diagram illustrates the relationship between the button press order notification animation and synchronization anomalies. [Figure 100] In Modification Example 1, (a) is a flowchart showing part of the main display processing, and (b) is a flowchart showing the timer management processing. [Figure 101] This diagram illustrates the relationship between connection errors and external output. [Figure 102] In the modified example 2, (a) is a diagram illustrating the power switch on the sub-controller side, and (b) is a flowchart showing a part of the display main processing. [Figure 103] This is a timing chart to explain how error notifications are issued for connection problems during startup. [Figure 104] This is a flowchart showing the door open detection process in modified example 3. [Figure 105] This is a flowchart showing the error notification setting process. [Figure 106] This flowchart shows the error handling process. [Figure 107] This is a flowchart showing the process while the door is open. [Figure 108] This is a timing chart to explain the relationship between the opening and closing of the front door and the error notification for connection abnormalities. [Figure 109] This diagram illustrates the relationship between error notification and connection abnormalities in modified example 4. [Figure 110] This is a flowchart showing the command determination process in Modification Example 5. [Figure 111] This is a diagram to explain the setting commands, which are part of the game progression commands. [Figure 112] This flowchart shows the process for determining when a system is stopped. [Figure 113] In Modification Example 6, (a) is a diagram illustrating the sub-game progress state in a waiting state, and (b) is a flowchart showing the stop judgment process. [Figure 114]This is a flowchart showing the start operation determination process in Modification Example 7. [Figure 115] This is a flowchart showing the process for determining winners. [Figure 116] This is a flowchart showing the process for advancing the game. [Figure 117] This diagram illustrates the relationship between the game's progress and the triggers for its progression. [Figure 118] This is a flowchart showing the game progression process in modified example 8. [Figure 119] This is a diagram illustrating the overview of the first delayed error notification. [Figure 120] This is a diagram illustrating the overview of the second delayed error notification. [Figure 121] This diagram illustrates the processing and presentation content when a synchronization anomaly is identified in Modification Example 9. [Figure 122] This is a flowchart showing the second command determination process in modified example 10. [Figure 123] (a) is a diagram illustrating the relationship between the status command counter and the status progression command, and (b) is a flowchart showing the corresponding performance setting process. [Figure 124] This is a flowchart illustrating the command determination process in modified example 11. [Figure 125] This diagram illustrates the processing and presentation content when a synchronization anomaly is identified in Modification 12. [Figure 126] This is a flowchart showing the stop animation setting process in modified example 13. [Figure 127] This is a timing chart to explain how the winning animations are pre-set. [Figure 128] In modified example 14, (a) is a flowchart showing the process for setting the start animation for replay, and (b) is a diagram showing an example of the display animation on the auxiliary display unit. [Figure 129] This is a flowchart showing the reel control process in modified example 15. [Figure 130]This is a flowchart showing the process for setting the animation when the program is stopped. [Figure 131] This is a flowchart showing the process for creating a special animation when a prize is awarded. [Figure 132] This is a timing chart to explain the relationship between the stopping symbols and the pre-set winning animations. [Figure 133] The flowchart in Modification 16 shows the process for pre-setting the payout. [Figure 134] This diagram illustrates the presentation of the game where a connection error occurs, and the operation method, presentation, and prize results of the game where the connection error is resolved, as shown in Modification 17. [Figure 135] This diagram illustrates the game's presentation when a connection error occurs, as well as the operation, presentation, and prize results of the game that resolves the connection error. [Figure 136] This diagram illustrates the game's presentation when a connection error occurs, as well as the operation, presentation, and prize results of the game that resolves the connection error. [Figure 137] This is a flowchart showing the process for setting the winning animation in variation 18. [Figure 138] This flowchart shows a part of the stop animation setting process in modified example 19. [Figure 139] This is a timing chart to explain the relationship between the stopping symbols and the settings for the winning animation. [Figure 140] This is a flowchart showing the AT performance setting process in the second embodiment. [Figure 141] This is a flowchart showing the settings process for the bonus notification effect. [Figure 142] This figure shows an example of a post-bonus lottery table. [Figure 143] This figure shows an example of an execution timing table for the bonus notification effect. [Figure 144] This is a flowchart showing the process for executing the bonus notification effect. [Figure 145] This is a schematic diagram illustrating how the remaining number display is updated when a bonus notification effect is performed. [Figure 146](a) is a flowchart showing the process for setting the remaining number of bonuses to be displayed, and (b) is a diagram showing the relationship between the trigger for the execution and termination of the bonus notification effect. [Figure 147] This flowchart shows the process for displaying the remaining number of items to be added. [Figure 148] This is a flowchart showing the processing for automatic transmission (AT). [Figure 149] This figure shows an example of a lottery table for executing the delayed notification effect. [Figure 150] This is a flowchart showing the process for setting up the delayed notification effect. [Figure 151] This flowchart shows the process for updating the remaining quantity display. [Figure 152] This flowchart shows the initialization process for the performance information being executed. [Figure 153] This diagram illustrates how the remaining number display and other information are updated when no connection problems occur. [Figure 154] This diagram illustrates the relationship between connection errors, synchronization errors, and updates such as the remaining quantity display (Case 1). [Figure 155] This diagram illustrates the relationship between connection errors, synchronization errors, and updates such as the remaining quantity display (Case 2). [Figure 156] This diagram illustrates the relationship between connection errors, synchronization errors, and updates such as the remaining quantity display (Case 3). [Figure 157] This diagram illustrates the relationship between connection errors, synchronization errors, and updates such as the remaining quantity display (Case 4). [Figure 158] This diagram illustrates the relationship between connection errors, synchronization errors, and updates such as the remaining quantity display (Case 5). [Figure 159] This diagram illustrates the relationship between connection errors, synchronization errors, and updates such as the remaining quantity display (Case 6). [Figure 160] This diagram illustrates the relationship between connection errors, synchronization errors, and updates such as the remaining quantity display (Case 7). [Figure 161] This diagram illustrates the relationship between connection errors, synchronization errors, and updates such as the remaining quantity display (Case 8). [Figure 162]This diagram illustrates the relationship between connection errors, synchronization errors, and updates such as the remaining quantity display (Case 9). [Figure 163] This diagram illustrates the relationship between connection errors, synchronization errors, and updates such as the remaining quantity display (Case 10). [Figure 164] This diagram illustrates the relationship between connection errors, synchronization errors, and updates such as the remaining quantity display (Case 11). [Figure 165] (a) is a diagram illustrating the correction methods corresponding to discrepancies in remaining quantity information, and (b) is a diagram illustrating the relationship between the circumstances under which discrepancies in remaining quantity information are identified and the correction methods. [Figure 166] This flowchart shows the process for updating the remaining quantity display in Example 1. [Figure 167] This is a flowchart showing the settings process for the bonus notification effect. [Figure 168] This is a flowchart showing part of the process for setting the additional notification effect in variation 2. [Figure 169] This diagram explains the relationship between the results of the draw for this game and the discrepancy that will be corrected. [Figure 170] This flowchart shows the process for updating the remaining quantity display in the modified example 3. [Figure 171] This diagram illustrates how corrections are made in a manner appropriate to the identified discrepancy. [Figure 172] This flowchart shows the process for updating the remaining quantity display in the modified example 4. [Figure 173] This diagram illustrates how corrections are made in accordance with the identified discrepancies. [Figure 174] This flowchart shows the process for updating the remaining quantity display in Modification Example 5. [Figure 175] This flowchart shows the process for updating the remaining quantity display in Example 6. [Figure 176] This figure shows an example of a display effect on the auxiliary display unit. [Figure 177] This is a flowchart showing the process of updating the remaining quantity display in Example 7. [Figure 178] (a) is a diagram illustrating the relationship between the notification method and the set value of a specific notification, and (b) is a diagram showing an example of a display effect on the auxiliary display unit. [Figure 179] This flowchart shows the process for updating the remaining quantity display in Example 8. [Figure 180] This figure shows an example of a display effect on the auxiliary display unit. [Figure 181] (a) is a timing chart to explain the relationship between the first special announcement and various displays, and (b) is a diagram showing an example of display effects on the auxiliary display unit. [Figure 182] In Modification 9, (a) is a flowchart showing part of the update process for the remaining quantity display, and (b) is a diagram showing an example of the display effect on the auxiliary display unit. [Figure 183] This is a flowchart showing the processing for AT mode in modified example 10. [Figure 184] (a) is a flowchart showing part of the process for updating the remaining count display, and (b) and (c) are timing charts to explain the relationship between the corrective actions taken when a discrepancy is identified and the ending. [Figure 185] This diagram illustrates an example of the application of information updated as the game progresses and events that occur based on said updated information in Modification 11. [Figure 186] This is a flowchart showing the processing for CZ in the third embodiment. [Figure 187] This diagram explains the animation data for the CZ mode. [Figure 188] This diagram explains the data used for the pre-announcement mode's effects. [Figure 189] This flowchart shows the process for setting up the effects for the pre-battle sequence. [Figure 190] This is a flowchart showing the CZ (Chance Zone) performance setting process. [Figure 191] This figure shows an example of a display effect on the auxiliary display unit. [Figure 192] This figure shows an example of a display effect on the auxiliary display unit. [Figure 193]This figure shows an example of a display effect on the auxiliary display unit. [Figure 194] This diagram illustrates the visual effects during the CZ mode when no connection problems or other issues occur. [Figure 195] This diagram illustrates the relationship between connection errors, synchronization errors, and updates to the visual effects used in CZ mode (Case 1). [Figure 196] This diagram illustrates the relationship between connection errors, synchronization errors, and updates to the visual effects used in CZ mode (Case 2). [Figure 197] This diagram illustrates the relationship between connection errors, synchronization errors, and updates to the visual effects used in CZ mode (Case 3). [Figure 198] This diagram (Case 4) illustrates the relationship between connection errors, synchronization errors, and updates to the visual effects used in CZ mode. [Figure 199] This diagram illustrates the relationship between connection errors, synchronization errors, and updates to the visual effects used in CZ mode (Case 5). [Figure 200] This diagram illustrates the relationship between connection errors, synchronization errors, and updates to the visual effects used in CZ mode (Case 6). [Figure 201] This diagram illustrates the relationship between connection errors, synchronization errors, and updates to the visual effects used in CZ mode (Case 7). [Figure 202] This diagram illustrates the relationship between connection errors, synchronization errors, and updates to the visual effects used in CZ mode (Case 8). [Figure 203] This diagram illustrates the relationship between connection errors, synchronization errors, and updates to the visual effects used in CZ mode (Case 9). [Figure 204] This diagram illustrates the relationship between connection errors, synchronization errors, and updates to the visual effects used in CZ mode (Case 10). [Figure 205] This diagram illustrates the relationship between connection errors, synchronization errors, and updates to the visual effects used in CZ mode (Case 11). [Figure 206] This is a flowchart showing part of the CZ (Chance Zone) performance setting process in Modification Example 1. [Figure 207]This is a flowchart showing a part of the lottery result processing in Modification Example 2. [Figure 208] This is a flowchart showing the first processing step for displaying the interval. [Figure 209] This is a flowchart showing the second processing step for displaying the interval. [Figure 210] This diagram illustrates the relationship between connection errors, synchronization errors, and the updates of the CZ mode's visual effects and data displays. [Figure 211] This diagram illustrates the relationship between connection errors, synchronization errors, and the updates of the CZ mode's visual effects and data displays. [Figure 212] This is a flowchart showing the first section display process in modified example 3. [Figure 213] This is a flowchart showing part of the CZ (Chance Zone) performance setting process in Modification Example 4. [Figure 214] This figure shows an example of a display effect on the auxiliary display unit. [Figure 215] This figure shows an example of a display effect on the auxiliary display unit. [Figure 216] This is a flowchart showing a part of the lottery result processing in Modification Example 5. [Figure 217] This flowchart shows a part of the process for determining the AT (Automatic Transmission) lottery. [Figure 218] This is a flowchart of the CZ management process. [Figure 219] This flowchart shows the processing steps for each game in the CZ (Challenge Zone). [Figure 220] This flowchart shows the processing for CZ mode. [Figure 221] This is a flowchart showing the CZ (Chance Zone) performance setting process. [Figure 222] This diagram explains the animation data for the CZ mode. [Figure 223] This is a flowchart showing the processing for CZ (Challenge Zone). [Figure 224] This diagram explains the relationship between connection errors, synchronization errors, and updates to the visual effects used in the CZ mode. [Figure 225]This diagram explains the relationship between connection errors, synchronization errors, and updates to the visual effects used in the CZ mode. [Figure 226] This diagram explains the relationship between connection errors, synchronization errors, and updates to the visual effects used in the CZ mode. [Figure 227] This diagram illustrates examples of how the performance state and gameplay state are applied. [Modes for carrying out the invention]
[0010] <First Embodiment> Below, one embodiment applied to a type of amusement machine, specifically a slot machine, will be described in detail based on the drawings. Figure 1 is a front view of the slot machine 10, Figure 2 is a perspective view of the slot machine 10 with the front door 12 closed, Figure 3 is a perspective view of the slot machine 10 with the front door 12 open, Figure 4 is a rear view of the front door 12, and Figure 5 is a front view of the casing 11.
[0011] As shown in Figures 1 to 5, the slot machine 10 is equipped with a housing 11 that forms its outer shell. The housing 11 is formed as a box shape with an open front and is attached to the island equipment in the gaming hall by driving nails into it.
[0012] A front door 12 is attached to the front side of the housing 11 so as to be openable and closable. Specifically, the housing 11 has a pair of upper and lower support shafts 13a and 13b on its left side when viewed from the front, and the front door 12 has bearing portions 14a and 14b at positions corresponding to each support shaft 13a and 13b. When the support shafts 13a and 13b are inserted into the bearing portions 14a and 14b, the front door 12 is supported so as to be rotatable about an opening and closing axis extending vertically from the housing 11, connecting the two support shafts 13a and 13b, and the front open side of the housing 11 can be opened or closed by rotating the front door 12. The front door 12 is locked and cannot be opened by a locking device 20 provided on its back side. A key cylinder 21 integrated with the locking device 20 is provided on the upper right side of the front door 12, and the locked state is released by a predetermined key operation on the key cylinder 21.
[0013] A game panel 25 is provided near the top center of the front door 12 to inform the player of the game status. The game panel 25 has three vertically elongated display windows 26L, 26M, and 26R arranged horizontally, allowing the inside of the slot machine 10 to be seen through each of the display windows 26L, 26M, and 26R. Alternatively, the display windows 26L, 26M, and 26R may be combined into a single common display window.
[0014] As shown in Figure 3, the housing 11 is divided into upper and lower sections by a partition plate 30, and a reel unit 31 constituting a variable display means is attached to the upper part of the partition plate 30. The reel unit 31 comprises a left reel 32L, a middle reel 32M, and a right reel 32R, each formed in a cylindrical (annular) shape. Each reel 32L, 32M, and 32R is rotatably supported such that its central axis is the axis of rotation of that reel. The axes of rotation of each reel 32L, 32M, and 32R are arranged on the same axis extending in a substantially horizontal direction, and each reel 32L, 32M, and 32R corresponds one-to-one with each display window 26L, 26M, and 26R. Therefore, a portion of the surface of each reel 32L, 32M, and 32R is visible through the corresponding display windows 26L, 26M, and 26R. Furthermore, when reels 32L, 32M, and 32R rotate in the forward direction, the surfaces of reels 32L, 32M, and 32R are displayed through the respective display windows 26L, 26M, and 26R, appearing as if they are moving from top to bottom.
[0015] Here, we will briefly explain the configuration of the reel unit 31.
[0016] Each reel 32L, 32M, and 32R is connected to a stepping motor, and the drive of each stepping motor allows each reel 32L, 32M, and 32R to rotate individually, that is, independently. The stepping motor is set to rotate once when a drive signal of, for example, 500 pulses (hereinafter also referred to as excitation pulses) is applied, and the rotation position of the stepping motor, i.e., the rotation position of the reel, is controlled by these excitation pulses. In addition, the reel unit 31 is equipped with reel index sensors on each reel 32L, 32M, and 32R to detect when the reel has completed one rotation. Whenever the reel index sensor detects that the reel has completed one rotation, a detection signal is output to the main control device 101, which will be described later. Therefore, the main control device 101 can check and correct the angular position of each reel 32L, 32M, and 32R every rotation based on the detection signal from the reel index sensor and the number of excitation pulses output up to the time the detection signal is input.
[0017] Each reel 32L, 32M, and 32R has multiple symbols drawn on its outer surface in the direction of its longer side (circumferential direction) as identification information. More specifically, 20 symbols are drawn at equal intervals. Therefore, switching a symbol at a predetermined position to the next symbol requires the output of 25 excitation pulses (= 500 pulses ÷ 20 symbols). The main control device 101 can also determine which symbols are visible from the display windows 26L, 26M, and 26R, or control the reels to stop a predetermined symbol at a position visible from the display windows 26L, 26M, and 26R, based on the number of excitation pulses output after receiving the detection signal from the reel index sensor.
[0018] Next, we will explain the designs depicted on each reel, 32L, 32M, and 32R.
[0019] Figure 7 shows the symbol arrangements for the left reel 32L, the middle reel 32M, and the right reel 32R. As shown in the figure, each reel 32L, 32M, and 32R has 20 symbols arranged in a single row. In addition, each reel 32L, 32M, and 32R is numbered from 0 to 19, but these numbers are used by the main control device 101 to recognize the symbols that are visible from the display windows 26L, 26M, and 26R, and are not actually assigned to the reels 32L, 32M, and 32R. However, these numbers will be used in the following explanation.
[0020] There are 10 types of symbols: "Bell" symbol (for example, the 1st position on the left reel 32L), "Replay" symbol (for example, the 0th position on the left reel 32L), "Red 7" symbol (for example, the 14th position on the left reel 32L), "Watermelon" symbol (for example, the 2nd position on the left reel 32L), "Cherry" symbol (for example, the 8th position on the left reel 32L), "BAR" symbol (for example, the 9th position on the left reel 32L), "White 7" symbol (for example, the 3rd position on the left reel 32L), "Young Man" symbol (for example, the 18th position on the left reel 32L), "Red Shell" symbol (for example, the 4th position on the left reel 32L), and "White Shell" symbol (for example, the 19th position on the left reel 32L). As shown in Figure 7, the number and arrangement order of each symbol are completely different on each reel 32L, 32M, and 32R.
[0021] Each display window 26L, 26M, and 26R is shaped so that three of the 20 symbols attached to the corresponding reel are visible in their entirety. Therefore, when all reels 32L, 32M, and 32R are stopped, 3 x 3 = 9 symbols are visible through the display windows 26L, 26M, and 26R.
[0022] In this slot machine 10, the results of each game are announced using a combination of three symbols from the visible symbols, one symbol for each reel 32L, 32M, and 32R. As described above, 3 x 3 = 9 symbols are visible, so the combinations of these three symbols include, for example, the combination of symbols that stop on the upper line L1, which connects the upper symbols of each reel 32L, 32M, and 32R, as shown in Figure 8, the combination of symbols that stop on the middle line L2, which connects the middle symbols of each reel 32L, 32M, and 32R, and the combination of symbols that stop on the lower line L3, which connects the lower symbols of each reel 32L, 32M, and 32R. Additionally, there are combinations of symbols that stop on line L4, which connects the upper symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the lower symbol on the right reel 32R, as well as combinations of symbols that stop on line L5, which connects the lower symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the upper symbol on the right reel 32R. Furthermore, there are combinations of symbols that stop on the bent line L6, which connects the middle symbol on the left reel 32L, the upper symbol on the middle reel 32M, and the upper symbol on the right reel 32R. Lines L1 to L5 above are lines that form a straight line when the symbols are lined up, while the bent line L6 is a line that bends midway when the symbols are lined up. Note that there are other combinations of symbols that stop on lines that bend besides the bent line L6, but these will not be explained here.
[0023] Of these lines L1 to L6, some lines are activated by betting medals, while others are not. When symbols stop in a predetermined combination on an activated line, a prize is awarded, and a predetermined number of medals (the game medium) are paid out, or the game state is changed. On the other hand, when symbols stop in a predetermined combination on an inactive line, no prize is awarded, and the above-mentioned prizes are not granted.
[0024] In this slot machine 10, of the lines L1 to L6 mentioned above, the bent line L6 is set as the active line. More specifically, in this slot machine 10, there are cases where the game starts with a bet of 3 coins and cases where the game starts with a bet of 2 coins. In the cases where the game starts with a bet of 3 or 2 coins, only the bent line L6 is set as the active line, and the other lines L1 to L5 are not set as active lines. In the following description, the bent line L6 may be referred to as the active line ML. Also, below, a game started with a bet of 3 coins will be referred to as a 3-bet game, a game started with a bet of 2 coins will be referred to as a 2-bet game, and a game started with a bet of 1 coin will be referred to as a 1-bet game. Note that in this embodiment, a 1-bet game is not set.
[0025] Figures 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 32nd small win.
[0027] If the "Replay" symbol on the left reel 32L, the "Replay" symbol on the middle reel 32M, and the "Replay" symbol on the right reel 32R all stop on the active payline ML, a first-round win is achieved. When a first-round win is achieved, 13 tokens are paid out in a 3-bet game, and 12 tokens are paid out in a 2-bet game.
[0028] As shown in Figure 12(a), when the symbol corresponding to the first winning combination stops on the active line ML, the "bell" symbol aligns and stops on the downward-sloping line L4. Therefore, the player can easily understand that a winning combination corresponding to the bell has been achieved.
[0029] If the "Replay" symbol on the left reel (32L), the "Bell" symbol on the middle reel (32M), and the "Bell" symbol on the right reel (32R) all stop on the active payline (ML), a second small win is awarded. When a second small win is achieved, 13 medals are paid out in a 3-bet game, and 12 medals are paid out in a 2-bet game.
[0030] As shown in Figure 12(b), when the symbol corresponding to the second winning combination stops on the active line ML, the "bell" symbol aligns and stops on the upper line L1. Therefore, the player can easily understand that a winning combination corresponding to the bell has been achieved, and also understand that a different winning combination has been achieved from the first winning combination described above, based on the difference in the line on which the "bell" symbol aligns.
[0031] If the "Bell" symbol on the left reel 32L, the "Replay" symbol on the middle reel 32M, and the "Watermelon" or "Red Shell" symbol on the right reel 32R all stop on the active payline ML, a third small win is achieved. When a third small win is achieved, 13 medals are paid out in a 3-bet game, and 12 medals are paid out in a 2-bet game.
[0032] As shown in Figure 12(c), when the symbol corresponding to the third winning combination stops on the active line ML, the "bell" symbol aligns and stops on the middle line L2. Therefore, the player can easily understand that a winning combination corresponding to the bell has been achieved, and also understand that a different winning combination has been achieved from the first and second winning combinations mentioned above, based on the difference in the lines on which the "bell" symbols align.
[0033] If the "Watermelon" symbol on the left reel (32L), the "Replay" symbol on the middle reel (32M), and the "Bell" symbol on the right reel (32R) all stop on the active payline ML, a fourth small win is achieved. When a fourth small win is achieved, 13 medals are paid out in a 3-bet game, and 12 medals are paid out in a 2-bet game.
[0034] As shown in Figure 12(d), when the symbol corresponding to the 4th small win stops on the active line ML, the "bell" symbol aligns and stops on the upward-sloping line L5. Therefore, the player can easily understand that a small win corresponding to the bell has been achieved, and also understand that a different small win has been achieved from the 1st to 3rd small wins described above, based on the difference in the lines on which the "bell" symbols align.
[0035] If the "Watermelon" symbol on the left reel 32L, the "Watermelon" symbol on the middle reel 32M, and the "Replay" symbol on the right reel 32R all stop on the active payline ML, a fifth-place win is achieved. When a fifth-place win is achieved, 13 medals are paid out in a 3-bet game, and 12 medals are paid out in a 2-bet game.
[0036] As shown in Figure 12(e), when the symbol corresponding to the 5th small win stops on the active line ML, the "bell" symbol aligns and stops on the lower line L3. Therefore, the player can easily understand that a small win corresponding to the bell has been achieved, and also understand that a different small win has been achieved from the 1st to 4th small wins described above, based on the difference in the line on which the "bell" symbol aligns.
[0037] If the "Watermelon" symbol on the left reel (32L), the "Replay" symbol on the middle reel (32M), and the "Replay" symbol on the right reel (32R) all stop on the active payline ML, a 6th small win is achieved. When a 6th small win is achieved, 13 medals are paid out in a 3-bet game, and 12 medals are paid out in a 2-bet game.
[0038] As shown in Figure 12(f), when the symbol corresponding to the 6th small win stops on the active line ML, the "bell" symbol stops on the lower part of the left reel 32L, the middle part of the middle reel 32M, and the lower part of the right reel 32R (they stop in a small mountain shape). Therefore, the player can easily understand that a small win corresponding to the bell has been achieved, and also understand that a different small win has been achieved from the 1st to 5th small wins described above, based on the difference in the stopping positions of the "bell" symbols.
[0039] If the "Bell" symbol on the left reel 32L, the "White 7", "Cherry", "Red Shell", or "Young Man" symbol on the middle reel 32M, and the "White 7", "White Shell", or "Young Man" symbol on the right reel 32R all stop on the active payline ML, a 7th small win is achieved. When a 7th small win is achieved, 3 medals are paid out in 3-bet games and 3 medals are paid out in 2-bet games.
[0040] As shown in Figure 13(a), when the symbol corresponding to the 7th small win stops on the active line ML, the "watermelon" symbol aligns and stops on the downward-sloping line L4. Therefore, the player can easily understand that a small win corresponding to the watermelon has been achieved.
[0041] If the "Bell" symbol on the left reel 32L, the "Watermelon" symbol on the middle reel 32M, and the "Watermelon" symbol on the right reel 32R all stop on the active payline ML, the 8th small win is achieved. When the 8th small win is achieved, 3 medals are paid out in 3-bet games, and 3 medals are paid out in 2-bet games.
[0042] As shown in Figure 13(b), when the symbol corresponding to the 8th small win stops on the active line ML, the "watermelon" symbol aligns and stops on the upper line L1. Therefore, the player can easily understand that a small win corresponding to the watermelon has been achieved, and also understand that a different small win has been achieved from the 7th small win mentioned above, due to the difference in the line on which the "watermelon" symbol aligns.
[0043] The 9th through 32nd small wins are primarily awarded when the 1st through 6th small wins are missed; they are what are known as missed wins. When the 9th through 32nd small wins are achieved, one medal is paid out in 3-bet games and one medal is paid out in 2-bet games. For the 9th to 32nd small wins, a win is achieved when the corresponding combinations of the following symbols stop on the active line ML: the "Replay" symbol, "Red 7" symbol, "BAR" symbol, "Red Shell" symbol, "White Shell" symbol, "Young Man" symbol, or "Bell" symbol on the left reel 32L; the "White 7" symbol, "Cherry" symbol, "Red Shell" symbol, "Young Man" symbol, "Red 7" symbol, "Watermelon" symbol, "Replay" symbol, "BAR" symbol, "Bell" symbol, or "White Shell" symbol on the middle reel 32M; and the "Red 7" symbol, "White 7" symbol, "White Shell" symbol, "Young Man" symbol, "Watermelon" symbol, "Red Shell" symbol, "BAR" symbol, or "Replay" symbol on the right reel 32R. As shown in Figures 9 and 10, the combinations of symbols corresponding to the 9th to 32nd small wins are all set so that the "bell" symbol does not line up and stop on a straight line (L1 to L5), making it easy to understand when a small win corresponding to the bell has not occurred.
[0044] Incidentally, in the configuration in which medals are paid out based on the winning combinations from the 1st to the 32nd small wins mentioned above, the winning combinations that are paid out are a type of reward (game value) that is granted according to the result of the game. Furthermore, in this specification, the medals that are paid out may also be referred to as "payouts," and the ratio of the number of medals paid out (payouts) to the number of medals inserted (bet) may also be referred to as the payout rate.
[0045] The prizes that grant the benefit of being able to play the next game without inserting any more tokens include the 1st Replay Prize to the 12th Replay Prize. As shown in Figure 11, there are specific symbol combinations that result in a prize for each of these 1st Replay Prizes to the 12th Replay Prize.
[0046] The first replay is awarded when the "Replay" symbol on the left reel 32L, the "Watermelon" symbol on the middle reel 32M, and the "Red 7", "White 7", "White Shell", or "Young Man" symbols on the right reel 32R all stop on the active line ML. As shown in Figure 13(c), when the symbols corresponding to the first replay win stop on the active line ML, the "Replay" symbols will line up and stop on the middle line L2. Therefore, the player can easily understand that a replay win corresponding to a replay has been achieved.
[0047] A second re-spin is awarded when the "white 7" symbol on the left reel 32L, the "white shell" symbol on the middle reel 32M, and the "cherry" symbol on the right reel 32R all stop on the active line ML. When the symbols corresponding to the second re-spin win stop on the active line ML, the "white 7" symbols will line up and stop on the middle line L2, as shown in Figure 14(e).
[0048] A third re-spin win occurs when the "White 7" symbol on the left reel 32L, the "White Shell" symbol on the middle reel 32M, and the "BAR" symbol on the right reel 32R all stop on the active line ML. When the symbols corresponding to a third re-spin win stop on the active line ML, as shown in Figure 14(f), the "White 7" symbol stops in the middle of the left reel 32L and the middle of the middle reel 32M, and the "Red 7" symbol stops in the middle of the right reel 32R.
[0049] The fourth and fifth replays are adjustment replays used when multiple replays result in overlapping wins.
[0050] The 6th replay is awarded when the "bell" symbol on the left reel 32L, the "watermelon" symbol on the middle reel 32M, and the "red 7", "white 7", "BAR", "cherry", "white shell", or "young man" symbol on the right reel 32R stop on the active line ML. As shown in Figure 13(d), when the symbols corresponding to the 6th replay are awarded on the active line ML, the "watermelon" symbol stops on the upper part of the left reel 32L and the upper part of the middle reel 32M, while the "watermelon" symbol does not stop on the upper part of the right reel 32R (the "watermelon" symbol stops on the lower part of the right reel 32R), resulting in a so-called upper-row watermelon miss. Furthermore, when the symbols corresponding to the 6th re-spin win stop on the active line ML, the "watermelon" symbols stop on the upper part of the left reel 32L and the lower part of the right reel 32R, while the "watermelon" symbol does not stop on the middle part of the middle reel 32M (the "watermelon" symbol stops on the upper part of the middle reel 32M), resulting in a so-called diagonal watermelon miss.
[0051] The 7th replay is awarded when the "bell" symbol on the left reel 32L, the "white 7", "cherry", "red shell", or "young man" symbol on the middle reel 32M, and the "watermelon" or "red shell" symbol on the right reel 32R all stop on the active line ML. As shown in Figure 13(e), when the symbols corresponding to the 7th replay are awarded on the active line ML, the "watermelon" symbol stops on the upper part of the left reel 32L and the upper part of the right reel 32R, while the "watermelon" symbol does not stop on the upper part of the middle reel 32M (the "watermelon" symbol stops on the middle part of the middle reel 32M), resulting in a so-called upper-row watermelon miss. Furthermore, when the symbols corresponding to the 7th re-spin win stop on the active line ML, the "watermelon" symbols stop on the upper part of the left reel 32L and the middle part of the middle reel 32M, while the "watermelon" symbol does not stop on the lower part of the right reel 32R (the "watermelon" symbol stops on the upper part of the right reel 32R), resulting in a so-called diagonal watermelon miss.
[0052] The 8th replay is awarded when the "Watermelon" symbol on the left reel 32L, the "White 7", "Cherry", "Red Shell", or "Young Man" symbol on the middle reel 32M, and the "Replay" symbol on the right reel 32R all stop on the active line ML. As shown in Figure 14(a), when the symbols corresponding to the 8th replay are stopped on the active line ML, the "Watermelon" symbols will line up and stop on the middle line L2.
[0053] The 9th replay is awarded when the "Replay" symbol on the left reel 32L, the "Watermelon" symbol on the middle reel 32M, and the "Watermelon" or "Red Shell" symbol on the right reel 32R all stop on the active line ML. As shown in Figure 14(b), when the symbols corresponding to the 9th replay are awarded on the active line ML, the "Replay" symbols stop in the middle of the left reel 32L and the middle reel 32M, while the "Replay" symbol does not stop in the middle of the right reel 32R (the "Bell" symbol stops in the middle of the right reel 32R), resulting in a so-called middle replay miss.
[0054] The 10th re-spin is awarded when the "BAR" symbol on the left reel 32L, the "White 7", "BAR", "Cherry", "Ark Shell", or "Young Man" symbol on the middle reel 32M, and the "Red 7", "White 7", "BAR", "Cherry", "Ark Shell", or "Young Man" symbol on the right reel 32R all stop on the active line ML. The 12th re-spin is awarded when the "BAR" symbol on the left reel 32L, the "BAR" symbol on the middle reel 32M, and the "Bell", "Watermelon", or "Ark Shell" symbol on the right reel 32R all stop on the active line ML. As shown in Figures 14(c) and 14(d), when a symbol corresponding to the 10th re-spin win or the 12th re-spin win stops on the active line ML, the "cherry" symbol stops on the lower row of the left reel 32L. If you have won the 10th re-spin or the 12th re-spin, when you aim for the "cherry" symbol on the right reel 32R and try to stop it, the "cherry" symbol will stop on the upper row in the case of a 10th re-spin win, and on the middle or lower row in the case of a 12th re-spin win, making it possible to distinguish between the 10th re-spin win and the 12th re-spin win. The 11th re-spin win occurs when it is not possible to win the 10th re-spin or the 12th re-spin, that is, when a miss may occur.
[0055] The only types of wins that result in a change of game state are the 1st Big Bonus (BB) win and the 2nd Big Bonus (BB) win.
[0056] If the "Replay" symbol on the left reel 32L, the "Bell" symbol on the middle reel 32M, and the "BAR" symbol on the right reel 32R all stop on the active line ML, the first Big Bonus (BB) is awarded. When the first BB is awarded, the game state transitions to the first BB state. When the symbols corresponding to the first BB are awarded stop on the active line ML, the "BAR" symbols may line up and stop on the upward-sloping line L5, as shown in Figure 15(a), or the "Red 7" symbol, the "Red 7" symbol, and the "BAR" symbol may stop on the upward-sloping line L5 from left to right, as shown in Figure 15(b).
[0057] If the "Akagai" symbol on the left reel 32L, the "Bell" symbol on the middle reel 32M, and the "Bell" symbol on the right reel 32R all stop on the active line ML, a second Big Bonus (BB) is awarded. When a second BB is awarded, the game state transitions to the second BB state. When the symbols corresponding to a second BB are stopped on the active line ML, the "White 7" symbols may line up and stop on the lower line L3, as shown in Figure 15(c), or the "White 7" symbols may stop on the lower line L3 from left to right, as shown in Figure 15(d).
[0058] A start lever 41 is provided on the lower left side of the game panel 25, which is operated to start the rotation of each reel 32L, 32M, and 32R. The start lever 41 constitutes a start operation means or activation operation means that is operated to start the rotation of the reels 32L, 32M, and 32R, that is, to start the variable display of the symbols. When the start lever 41 is operated with a predetermined number of tokens inserted, each reel 32L, 32M, and 32R will start to rotate.
[0059] To the right of the start lever 41 are button-shaped stop switches 42-44, which are operated to individually stop each of the rotating reels 32L, 32M, and 32R. Each of the stop switches 42-44 is located directly below the display windows 26L, 26M, and 26R, which correspond to the reels 32L, 32M, and 32R that are to be stopped.
[0060] Stop switches 42 to 44 are each connected to stop detection sensors 42a to 44a (Figure 16), 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.
[0061] In other words, when the left stop switch 42 is operated, the rotation of the left reel 32L stops; when the middle stop switch 43 is operated, the rotation of the middle reel 32M stops; and when the right stop switch 44 is operated, the rotation of the right reel 32R stops. The stop switches 42 to 44 constitute a stop operation means that is operated to stop the variable display of symbols based on the rotation of reels 32L, 32M, and 32R.
[0062] Each of the stop switches 42 to 44 has a stop lamp 42b to 44b built into it. The light from the stop lamps 42b to 44b partially passes through the operating surface of the stop switches 42 to 44, making the light from the stop lamps 42b to 44b visible through the stop switches 42 to 44. When the stop switches 42 to 44 are activated, the stop lamps 42b to 44b are controlled to illuminate, and when the stop switches 42 to 44 are deactivated, the corresponding stop lamps 42b to 44b are controlled to turn off.
[0063] 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.
[0064] The medals inserted through the medal 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.
[0065] Here, we will explain the selector 46 using Figure 6. Figure 6 is an explanatory diagram illustrating the internal structure of the selector 46. The dashed lines in the figure indicate the path of the medal to facilitate understanding.
[0066] The selector 46 has a guide passage 84 formed therein to guide the medals inserted from the medal slot 45 to the storage passage 47. The guide passage 84 is formed in a curved shape that arcs from the top to the bottom right of the diagram, allowing the medals to pass through in a single line. More specifically, the selector body that makes up the selector 46 is provided with a projection 46b that protrudes from the front side of the diagram, and the guide passage 84 is formed with this projection 84a forming the bottom. Once the medals reach the guide passage 84, they will roll along the projection 46b and flow downstream.
[0067] The selector 46 is equipped with a passage switching piece 85 for discharging medals located upstream of the guide passage 84 to the discharge passage 48. The passage switching piece 85 is provided upstream of the guide passage 84 so as to be able to move in and out of the guide passage 84. The passage switching piece 85 is also connected to a medal passage switching solenoid 46a, and when the medal passage switching solenoid 46a is not energized, the passage switching piece 85 protrudes into the guide passage 84. In this case, medals located upstream of the guide passage 84 hit the protruding passage switching piece 85, ride up the protrusion 46b, and fall downward, being guided to the discharge passage 48. The medals guided to the discharge passage 48 are guided to the medal tray 50 through a medal discharge port 49 located at the lower front of the front door 12 and returned to the player. On the other hand, when the medal passage switching solenoid 46a is energized, the passage switching piece 85 retracts outside the guide passage 84. As a result, the medals flow along the guide passage 84 and are guided to the storage passage 47. The medals, guided into the storage passage 47, are led to the hopper device 51 housed inside the casing 11.
[0068] Furthermore, a coin insertion detection device 86 for detecting coins passing through the guide passage 84 is provided downstream of the passage switching piece 85 in the selector 46. The coin insertion detection device 86 comprises a first coin insertion detection sensor 86a, which is a photosensor, and a second coin insertion detection sensor 86b, which is also a photosensor. These coin insertion detection sensors 86a and 86b are arranged in close proximity so as to be aligned in the direction of flow in the guide passage 84 (they are arranged in close proximity so that a state occurs where the same coin is detected simultaneously at least at one time). The passage of coins through the guide passage 84 is sequentially detected by these coin insertion detection sensors 86a and 86b.
[0069] A sensor lever 87 is provided upstream of the passage switching piece 85 in the selector 46. The sensor lever 87 is provided so as to be able to move in and out within the guide passage 84 and is biased toward the position in which it has moved in and out within the guide passage 84. Coins inserted from the coin slot 45 pass through the guide passage 84, displacing the sensor lever 87 from the retracted position to the retracted position. The positional displacement of the sensor lever 87 is detected by a lever detection sensor 88 provided on the sensor lever 87 (provided on a lever interlocking light-shielding piece that is linked to the sensor lever 87), and the lever detection sensor 88 turns ON when the sensor lever 87 is displaced to the retracted position. The position in the guide passage 84 where the sensor lever 87 is provided and the position where the inserted coin detection device 86 detects the coin are separated by a distance greater than the diameter of one coin, and the sensor lever 87, which has been displaced to the retracted position by the coin, returns to the inserted coin position at least before the coin is detected by the inserted coin detection device 86.
[0070] In other words, when a medal is inserted into the medal slot 45, the lever detection sensor 88 turns ON, and then, after the lever detection sensor 88 turns OFF, the passage of the medal is detected by the respective medal insertion detection sensors 86a and 86b.
[0071] As shown in Figures 4 and 5, 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 the discharge passage 48, and then dispenses the medals into a medal receiving tray 50 via the discharge passage 48.
[0072] The dispensing device 53 is equipped with a dispensing medal detection device 95 for detecting medals dispensed from the dispensing device 53. The dispensing medal detection device 95 comprises a first dispensing medal detection sensor 95a, which is a photosensor, and a second dispensing medal detection sensor 95b, which is also a photosensor. These dispensing medal detection sensors 95a and 95b are arranged in close proximity so as to be aligned in the direction of medal dispensing from the dispensing device 53 (they are arranged in close proximity so that at least one instance of the same medal being detected simultaneously occurs). These dispensing medal detection sensors 95a and 95b sequentially detect the passage of medals dispensed from the dispensing device 53.
[0073] Furthermore, a reserve tank 54 is provided to the right of the hopper device 51 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.
[0074] The reserve tank 54 is equipped with a reserve tank sensor 96 for detecting when the amount of medals in the reserve tank 54 exceeds a certain amount. When the amount of medals stored in the reserve tank 54 exceeds the height at which the reserve tank sensor 96 is installed, the reserve tank sensor 96 turns ON, and it is detected that the reserve tank 54 is full.
[0075] 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.
[0076] A first credit insertion switch 56 is provided on the lower left side of the display windows 26L, 26M, and 26R for inserting a predetermined number of virtual tokens, which are credited as game tokens, at once. The predetermined number of tokens is set according to the progress of the game. For example, if the standard number of tokens for the game is set to 3 and the specific standard number of tokens is set to 3, when the first credit insertion switch 56 is operated, 3 virtual tokens will be inserted, provided there are credits. If the standard number of tokens is set to 2 and the specific standard number of tokens is set to 2, when the first credit insertion switch 56 is operated, 2 virtual tokens will be inserted, provided there are credits. If the standard number of tokens is set to 3 or 2 and the specific standard number of tokens is set to 3, when the first credit insertion switch 56 is operated, 3 virtual tokens will be inserted, provided there are credits. If the standard number of tokens is set to 3 or 2 and the specific standard number of tokens is set to 2, when the first credit insertion switch 56 is operated, 2 virtual tokens will be inserted, provided there are credits. A second credit insertion switch 57 is provided to the left of the first credit insertion switch 56. The second credit insertion switch 57 is for inserting one virtual token. Each credit insertion switch 56, 57, together with the token slot 45, constitutes an input means for inputting game media. Furthermore, considering that the coin slot 45 involves the player directly inserting coins, while the credit insertion switches 56 and 57 only involve the insertion of virtual coins based on stored memory, they can be said to constitute indirect input means for indirectly inputting the game medium. In this slot machine 10, however, since only one virtual coin is inserted, there is no credit insertion switch.
[0077] The first credit insertion switch 56 has a larger operating surface for the player than the second credit insertion switch 57, and its operability is superior to that of the second credit insertion switch 57. Therefore, it is assumed that the player will normally operate the first credit insertion switch 56 to proceed with the game. In other words, it is assumed that the player will normally insert a specific number of credits out of the set number of credits to play the game.
[0078] To the right of the first credit insertion switch 56 and the second credit insertion switch 57, there is an effect switch 66 that is operated when an effect occurs.
[0079] 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.
[0080] 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 credited, a remaining payout display unit 61 that displays the number of medals remaining to be paid out until the BB state ends, and a payout display unit 62 that displays the number of medals paid out 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. In addition to the function of displaying the number of medals paid out, the payout display unit 62 also functions as an instruction monitor, having a push order indicator that notifies the operation order of stop switches 42 to 44, and a section indicator that indicates an advantageous section, which is a section in which the winning rate of small wins can be changed by notifying the operation order, allowing the player to proceed with the game in a favorable situation. The payout display unit 62 (instruction monitor) will be described in detail later.
[0081] Below the display windows 26L, 26M, and 26R on the game panel 25, and to the left of the credit display unit 60, there is a BET display unit 75, which serves as the first display unit for showing the number of bets for the game set by operating the first credit insertion switch 56 or the second credit insertion switch 57 or by inserting medals into the medal slot 45, and a game status display unit 76 that shows the current state of the game. The BET display unit 75 is provided with a first BET display unit 75a, a second BET display unit 75b, and a third BET display unit 75c (Figure 17), and the number of bets for the game is shown by switching each of these BET display units 75a to 75c from the off state to the on state. Furthermore, the game state display unit 76 is provided with a re-play state display unit 76a that indicates that the current game is a game after a re-play win and is in a re-play state, an acceptance-ready state display unit 76c that indicates that it is in an acceptance-ready state (waiting to bet) where betting operations such as inserting medals from the medal slot 45 are possible, and a start-ready state display unit 76b that indicates that it is in a start-ready state (waiting to start operation) where the start lever 41 can be operated (Figure 17). When these display units 76a to 76c are lit, it indicates that the corresponding state is present, and when these display units 76a to 76c are turned off, it indicates that the corresponding state is not present.
[0082] Furthermore, to the left of the display windows 26L, 26M, and 26R on the game panel 25, there is a bet display unit 34, which serves as a second display unit for displaying the number of bets for the game. In addition, to the right of the display windows 26L, 26M, and 26R on the game panel 25, there is a weight display unit 35, which indicates that the game is in a waiting state (wait state) until the rotation of each reel 32L, 32M, and 32R begins at the start of the game. The bet display unit 34 is provided with a first bet display unit 34a, a second bet display unit 34b, and a third bet display unit 34c, and the number of bets for the game is indicated by switching each of these bet display units 34a to 34c from an off state to an on state. The weight display unit 35 can also be switched between an on state and an off state, with the on state indicating that the game is in a wait state and the off state indicating that the game is not in a wait state.
[0083] 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 controlling the auxiliary display unit 65, and further behind the display control device 81 is a sub-control device 180 for controlling the display control device 81, the upper lamp 63, and the speakers 64.
[0084] In the front door 12, below the game panel 25 and below the stop switches 42-44, there is a lower display section 69 on which the model name of the game machine is displayed or which constitutes a predetermined display screen. The lower display section 69 may be configured as a liquid crystal display, or it may be provided with operation buttons for effects, or the entire lower display section 69 may be made operable.
[0085] 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.
[0086] Above the reel unit 31, a main control device 101 that centrally manages the game is mounted on the casing 11.
[0087] 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.
[0088] Next, the electrical configuration of this slot machine 10 will be explained based on the block diagrams in Figures 16 and 17.
[0089] 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.
[0090] 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 first inserted medal detection sensor 86a and a second inserted medal detection sensor 86b for detecting inserted medals from the medal slot 45; a lever detection sensor 88 for detecting the operation of the sensor lever 87 in the selector 46; and a first dispensed medal detection sensor 95a and a second dispensed medal detection sensor for detecting dispensed medals from the hopper device 51. Various sensors are connected, including sensor 95b, a reserve tank sensor 96 for detecting when the reserve tank 54 is full, a first credit insertion detection sensor 56a for individually detecting the operation of the first credit insertion switch 56, a second credit insertion detection sensor 57a for individually detecting the operation of the second credit insertion switch 57, a settlement detection sensor 59a for detecting the operation of the settlement switch 59, a reset detection sensor 72a for detecting the operation of the reset switch 72, and a setting key detection sensor 73a for detecting 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.
[0091] 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.
[0092] 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 of 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 sub-controller 180.
[0093] 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.
[0094] 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 BET display unit 75, the game status display unit 76, the payout ratio monitor 77, the sub-control device 180, and an external centralized terminal board 121 that can transmit information to hall management devices (such as a hall computer and data display) not shown.
[0095] 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.
[0096] 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 data, a winning flag storage area 106a for storing the results of the draw for winning combinations, a stop information storage area 106b for storing stop information used when controlling the stopping of each reel 32L, 32M, and 32R, a setting value information storage area 106c for storing setting values, and a backup area.
[0097] 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 18), and the restoration of each value written to the backup area is performed in the main processing when the power is turned on.
[0098] 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.
[0099] As shown in Figure 17, the sub-control device 180 is equipped with a microcomputer centered on a CPU 181, which is an arithmetic processing unit. The CPU 181 also contains a ROM 182 that stores various control programs and fixed value data executed by the CPU 181, and a RAM 183 that reserves a work area for temporarily storing various data when executing the control programs stored in the ROM 182.
[0100] The sub-control device 180 is provided with input / output ports (not shown). The main control device 101 is connected to the input side, and the bet display unit 34, weight display unit 35, first credit lamp 56b, stop lamps 42b~44b, upper lamp 63, speaker 64, and display control device 81 are connected to the output side. An auxiliary display unit 65 is connected to the display control device 81, and the display control device 81 controls the auxiliary display unit 65 based on information from the sub-control device 180.
[0101] More specifically, the connection between the main control unit 101 and the sub-control unit 180 is as follows: the main terminal CN1 of the input / output port 104 of the main control unit 101 and the sub terminal CN2 of the input / output port of the sub-control unit 180 are connected via a harness H, which serves as a transmission means (connection path). In this case, the connection between the main control unit 101 and the sub-control unit 180 is completed by inserting the main socket of the harness H into the main terminal CN1 and the sub socket of the harness H into the sub terminal CN2. In other words, the connection between the main control unit 101 and the sub-control unit 180 can be terminated by unplugging the harness H from the main terminal CN1 and the sub terminal CN2. For example, it is possible to verify the operation (startup) of the main control unit 101 alone without connecting it to the sub-control unit 180.
[0102] The sub-control device 180 is connected to the power supply unit 91, similar to the main control device 101, and is supplied with drive power from the power supply unit 91a of the power supply unit 91. The connection between the power supply unit 91 and the sub-control device 180 is made using a separate harness (connection path, transmission means) from the harness H mentioned above, and the sub-control device 180 can be tested (started up) independently without connecting harness H (without connecting to the main control device 101).
[0103] In this embodiment, the power supply unit 91 is connected to the main control unit 101 and the sub-control unit 180, respectively, so that both the main control unit 101 and the sub-control unit 180 are supplied with drive power from the power supply unit 91. However, it is also possible to connect the power supply unit 91 to the main control unit 101 and the main control unit 101 to the sub-control unit 180, while not connecting the power supply unit 91 to the sub-control unit 180, so that the drive power to the sub-control unit 180 is supplied via the main control unit 101. In this case as well, it is preferable to use a different harness for supplying drive power between the main control unit 101 and the sub-control unit 180 than the harness H described above.
[0104] Then, based on various commands input from the main control unit 101 to the sub-control unit 180 via harness H, the sub-control unit 180 drives and controls the bet display unit 34, weight display unit 35, first credit lamp 56b, stop lamps 42b~44b, upper lamp 63, speaker 64, etc., and also outputs the various commands input from the main control unit 101 to the display control unit 81 either as is or after analysis processing, thereby controlling the display control unit 81 to drive and control the auxiliary display unit 65 to display the corresponding information. In other words, the sub-control unit 180 is a sub-board that performs auxiliary control in relation to the main control unit 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.
[0105] Furthermore, the input side of the sub-control device 180 is connected to an effect switch 66 (more specifically, an effect switch detection sensor that detects the operation of the effect switch 66) which is operated when an effect occurs.
[0106] Furthermore, the various display units 60-62, 75, and 76 may be driven and controlled by the sub-control device 180. Alternatively, all or some of the components 42b-44b, 63-66, 81, 210, and 310 connected to the sub-control device 180 may be directly connected to the main control device 101, and the main control device 101 may directly control all or some of these components 42b-44b, 63-66, 81, 210, and 310.
[0107] 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. Below, we will explain the processes related to the progress of the game, namely the timer interrupt process and the main process.
[0108] Figure 18 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.
[0109] 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.
[0110] Here, I will briefly explain how to handle power outages.
[0111] 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.
[0112] 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 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.
[0113] 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.
[0114] In other words, step S104 performs a watchdog timer clearing process to initialize the value of the watchdog timer used to monitor for malfunctions. Step S105 performs an interrupt termination declaration process to enable the CPU 102 itself to set the next timer interrupt. Step S106 performs a stepping motor control process to drive the stepping motors, which are the reel drive motors for each reel 32L, 32M, and 32R to rotate them. Step S107 performs a sensor monitoring process that reads the status of various sensors (see Figure 16) connected to the input / output port 104, such as stop detection sensors 42a~44a, credit insertion detection sensors 56a, 57a, settlement detection sensor 59a, reset detection sensor 72a, setting key detection sensor 73a, inserted medal detection sensors 86a, 86b, lever detection sensor 88, dispensed medal detection sensors 95a, 95b, and reserve tank sensor 96, and monitors whether the reading results are normal or not. Step S108 performs a timer update process that subtracts or adds the values of each counter and timer. In step S109, a counter process is performed to output the results of counting the number of medals bet and the number of medals paid out to the external central terminal board 121.
[0115] In step S110, command output processing is performed to send various commands, such as the lottery result command described later, to the sub-controller 180. 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 to 62 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.
[0116] Next, the main processing of the main control unit 101 will be explained based on the flowchart in Figure 19. The main processing is started when power is restored after a power outage or when the power switch 71 is turned on.
[0117] In step S201, as an initialization process for the drive, the value of the stack pointer is set in the CPU 102, and an interrupt mode is set to enable interrupt processing. After that, various settings are made for the registers in the CPU 102, I / O devices, etc.
[0118] Once these initialization processes are complete, step S202 determines whether the reset switch 72 has been operated, or more specifically, whether an ON signal has been received from the reset detection sensor 72a. If the reset switch 72 was operated during this power-on (recovery) process, step S203 performs a RAM clear process to erase all data stored in RAM 106.
[0119] If the reset switch 72 is not operated in step S202, or after the RAM clear process in step S203 has been executed, in step S204 it is determined whether the setting key is inserted into the setting key insertion hole 73 and turned ON, or more specifically, whether an ON signal has been received from the setting key detection sensor 73a. If the setting key is turned ON during this power-on (recovery) operation, the process proceeds to step S205 and the RAM clear process is executed. This process is the same as the process in step S203 described above.
[0120] In the following step S206, the process of setting the winning probability is performed.
[0121] The winning probability setting process is outlined below. The slot machine 10 has six pre-set winning probabilities, from "Setting 1" to "Setting 6," and the winning probability setting process is the process of determining which winning probability to use for internal processing. In the winning probability setting process, as a predetermined operation, the setting value is updated by 1 each time the reset switch 72 is operated. For example, each time the reset switch 72 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, on 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 in the OFF position, this is considered the setting value confirmation operation, and the setting value at that time is stored as the current setting value in the setting value information storage area 106c in the RAM 106 before the winning probability setting process ends. Based on the end of the winning probability setting process, the display on the credit display unit 60 also ends. The setting value set during the winning probability setting process is stored in the setting value information storage area 106c of RAM 106 until the next winning probability setting process is initiated.
[0122] After the winning probability setting process is executed, step S207 confirms that the setting process in step S206 was performed successfully and executes an error determination process to determine if no errors occurred. In step S207, for example, if the setting value set in the winning probability setting process is within the range of 1 to 6, it is determined that no error occurred, and if the setting value is outside the range of 1 to 6, it is determined that an error (RAM abnormality error) has occurred.
[0123] If it is determined in step S204 that the setting key has not been turned ON, or after the processing in step S207, the process of outputting a startup command to the sub-controller 180 is executed in step S208. The startup command is a command used to confirm the connection between the main control unit 101 and the sub-controller 180 when the power of the slot machine 10 is turned on.
[0124] In the following step S209, it is determined whether or not the power outage flag is set. If the power outage flag is not set, the normal process that performs the main controls related to the game is executed in step S210.
[0125] On the other hand, if the power outage flag is set in step S209, the power restoration process shown in step S211 and later is performed. The power restoration process is the process of restoring the state of the slot machine 10 to the state it was in before the power was cut off. Therefore, in the power restoration process, it is first necessary to check whether the data in RAM 106 is normal.
[0126] Therefore, in step S211, it is determined whether the RAM judgment value is normal or not. Specifically, the checksum value of RAM106 is checked, and it is confirmed whether the value is normal, that is, whether the checksum value including the RAM judgment value is 0 or not. If the checksum value including the RAM judgment value is 0, it is determined that the data in RAM106 is normal.
[0127] If the RAM check value is abnormal in step S211, meaning the checksum value is not 0, it is highly likely that the data in RAM 106 has been corrupted (a RAM error has occurred). In such cases, error handling processing is performed in step S212 to notify that a RAM error has occurred, and then the system loops until a reset operation is performed.
[0128] If the RAM judgment value is determined to be normal in step S211, the process proceeds to step S213, where the value of the stack pointer stored in the backup area is written to the stack pointer of the CPU 102, restoring the stack state to the state before the power was cut off. Next, in step S214, a power restoration command is output to the sub-controller 180 to indicate the execution of the power restoration process. After that, in step S215, the process of saving the stop and automatic settlement settings as the game state is performed, and in step S216, various sensors such as the start detection sensor 41a are initialized. After the above processes are completed, in step S217 the power outage flag is reset and the system returns to the address before the power was cut off. Specifically, the system returns to the timer interrupt process described earlier, and the watchdog timer clear process (step S104) is executed.
[0129] Next, the normal processing performed in step S210 of the main processing will be explained based on the flowchart in Figure 20.
[0130] First, in step S301, an interrupt enablement process is performed to allow the next timer interrupt. In step S302, pre-start processing is performed to enable gameplay. In the pre-start processing, the system waits until the sub-control device 180, etc., has finished initializing. Once the initialization of the sub-control device 180, etc., is complete, the game management processing shown in steps S303 to S312 is performed.
[0131] As part of the game management process, step S303 clears the various game information data stored in RAM106 (for example, random values used in the previous game). Then, step S304 performs a wait-to-start process.
[0132] In the start waiting process, it is determined whether any replay winning occurred in the previous game. If any replay winning occurred, an automatic input process is performed to automatically input the same number of virtual medals as the number of bets in the previous game, and the start waiting process is terminated. Specifically, for example, if a replay winning occurred in a 3-bet game, a process of automatically inputting 3 virtual medals is performed, and if a replay winning occurred in a 2-bet game, a process of automatically inputting 2 virtual medals is performed.
[0133] Note that in the automatic input process, virtual medals are input without reducing the number of virtual medals displayed on the credit display unit 60. That is, if any replay winning occurred in the previous game, the player can play the current game without reducing the medals they own and without inputting medals. If no replay winning occurred, a sensor abnormality confirmation process is performed to check whether an abnormality has occurred in the sensor reading result obtained in the sensor monitoring process (step S107) of the timer interrupt process. If an abnormality has occurred, an abnormality occurrence process is performed to set the slot machine 10 to an error state and notify the occurrence of the error. Such an 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. If the settlement switch 59 has been operated, a stored medal settlement process is performed to pay out the same number of medals as the credited virtual medals.
[0134] After the end of the medal return process or if the settlement switch 59 has not been operated, it is determined whether the medal input or the credit input switches 56 and 57 have been operated between the previous start waiting process and the current start waiting process. If either has been done, the number of bets is changed, etc.
[0135] After the start waiting process ends, in step S305, it is determined whether the number of bet medals has reached the specified number. In this slot machine 10, "3" is set as the specified number in the bonus state (BB state), and "2" and "3" are set as the specified numbers in game states other than the bonus state. That is, in the bonus state, an affirmative determination is made in step S305 on the condition that the number of bets is "3", and in states other than the bonus state, an affirmative determination is made in step S305 on the condition that the number of bets is "2" or "3". In other words, in game states other than the bonus state, if no medals are bet, or if the number of bets is "1" even if bets are made, a negative determination is made in step S305. If the number of bets has not reached the specified number, the process returns to the start waiting process of step S304.
[0136] If the number of bets has reached the specified number, the bet-time command including the information on the number of bets for which an affirmative determination was made in step S305 and the information on the bet trigger (information such as being a bet by the automatic input process accompanying a replay win or being a bet based on the operation of the credit input switches 56, 57 by the player) is set as the output target to the sub-control device 180 as the sub-side control device in step S306. The command set here is output to the sub-control device 180 in step S110 in the timer interrupt process. The sub-control device 180 that has received the bet-time command executes processing for notification based on the bet operation (for example, notification that the game start condition has been satisfied or notification of the lottery result in the previous game), and controls the speaker 64 and the auxiliary display unit 65. [[ID=*]]
[0137] After the process of step S306 is executed, in step S307, it is determined whether the start lever 41 has been operated. If the start lever 41 has not been operated, the process returns to the start waiting process of step S304.
[0138] 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 specified 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 S308, an active line setting process is performed to set the combination lines corresponding to the number of bets as active lines. That is, only the bent line L6 is set as an active line. In step S309, the medal passage switching solenoid 46a is switched to a de-energized state to prohibit bet acceptance. After that, the lottery process in step S310, the reel control process in step S311, and the medal payout process in step S312 are executed in order, and the process returns to step S302.
[0139] Next, the lottery process in step S310 will be explained based on the flowchart in Figure 21.
[0140] In step S401, 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 random numbers 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 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. If the random number obtained in the random number acquisition process is not within the update range (0 to 65535), a random number anomaly error occurs, and this information is stored, and processing is performed to notify the occurrence of the random number anomaly error.
[0141] After obtaining a random number, step S402 selects a lottery table for determining whether a winning combination is achieved. This slot machine 10 has two main game states: a normal game state and a bonus state, and separate lottery tables are set for each game state. In the normal game state, as mentioned above, the specified number of bets is set to "3" and "2", so the lottery tables for the normal game state are set to be a lottery table for 3-bet games and a lottery table for 2-bet games.
[0142] In other words, in step S402, 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 none of the bonus state flags are set, it is determined that the current game state is the normal game state, and the lottery table for the normal game state is selected. If the current game is a 3-bet game, the lottery table for the normal game state for 3-bet games (Figure 22) is selected, and if the current game is a 2-bet game, the lottery table for the normal game state for 2-bet games (Figure 23) is selected. In addition, this slot machine 10 has six levels of winning probabilities pre-set from "Setting 1" to "Setting 6," and by inserting the setting key into the setting key insertion hole and turning it ON, along with performing a predetermined operation, it is possible to set which winning probability will be used to execute the internal processing. In step S402, 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. As described above, the winning probability setting process is executed in the main process which is started by the main control unit 101 when the power is turned on, and the setting information is stored in the setting value information storage area 106c during this winning probability setting process. In step S402, a process is performed to select a lottery table based on this stored setting value information.
[0143] In this slot machine 10, if the set bet amount in step S402 is not the specified number of coins, there is no corresponding lottery table, and therefore the lottery process is configured to result in a forced loss. However, basically, if a number of coins other than the specified number is bet, a negative determination is made in step S305, and the lottery process will not be performed. The case in which the lottery process is performed when a number of coins other than the specified number is bet is when, despite the number of coins being bet being different from the specified number, a positive determination is made in step S305 due to the influence of noise or other factors.
[0144] Let's briefly explain the lottery tables. Figure 22 shows the lottery table for normal gameplay selected in a 3-bet game. Figure 23 shows the lottery table for normal gameplay selected in a 2-bet game. The lottery tables have an index value IV, and each index value IV is uniquely associated with a winning combination, and also has a point value PV.
[0145] After selecting the lottery table, step S403 sets the index value IV to 1, and in the following step S404, 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. Note that in the initial judgment value setting process, the random value obtained in step S401 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.
[0146] Subsequently, in step S405, the system determines whether the corresponding role is correct or incorrect based on the index value IV. The system determines whether the judgment value DV exceeds 65535. If it exceeds 65535, in step S406, the system sets the winning flag for the game result corresponding to the index value IV, which was determined to be correct in step S405, in the winning flag storage area 106a. For example, if IV=23 and the judgment value DV exceeds 65535, the 7th small role winning flag and the 8th small role winning flag are set in step S406. Also, if IV=25 and the judgment value DV exceeds 65535, the 1st BB winning flag is set in step S406, and if IV=26 and the judgment value DV exceeds 65535, the 2nd BB winning flag is set in step S406.
[0147] Incidentally, if the set winning flag is not a winning flag indicating that the 1st BB has been won (1st BB winning flag) or a winning flag indicating that the 2nd BB has been won (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 step S303 of the normal processing). 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.
[0148] Furthermore, in step S406, when the 1st BB winning flag or the 2nd BB winning flag is carried over, if a win other than the 1st BB or 2nd BB is achieved, the corresponding winning flag is set; if a win other than the 1st BB or 2nd BB is not achieved, the corresponding winning flag is not set.
[0149] In other words, for example, if the 1st BB winning flag is carried over, and for example the index value IV = 25, the judgment value DV exceeds 65535, the 1st BB winning flag is not set. Also, if the 1st BB winning flag is carried over, and for example the index value IV = 11, the judgment value DV exceeds 65535, the 1st small role winning flag, the 9th small role winning flag, the 10th small role winning flag, and the 13th small role winning flag are set.
[0150] Alternatively, a separate lottery table may be prepared for when the 1st BB winning flag or the 2nd BB winning flag is carried over, and the lottery processing may be performed using this separately prepared lottery table when the 1st BB winning flag or the 2nd BB winning flag is carried over. In this case, it is advisable to set the respective index values IV and point values PV in the separately prepared lottery table so that the 1st BB and 2nd BB are not won.
[0151] If the judgment value DV does not exceed 65535 in step S405, 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 S407, and in the following step S408, 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 S404 and the determination of the hand continues. At this time, in step S404, the judgment value DV used in the previous determination of the hand (i.e., the current judgment value DV) is increased by adding the point value PV corresponding to the current index value IV to obtain a new judgment value DV, and in step S405, the determination of the hand is made based on this judgment value DV.
[0152] Incidentally, when determining the success or failure of a role using the lottery table shown in Figure 22, that is, when playing a 3-bet game in normal gameplay, the probability of winning Normal Replay A (the probability of winning when IV=1) is approximately 1 in 27.3 for setting 1, approximately 1 in 27.5 for setting 3, and approximately 1 in 28.3 for setting 6. The higher the setting value, the less likely it is to win. The probability of winning Normal Replay B (the probability of winning when IV=2) and the probability of winning Normal Replay C (the probability of winning when IV=3) are both approximately 1 in 26.2, regardless of the setting value. The probability of winning with Chance Symbol A (when IV=4) is approximately 1 in 164 regardless of the setting, the probability of winning with Chance Symbol B (when IV=5) is approximately 1 in 262 regardless of the setting, and the probability of winning with Chance Symbol C (when IV=6) is approximately 1 in 16400 regardless of the setting. Chance Symbol B is more likely to be won than Chance Symbol C, and Chance Symbol A is more likely to be won than Chance Symbol B. The probability of winning with Cherry A (when IV=7) is approximately 1 in 107 for setting 1, approximately 1 in 104 for setting 3, and approximately 1 in 93.6 for setting 6. The probability of winning increases as the setting value increases. The probability of winning Cherry B (when IV=8) is approximately 1 in 215 regardless of the setting, and the probability of winning Cherry C (when IV=9) is approximately 1 in 13100 regardless of the setting. Cherry B is more likely to be won than Cherry C, and Cherry A is more likely to be won than Cherry B. The probability of winning Common Bell (when IV=10) is approximately 1 in 504 regardless of the setting. The probability of winning one of the following (when IV=11~22) is approximately 1 in 18.4 regardless of the setting value, and the combined probability of winning one of the following is approximately 1 in 1.53.The probability of winning a watermelon (when IV=23) is approximately 1 in 107, regardless of the setting. The probability of winning the 1st BB (when IV=25) is approximately 1 in 5.03, regardless of the setting, which is higher than the probability of winning other roles (re-spin, minor roles, IV=1-24). In 3-bet games, it is set so that you will not win the overlapping single-coin role (IV=24) or the 2nd BB (IV=26) (the corresponding point value PV is set to 0). In 3-bet games, the probability of not winning any role, including the 1st BB, is 0. And, when the 1st BB has been won, the probability of not winning any role in 3-bet games is approximately 1 in 5.03 (for the 1st BB), regardless of the setting. Incidentally, in 3-bet games, excluding the increase in the 1st BB state, you can expect a decrease of approximately 1.77 medals per game (net increase minus approximately 1.77 medals).
[0153] In contrast, when determining the outcome of a role using the lottery table shown in Figure 23, that is, when playing a 2-bet game in normal gameplay, the probability of winning Normal Replay A, Normal Replay B, Normal Replay C, Chance Eye A, Chance Eye B, Chance Eye C, Cherry A, Cherry B, and Cherry C (the probability of winning when IV=1 to 9) is the same as the probability when playing the 3-bet game described above. The probability of winning a Common Bell (the probability of winning when IV=10) is approximately 1 in 9.64 regardless of the setting value, and is set to be easier to win than when playing a 3-bet game. The Push Order Bell (IV=11 to 22) is set not to be won in a 2-bet game. The probability of winning a Watermelon (the probability of winning when IV=23) is approximately 1 in 257 regardless of the setting value, and is set to be harder to win than when playing a 3-bet game. In the 2-bet game, it is possible to win a double single-coin combination (IV=24), and the probability of this is approximately 1 in 1.81 regardless of the setting. Also, in the 2-bet game, it is set so that you cannot win the first Big Bonus (IV=25), but you can win the second Big Bonus (IV=26), and the probability of this is approximately 1 in 4.95 regardless of the setting. In the 2-bet game, the probability of not winning any combination, including the second Big Bonus, is 0. And, when the second Big Bonus has been won, the probability of not winning any combination in the 2-bet game is approximately 1 in 4.95 (for the second Big Bonus), regardless of the setting. Incidentally, in the 2-bet game, excluding the increase from the second Big Bonus, you can expect a decrease of approximately 0.78 coins per game (net increase minus approximately 0.78 coins).
[0154] If the winning flag is set in step S406, or if it is determined in step S408 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 S409, 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.
[0155] In the subsequent step S410, lottery result corresponding processing is performed. In the lottery result corresponding processing, processing such as whether to shift the game state according to the lottery results of steps S401 to S408 and processing for notifying the pushing order winning combination are performed. The lottery result corresponding processing will be described in detail later.
[0156] After executing the processing of step S410, a lottery result command is set in step S411. Here, the lottery result command is a command transmitted to the sub-control device 180 to grasp the result of the winning or losing determination of the combination, and is a kind of start operation command transmitted based on the operation (start operation) of the start lever 41. However, in normal processing, only various commands such as the lottery result command are set in the ring buffer, and no command is transmitted to the sub-control device 180. The command transmission to the sub-control device 180 is performed in the command output processing (step S110) of the timer interrupt processing described above. Note that the lottery result command processing in step S411 will be described in detail later.
[0157] Then, in step S412, stop information setting processing for setting the symbols that can be stopped on each of the reels 32L, 32M, and 32R based on the lottery result of the current game is executed. In the stop information setting processing, stop symbol information corresponding to the winning combination is set based on the winning flag set in step S406. For example, when winning the pushing order bell 1 (winning when IV = 11) and the first minor winning combination flag, the ninth minor winning combination flag, the tenth minor winning combination flag, and the thirteenth minor winning combination flag are set, the stop symbol information is set so that the symbols corresponding to the winning of the first minor winning combination, the ninth minor winning combination, the tenth minor winning combination, and the thirteenth minor winning combination can be stopped on each of the reels 32L, 32M, and 32R. Also, when winning the watermelon (winning when IV = 23) and the seventh minor winning combination flag and the eighth minor winning combination flag are set, the stop symbol information is set so that the symbols corresponding to the winning of the seventh minor winning combination and the eighth minor winning combination can be stopped on each of the reels 32L, 32M, and 32R.
[0158] In this slot machine 10, the first Big Bonus (BB) is set to be awarded only in 3-bet games, and the second Big Bonus (BB) is set to be awarded only in 2-bet games. Therefore, even if the flag for winning the first Big Bonus is set, if the game starts as a 2-bet game, the stop information setting process in step S412 does not set the stop symbol information that would award the first Big Bonus (the stop symbol information that avoids winning the first Big Bonus is set). Also, even if the flag for winning the second Big Bonus (BB) is set, if the game starts as a 3-bet game, the stop information setting process in step S412 does not set the stop symbol information that would award the second Big Bonus (the stop symbol information that avoids winning the second Big Bonus is set).
[0159] In the following step S413, if multiple stoppable symbol information was set in step S412, 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.
[0160] For example, if the player has won the 1st Big Bonus (BB) (the 1st BB win flag is set and the 1st BB win is carried over), and then wins a Watermelon, and the stop symbol information corresponding to the 1st BB win, the 7th small win win, and the 8th small win win are set, the priority is set so that the 7th small win and the 8th small win win take precedence over the 1st BB win. Also, if the player has won the 2nd Big Bonus (BB) (the 2nd BB win flag is set and the 2nd BB win is carried over), and then wins a Normal Replay A, and the stop symbol information corresponding to the 2nd BB win, the 1st Replay, 2nd Replay, 3rd Replay, and 4th Replay win are set, the priority is set so that each of the replay wins takes precedence over the 2nd BB win.
[0161] 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.
[0162] After executing the process in step S413, the first section display process is executed in step S414, and then the lottery process is terminated. The first section display process is a process related to the display control of the payout amount display unit 62 and the role ratio monitor 77, which function as instruction monitors, and this process will be explained in detail later.
[0163] Next, the reel control process in step S311 will be explained based on the flowchart in Figure 24.
[0164] In the reel control process, the first step S501 is to perform a spinning animation process. The spinning animation process is a process to perform an animation using reel control during the invalid period, based on the results of the freeze lottery process performed in step S409 and the results of the lottery result response process performed in step S410.
[0165] In the following step S502, it is checked whether a predetermined wait time (for example, 4.1 seconds) has elapsed since the reels started spinning in the previous game. If it has not elapsed, the system waits until the wait time has elapsed. In this case, a wait command is output to the sub-controller 180, and the wait indicator 35 is turned on. If the wait time has elapsed, a wait elapsed command is output to the sub-controller 180, the wait indicator 35 is turned off, and then the system proceeds to step S503 to execute the spin start process. For this reason, even if the player bets the prescribed number of tokens and operates the start lever 41, the reels 32L, 32M, and 32R may not immediately start spinning.
[0166] In the rotation start process of step S503, the wait time for the next game is reset, and a motor control initialization process is performed to set the rotation start information in the motor control storage area provided in 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 starts to rotate.
[0167] If the rotation of each reel 32L, 32M, and 32R is started in step S503, the rotation start command is set as the output target for the sub-control device 180 in the following step S504. Upon receiving the rotation start command, the sub-control device 180 controls the display control device 81 (auxiliary display unit 65) and speaker 64, etc., to output display effects and sound effects associated with the start of rotation of each reel 32L, 32M, and 32R.
[0168] In the following step S505, the system waits until each reel 32L, 32M, and 32R rotates at a predetermined constant speed. Once the rotation speed of each reel 32L, 32M, and 32R reaches a constant speed, in step S506, a "stop ready" command is set as the output target for the sub-control device 180. Upon receiving the "stop ready" command, the CPU 181 on the sub-control device 180 notifies the player or others that it is now possible to issue a stop command by illuminating the stop lamps 42b to 44b built into each stop switch 42 to 44.
[0169] In the following step S507, it is determined whether or not any of the stop switches 42 to 44 have been operated. If none of the stop switches 42 to 44 have been operated, the system waits until any of the stop switches 42 to 44 have been operated. If it is determined that any of the stop switches 42 to 44 have been operated, the system proceeds to step S508 to determine whether or not it was a valid stop operation.
[0170] 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 towards the front, to their operating position, which is located towards the back. When they are in their 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 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.
[0171] Furthermore, the stop switches 42-44 are biased toward their initial position by springs or the like. Therefore, when the hand is released from the stop switches 42-44 that are being operated to the stop ON position, and no operating force (pressing force) is applied toward the operating position, the stop switches 42-44 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 switch from a HI signal to a LOW signal. The main control device 101 then recognizes that the stop OFF operation has been performed, meaning that the pressing operation of the stop switches 42-44 has ended, based on the change in the detection signal from a HI signal to a LOW signal.
[0172] In this slot machine 10, when a stop ON operation is performed on the stop switches 42-44 corresponding to the rotating reels 32L, 32M, and 32R, the stop drive control of the corresponding reels 32L, 32M, and 32R is performed. Furthermore, if a stop ON operation is performed on the stop switches 42-44 corresponding to other rotating reels 32L, 32M, and 32R while the stop ON operation that triggered the stop drive control is in progress, the stop drive control of the reel that was stopped later will be started without waiting for the previously started stop drive control to complete (the reel to stop). In other words, the configuration allows for the simultaneous execution of stop drive control for multiple reels 32L, 32M, and 32R.
[0173] In this case, the system can start stop drive control without waiting for the completion of the stop ON operation that triggered the previously initiated stop drive control, that is, without waiting for the stop OFF operation to be performed on the stop switches 42-44 on which the stop ON operation was performed, by making the later stop ON operation effective. In other words, when a stop ON operation is performed on multiple stop switches 42-44, the system is configured to make each of these stop ON operations effective and perform stop drive control on any of them. This improves the operability of the stop operation to stop each reel 32L, 32M, and 32R.
[0174] Incidentally, in this embodiment, when a stop ON operation is performed on multiple stop switches 42 to 44 at the same time, the order of processing for determining that a stop ON operation has been performed and for performing stop drive control is predetermined. Specifically, processing for the left reel 32L takes the highest priority, followed by processing for the middle reel 32M, and processing for the right reel 32R is executed last. For example, if the stop ON operations of stop switches 42 and 44 for the left reel 32L and the right reel 32R are performed at exactly the same time, and the timing of the switch from the LOW signal to the HI signal of the detection signal to the main control device 101 is the same, the main control device 101 is configured to first execute the processing for determining that a stop ON operation has been performed on the left reel 32L and the associated stop drive control processing, and then execute the processing for determining that a stop ON operation has been performed on the right reel 32R and the associated stop drive control processing. In this way, it is possible to execute multiple stop drive controls in overlapping order without complicating the processing configuration for starting stop drive control simultaneously.
[0175] Furthermore, when the stop ON operation is performed simultaneously, the priority order of the processes for determining whether the stop ON operation has been performed and the processes for stop drive control are not limited to those described above. For example, the right reel 32R may be given the highest priority. Also, when the stop ON operation is performed simultaneously, the processes for determining whether the stop ON operation has been performed may be executed simultaneously, but the processes for stop drive control may have a predetermined priority order. Alternatively, a priority order may be defined for the processes for determining whether the stop ON operation has been performed, and as a result, the processes for stop drive control may be executed according to the priority order of the processes for determining whether the stop ON operation has been performed.
[0176] Furthermore, if the stop ON operation is performed simultaneously, the system may be configured to execute a process to determine that the stop ON operation has been performed and a process for stop drive control for the priority reel, but not to execute a process to determine that the stop ON operation has been performed and a process for stop drive control for the non-priority reel, or to not execute a part of the process to determine that the stop ON operation has been performed and a part of the process for stop drive control for the non-priority reel (for example, the process to determine that the stop ON operation has been performed is executed, but the process for stop drive control is not executed). In this case, it is preferable to pre-determine the period during which the stop ON operation is performed simultaneously. For example, if the stop ON operation is performed simultaneously on multiple reels within a predetermined period (0.2 sec), the system may be configured to have different stop behavior for the priority and non-priority reels as described above. Furthermore, the length of the predetermined period may vary depending on the game state. For example, the predetermined period may be shortened during normal gameplay to reduce instances where the non-priority side does not stop, while the predetermined period may be lengthened during advantageous states (such as AT mode or BB state described later) to reduce the disadvantage to the player caused by unintentionally stopping the non-priority side.
[0177] When setting a priority for whether or not to stop when the stop ON operation is performed simultaneously, for example, if the number of symbols on each reel 32L, 32M, and 32R differs, such as the "watermelon" symbol (the left reel 32L and middle reel 32M each have 4 symbols, while the right reel 32R has 3), the priority of each of the above processes may be set according to the number of symbols (the likelihood of missing a symbol). In this case, by configuring the system to prioritize the processing of reels with a large number of symbols, it is possible to prevent missed symbols from occurring.
[0178] In the following explanation, the reel control process will be described assuming that the stop operations of stop switches 42 to 44 do not overlap.
[0179] If no valid stop command is issued in step S508, the process returns to step S507 and waits until one of the stop switches 42 to 44 is operated. If a stop command is issued, step S509 determines whether the stop operation was a stop ON operation.
[0180] If the operation was a stop ON operation, in step S508, the sequence number counters provided in the various counter areas 106e are incremented by 1. The sequence number counters are used by the CPU 102 to determine which stop ON operation this was. After the rotation of each reel 32L, 32M, and 32R begins, the sequence number counter is 1 if the stop ON operation is performed for the first time, 2 if the stop ON operation is performed for the second time, and 3 if the stop ON operation is performed for the third time. The sequence number counters are reset to their initial value of 0 at the start of the game (step S303). Then, in step S509, the stop ON command is set as the output target for the sub-control device 180. The stop ON command includes information on the stop switches 42-44 (corresponding reels 32L, 32M, and 32R) that were stopped this time, as well as the information on the sequence number counters mentioned above. When the sub-control device 180 receives the stop ON command, it controls the display control device 81 (auxiliary display unit 65) and speaker 64 to perform an effect of stopping the corresponding reel, and also controls the stop lamps 42b to 44b corresponding to the stop switches 42 to 44 that were operated to turn off.
[0181] Steps S512 to S519 are stop control processes to stop the reel while it is rotating.
[0182] Specifically, in step S512, 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 S513, 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 S513, a value between 0 and 4 is calculated as the number of slips based on the stop information stored in the stop information storage area 106b. Then, in step S514, the calculated number of slips is added to the symbol number of the reached symbol to determine the symbol number of the stopping symbol to actually stop at the base position. In step S515, it is determined whether the symbol number of the reached symbol and the symbol number of the stopping symbol of the reel to be stopped are equal. If they are equal, the reel stop process is performed in step S516 to stop the rotation of the reels. Then, in step S517, the reel stop command is set as the output target to the sub-control device 180. The reel stop command includes information on the stopped reels 32L, 32M, and 32R. Upon receiving the reel stop command, the sub-control device 180 controls the display control device 81 (auxiliary display unit 65) and speaker 64 to display an effect indicating that the reels have stopped. Then, in step S518, 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 S519, and the process returns to step S507.
[0183] Here, the second stop information setting process is a process that modifies the stop information stored in the stop information storage area 106b of RAM 106 after the reels have stopped. In the second stop information setting process, the stop information is modified based on the set winning flag and the stopping outcome of the stopped reels. In this slot machine 10, for example, if a win occurs when IV=11~22, that is, if a push-order bell is won (see Figures 22 and 23), 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.
[0184] Figure 25 is an explanatory diagram showing the correspondence between the winning combinations, the operation sequence of stop switches 42-44, and the resulting winning combinations. For example, if the middle-press bell 1 is won, the stop information is set so that the 17th, 18th, or 21st winning combination is achieved when each stop switch 42-44 is operated in the order of left → middle → right, left → right → middle, middle → right → left, right → left → middle, or right → middle → left. The stop information is set so that the 3rd winning combination is achieved when the switches are operated in the order of middle → left → right. However, even when the stop information is set in this way, the corresponding winning combination may not be achieved depending on the timing of the operation of stop switches 42-44.
[0185] A brief explanation of the symbol arrangement for each reel 32L, 32M, and 32R is provided below. In this slot machine 10, reels 32L, 32M, and 32R can be stopped after sliding up to 4 symbol lengths from the timing of operation of stop switches 42-44. Therefore, if the same symbols on each reel 32L, 32M, and 32R are spaced 4 symbols or less apart, the winning symbol can be stopped on the active payline regardless of the timing of operation of stop switch 43. On the other hand, for symbols that are spaced 5 symbols or more apart, the player needs to aim at the symbol and operate stop switches 42-44 to stop them on the active payline.
[0186] Let's explain using the example of a case where a middle-to-right bell 1 is won and the stop switches 42-44 are operated in the order left → middle → right. In this case, as described above, the stopping control of reels 32L, 32M, and 32R is performed to achieve the 17th, 18th, or 21st small win.
[0187] The 17th winning symbol on the left reel 32L is the "Red 7" symbol and the "BAR" symbol. The 18th winning symbol on the left reel 32L is the "Red Shell" symbol and the "White Shell" symbol. The 21st winning symbol on the left reel 32L is the "Replay" symbol and the "Young Man" symbol. On the left reel 32L, these 17th, 18th, and 21st winning symbols are arranged so that the spacing between them is 4 symbols or less. Therefore, when the left stop switch 42 is operated for the first time, regardless of the timing of the operation, one of the 17th, 18th, or 21st winning symbols will stop on the active line (middle row). In this slot machine 10, if the operation is performed at a timing when multiple target symbols can be stopped, the stop control is performed so that the symbol with the fewest slip frames stops on the active line. In other words, for example, if the left stop switch 42 is operated at the moment the first "bell" symbol on the left reel 32L reaches the bottom position, it is possible to stop the 18th winning symbol, the 4th "red clam" symbol (2-frame slip), and the 21st winning symbol, the 5th "replay" symbol (3-frame slip), in the middle position. However, the left reel 32L is controlled to stop in the middle position so that the 4th "red clam" symbol, which has the fewest slip frames, stops in the middle position. In this case, there is still a possibility of winning the 18th winning combination, but the 17th and 21st winning combinations will not be achieved.
[0188] If the 18th small win symbol on the left reel 32L stops in the middle position, the second stop information setting process modifies the stop information so that the 18th small win can be achieved.
[0189] The 18th winning symbol on the middle reel 32M is the "Replay" symbol. On the left reel 32L, the "Replay" symbols are arranged so that the interval between them is 4 symbols or less. Therefore, in this case, regardless of the timing of operation of the middle stop switch 43, the stop control is performed so that the "Replay" symbol stops on the upper position of the middle reel 32M.
[0190] The 18th winning symbols on the right reel 32R are the "white shell" symbol and the "young man" symbol. On the right reel 32R, these symbols are arranged so that there is a gap of 5 or more symbols between each "white shell" symbol and the "young man" symbol. In other words, depending on the timing of operating the right stop switch 44, it may or may not be possible to stop the 18th winning symbol, the "white shell" symbol or the "young man" symbol, on the upper row. If the right stop switch 44 is operated at a timing when it is possible to stop it on the upper row, the 18th winning symbol is awarded, and if the right stop switch 44 is operated at a timing when it is not possible to stop it on the upper row, it is considered a missed win.
[0191] Here, when the "Red Shell" symbol stops in the middle of the left reel 32L and the "Replay" symbol stops in the upper part of the middle reel 32M, there is a possibility that you will win the middle-sequential bell 1 as described above and achieve the 18th small win, but there is also a possibility that you will win the middle-sequential bell 2 and achieve the 20th small win. In other words, the 20th small win symbol in the middle-sequential bell 2 is the same as the 18th small win symbol on the left reel 32L and the middle reel 32M. However, in the right reel 32R, the 18th small win symbol is the "White Shell" symbol and the "Young Man" symbol, while the 20th small win symbol is the "Red 7" symbol and the "White 7" symbol, which are different. In particular, on the right reel 32R, the 18th and 20th small win symbols are positioned such that if the right stop switch 44 is operated at a timing when the 18th small win symbol can be stopped on an active line, the 20th small win symbol cannot be stopped on an active line, and if the right stop switch 44 is operated at a timing when the 20th small win symbol can be stopped on an active line, the 18th small win symbol cannot be stopped on an active line. Therefore, assuming that it is unknown whether the middle-sequential bell 1 or middle-sequential bell 2 has been won, even if the left reel 32L and the middle reel 32M are stopped in a manner that makes it possible to win the 18th and 20th small wins, it is not possible to win them by aiming for them.
[0192] Next, we will explain using the example of a case where a middle-to-left bell win occurs and the stop switches 42-44 are operated in the order of middle → left → right. In this case, the stopping control of reels 32L, 32M, and 32R is performed to achieve a third small win.
[0193] On the middle reel 32M, the third small winning symbol, the "Replay" symbol, is positioned such that the spacing between "Replay" symbols is four symbols or less. Therefore, when the middle stop switch 43 is operated first, the "Replay" symbol will stop on the top row regardless of the timing of the operation.
[0194] On the left reel 32L, the third small winning symbol, the "bell" symbol, is positioned such that the spacing between "bell" symbols is four symbols or less. Therefore, when the left stop switch 42 is operated second, the "bell" symbol will stop in the middle position regardless of the timing of the operation.
[0195] On the right reel 32R, the third small winning symbols, the "watermelon" and "red clam" symbols, are arranged so that the spacing between these symbols is four symbols or less. Therefore, when the right stop switch 44 is operated third, the "watermelon" or "red clam" symbol will stop on the top row regardless of the timing of the operation. As described above, if you win the middle-sequence bell 1 and operate the middle stop switch 43 → left stop switch 42 → right stop switch 44 in that order, the third small winning combination will be achieved regardless of the timing of the operation.
[0196] As described above, if you win a push-order bell, and stop switches 42-44 are operated in a predetermined sequence, regardless of the timing of the operation, you will win the 1st, 2nd, 3rd, 4th, 5th, or 6th small win. If stop switches 42-44 are operated in any other sequence, depending on the timing of the operation, you will either win another small win or miss out on any small wins. Incidentally, if you win a common bell, regardless of the order and timing of the operation, you will win the 1st, 2nd, 3rd, 4th, 5th, or 6th small win.
[0197] Returning to the explanation of the reel control process, in step S509, if it is determined that the stop operation is a stop OFF operation and not a stop ON operation, in step S520, the process of setting the stop OFF command as an output target to the sub-control device 180 is executed. The stop OFF command contains information about the stop switches 42-44 (corresponding to reels 32L, 32M, 32R) that were stopped in this operation. Upon receiving the stop OFF command, the sub-control device 180 controls the display control device 81 (auxiliary display unit 65) and speaker 64 to display an indication that the stop operation of the corresponding reel has been completed (that a stop OFF operation has been performed).
[0198] If it is determined in step S518 that all reels 32L, 32M, and 32R are stopped, or if the stop OFF command is set in step S520, then in step S521, it is determined whether all stop switches 42 to 44 are in their initial positions by checking whether the detection signals from the stop detection sensors 42a to 44a are all LOW signals. If any of the stop switches 42 to 44 are not in their initial positions, for example, if the stop ON operation has been performed and the corresponding reel has stopped, but the stop OFF operation has not been performed, the process returns to step S507.
[0199] In other words, this slot machine 10 allows for overlapping stop drive control due to overlapping stop ON operations, but is configured so that until the stop OFF operation is completed for all stop switches 42-44, the payout determination and other processing associated with the stopping of all reels 32L, 32M, and 32R from step S522 onward are not performed. This ensures that the stop operation is performed reliably in each game (each game does not proceed while the stop ON operation is still active), and optimizes the game progression within the premise of playing the slot machine 10, where each game progresses through the player's gameplay.
[0200] If all stop switches 42-44 are in their initial positions, a payout determination process is performed in step S522. 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 an active line. In the payout determination process, the combination of symbols formed on an active line is derived from the symbol numbers of the symbols that stopped on the lower row of each reel 32L, 32M, 32R, and it is determined whether or not a win has occurred on an active line. If a win has occurred, it is 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, a process is performed to set the payout to be the winning combination and the number of medals corresponding to that winning combination. 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 abnormality occurrence process is performed to notify the occurrence of the error. This error state is maintained until the reset switch 72 is operated.
[0201] The disbursement determination process will be explained in detail, referring to the flowchart in Figure 26.
[0202] In step S601, the process of determining the result of the current game's draw is executed. Then, in step S602, the process of determining the symbols (symbol numbers) that have stopped in the valid positions of each reel 32L, 32M, and 32R is executed, and in step S603, the process of comparing the combination of stopped symbols with the combination of symbols corresponding to the result of the current game's draw is executed. Note that in the draw process (Figure 21), in the stop information setting process (step S412), based on the result of the current game's draw, the combination of symbols that will result in a prize is set as the stop information for each reel 32L, 32M, and 32R, as well as the combination of symbols that will not result in a prize is also set as the stop information for each reel 32L, 32M, and 32R. In the comparison process in step S603, a comparison is made to determine whether the combination of symbols that will not result in a prize, as well as the combination of symbols that will not result in a prize, corresponds to the result of the current game's draw.
[0203] Then, in the following step S604, it is determined whether the result of the comparison process in step S603 is inconsistent and whether the combination of stopped symbols does not correspond to the draw result of this game. If the determination in step S604 is positive and symbols that were not intended to stop are stopped in an active position, the process of setting a stop error flag in the various flag storage area 106d is executed in step S605, and then the main payout determination process is terminated. If the stop error flag is set, an error notification is made by the auxiliary display unit 65 or speaker 64 as an error response process, and the game progress is stopped.
[0204] If it is determined that there is no inconsistency in step S604, the process proceeds to step S606. In step S606, it is determined whether the combination of symbols that has stopped corresponds to a winning result in this game's lottery. If it does not correspond to a winning result, the payout determination process ends there.
[0205] If the win corresponds to a prize, step S607 determines whether the win is a re-play win. If it is a re-play win, step S608 sets the game to re-play mode and then terminates the payout determination process. By setting the game to re-play mode, the next game start waiting process (step S304) will automatically place bets equal to the number of bets placed in the game that triggered the re-play win.
[0206] If it is determined that this is not a re-spin win, step S609 determines whether the win is a minor win or not. If it is neither a re-spin win nor a minor win, it means that it is a Big Bonus (BB) win. In this case, the payout determination process ends, and the bonus state processing (step S523), which is executed immediately after the main payout determination process, executes the processing for when a BB win occurs.
[0207] If it is determined in step S609 that any minor win has occurred, the process of determining the number of coins paid out associated with the minor win is executed in step S610. Then, the value corresponding to the determined number of coins paid out is entered into the payout counter provided in the various counter area 106e in step S2611, and the main payout determination process is terminated.
[0208] After the payout determination process is performed, the bonus state processing is executed in step S523. The bonus state processing will be explained in detail later. After the bonus state processing is performed, the winning result response processing is performed in step S524. In the winning result response processing, processes such as transitioning the game state based on the winning result are performed. This winning result response processing will be explained in detail later.
[0209] After processing the winning results, step S525 executes the second section display process. The second section display process is a process related to the display control of the payout quantity display unit 62, which functions as an instruction monitor, and this process will be explained in detail later. Then, in step S526, a winning result command is set to allow the sub-control device 180 to recognize the winning combinations in this game, and the reel control process is terminated.
[0210] Next, the medal dispensing process in step S312 will be explained with reference to the flowchart in Figure 27.
[0211] First, in step S701, it is determined whether the above-mentioned payout counter is 0 or not. If it is greater than 0, in step S702, a process is executed to set the payout start command as the output target to the sub-control device 180. Upon receiving the payout start command, the sub-control device 180 controls the display control device 81 (auxiliary display unit 65) and the speaker 64 so that the medal payout animation is performed.
[0212] In the following step S703, it is determined whether the credit counters in the various counter areas 106e have reached their upper limit of 50. If they have not reached the upper limit, step S704 is performed to increment the credit counters by 1. If they have reached the upper limit, step S705 is performed to perform a payout drive process to control the payout device 53 so that one medal is dispensed from the payout device 53. The credit counters are counters used by the CPU 102 to count the number of credits.
[0213] After executing the process in step S704 or step S705, step S706 is executed to decrement the payout counter by 1. In the following step S707, it is determined whether the payout counter has become 0 and the payout based on the winnings has been completed. If the payout counter is not 0, the process returns to step S703.
[0214] If the payout is complete, step S708 is performed to set the payout completion command as an output target to the sub-control device 180, and then the main medal payout process is terminated. Upon receiving the payout completion command, the sub-control device 180 controls the display control device 81 (auxiliary display unit 65) and speaker 64 so that the medal payout animation currently running is terminated.
[0215] Next, the bonus state processing in step S523 will be explained based on the flowchart in Figure 28.
[0216] First, in step S801, it is determined whether the current game state is a bonus state, that is, whether the current game state is the 1st BB state or the 2nd BB state. Whether or not it is the 1st BB state or the 2nd BB state can be determined by the presence or absence of the 1st BB state flag and the 2nd BB state flag, which are set in the various flag storage area 106d of RAM 106 when transitioning to the 1st BB state or the 2nd BB state. In other words, in step S801, if neither the 1st BB state flag nor the 2nd BB state flag is set, it is determined that it is not the 1st BB state or the 2nd BB state and the process proceeds to step S802.
[0217] Step S802 determines whether the 1st BB winning flag or the 2nd BB winning flag is set and whether either BB has been won. If neither BB winning flag is set, the bonus state processing ends. If either BB winning flag is set, the process proceeds to step S803.
[0218] In step S803, the process of inputting 3 into the MAX bet counter located in the various counter areas 106e of RAM 106 is performed. The MAX bet counter is used to set a specific predetermined number of virtual medals to be inserted when the first credit insertion switch 56 is operated. That is, when the first credit insertion switch 56 is operated while 3 is entered into the MAX bet counter, 3 virtual medals will be inserted. In this case, since the MAX bet counter does not set the predetermined number of medals for the game, if the predetermined number of medals for the game is set to 2 or 3, it is permitted to play a 2-bet game by operating the second credit insertion switch 57. If 3 is already entered into the MAX bet counter in step S803, that state is maintained.
[0219] The initial value of the MAX bet counter is 2. When the reset switch 72 is operated and the RAM is cleared, 2 is entered into the MAX bet counter and the slot machine 10 starts up.
[0220] In the following step S804, it is determined whether a first BB (Big Bonus) win or a second BB win has occurred. If neither BB win has occurred, the bonus state processing ends. If either BB win has occurred, the process proceeds to step S805, where it is determined whether a first BB win has occurred.
[0221] If the first Big Bonus (BB) win is achieved, step S806 executes the process of inputting "15" into the BB counter located in the various counter area 106e. The BB counter is a counter that defines the maximum payout amount for each BB state. That is, when "15" is input into the BB counter in step S806, it is set so that the first BB state ends when 15 or more medals are paid out. In step S807, the first BB win flag is cleared. Then, in step S808, the first BB state flag is set in the various flag storage area 106d. As a result, from the next game onwards, a positive judgment will be made in step S801. In the following step S809, the process of setting the first BB start command as an output target to the sub-controller 180 is executed. The 1st BB start command is a command to inform the sub-control device 180 that the 1st BB state has started. Upon receiving this 1st BB start command, the sub-control device 180 controls the speaker 64, auxiliary display unit 65, etc., so that the 1st BB start animation corresponding to the start of the 1st BB state is performed. Furthermore, by receiving the 1st BB start command, the sub-control device 180 can understand that the 1st BB state will start from the next game, and controls the speaker 64, auxiliary display unit 65, etc., so that the animation for the 1st BB state is performed from the next game.
[0222] After setting the output for the 1st BB start command in step S809, the process of setting the specified bet number to 2 is executed in step S810, and the process of inputting 2 into the MAX bet counter is executed in step S811, after which this bonus state process ends. The specified bet number corresponds to the specified number of coins for the game mentioned above. In other words, by transitioning to the 1st BB state, the specified number of coins for the game is set to 2, and the 1st BB state is played as a 2-bet game.
[0223] The initial values for the number of specified bets are 2 and 3. When the reset switch 72 is operated and the RAM is cleared, the number of specified bets is set to 2 and 3 and the slot machine 10 starts up.
[0224] If it is determined in step S805 that the first BB win has not occurred, it means that the second BB win has occurred. In this case, the process proceeds to step S812, where "15" is entered into the BB counter. That is, the second BB state is set to end when 15 or more medals are dispensed. Then, in step S813, the process of clearing the second BB win flag is executed, and in step S814, the process of setting the second BB state flag is executed. After that, in step S815, the process of setting the second BB start command as an output target to the sub-controller 180 is executed. The second BB start command corresponds to the first BB start command and is a command to make the sub-controller 180 aware that the second BB state has started. Upon receiving the second BB start command, the sub-controller 180 controls the speaker 64 and auxiliary display unit 65 etc. so that the second BB start animation corresponding to the start of the second BB state is performed, and controls the speaker 64 and auxiliary display unit 65 etc. so that the animation for the second BB state is performed from the next game onwards. Furthermore, the first BB start animation and the second BB start animation differ in appearance and content to a degree that is distinguishable by the player. Also, the animations for the first BB state and the animations for the second BB state differ in appearance and content to a degree that is distinguishable by the player.
[0225] After setting the output of the second BB start command in step S815, the process of setting the specified bet number to 2 is executed in step S810, and after inputting 2 to the MAX bet counter in step S811, this bonus state process is terminated. In other words, the specified number of coins for the game is set to 2 not only in the first BB state but also in the second BB state, and the second BB state is played as a 2-bet game.
[0226] If a positive result is obtained in step S801 and it is the first BB state or the second BB state, the process proceeds to step S816 to perform the processing in the first BB state or the second BB state. Figure 29 shows an example of a lottery table for the BB state. In this embodiment, a common lottery table is used for the first BB state and the second BB state, but separate lottery tables may be provided for each, and the types of winning combinations and the winning probabilities for each combination may differ. In this embodiment, as shown in Figure 29, in the first BB state and the second BB state, it is set so that it is possible to win a normal replay A, a common bell, and a duplicate single-coin combination. The probability of winning a normal replay A (the probability of winning when IV=1) is approximately 1 in 61.2, the probability of winning a common bell (the probability of winning when IV=10) is approximately 1 in 5.96, and the probability of winning a duplicate single-coin combination (the probability of winning when IV=24) is approximately 1 in 1.31. Furthermore, the probability of not winning any combination in the 1st BB state or the 2nd BB state is approximately 1 in 10.14. In this case, an increase of approximately 0.00 medals can be expected per game (net increase of approximately ±0.00 medals), and there is no increase or decrease in medals in the 1st BB state or the 2nd BB state. In other words, although no increase in medals can be expected in the 1st BB state or the 2nd BB state, it is possible to proceed with the game without losing medals.
[0227] Here, in the 3-bet game, both the normal gameplay state and the 1st BB state that can be entered in the 3-bet game, the main way to increase medals is through winning the 1st to 6th small wins. In the normal gameplay state, these are the push-order bells, and in the 1st BB state, they are the common bells. Comparing the winning rates of these main small wins, in the normal gameplay state, assuming that stop switches 42 to 44 are operated in a certain order, the probability of winning is approximately 1 in 9.19, while in the 1st BB state, the probability is approximately 1 in 5.96. This indicates that winning is more likely to occur in the 1st BB state than in the normal gameplay state. Furthermore, in both the normal gameplay state and the second Big Bonus (BB) state that can be entered in the 2-bet game, the main source of medal increases is the common bell. In the normal gameplay state, the probability of winning is approximately 1 in 9.64, while in the second BB state, the probability is approximately 1 in 5.96. In the 2-bet game, the second BB state is set to have a higher probability of winning than the normal gameplay state.
[0228] However, as mentioned above, you cannot expect to increase your medal count even after going through the 1st BB state or the 2nd BB state.
[0229] In the bonus state processing, step S816 determines whether any winning combinations have been achieved in the current game, based on the lottery process using the BB state lottery table and the control of each reel. If no winning combinations have been achieved, the bonus state processing ends. If winning combinations have been achieved, step S817 subtracts the payout amount corresponding to the winning combinations from the BB counter in the various counter areas 106e. Then, step S818 determines whether the BB counter has become 0 or less as a result of the subtraction process in step S817. For example, if a common bell is won and the 1st to 6th winning combinations are achieved, a payout of 12 coins will occur, so 12 is subtracted from the BB counter in step S817.
[0230] If it is determined in step S818 that the value is not 0 or less, the bonus state processing is terminated. On the other hand, if it is determined that the value is 0 or less, in step S819, the BB state flag corresponding to the current BB state is cleared. That is, if it is the 1st BB state, the 1st BB state flag is cleared, and if it is the 2nd BB state, the 2nd BB state flag is cleared. Then, in step S820, the BB termination command corresponding to the BB state to be terminated is set as the output target to the sub-control device 180. More specifically, if the 1st BB state is to be terminated, the 1st BB termination command is set to be output, and if the 2nd BB state is to be terminated, the 2nd BB termination command is set to be output. Upon receiving the 1st BB termination command or the 2nd BB termination command, the sub-control device 180 controls the speaker 64 and auxiliary display unit 65 so that the effects for the 1st BB termination or the 2nd BB termination are performed.
[0231] Subsequently, in step S821, the specified number of bets is set to 2 and 3, and then the bonus state processing is terminated. In this case, in the normal game state after the end of the 1st BB state or 2nd BB state, both 2-bet games and 3-bet games are possible. However, as mentioned above, since 2 is entered into the MAX bet counter in step S811, when the 1st credit insertion switch 56 is operated, two virtual medals are inserted, and the game is played as a 2-bet game. In other words, when neither the 1st BB winning flag nor the 2nd BB winning flag is set, the game is set to be more likely to be played as a 2-bet game. Incidentally, after the end of the 1st BB state or 2nd BB state, since 2 is entered into the MAX bet counter, 3-coin bets cannot be made by operating the 1st credit insertion switch 56 or the 2nd credit insertion switch 57, and in order to play a 3-bet game, it is necessary to insert 3 medals from the medal slot 45.
[0232] Here, we will briefly explain the gameplay of this slot machine 10 using 2-bet games and 3-bet games, with reference to Figure 30.
[0233] When neither the 1st BB winning flag nor the 2nd BB winning flag is set, and neither BB is won, the normal game state is referred to as the so-called non-internal state. In this case, as described above, the prescribed bet amount (prescribed number of coins for the game) is set to 2 and 3, and both 2-bet games and 3-bet games are possible. However, as described above, the MAX bet counter is set to 2, and when the game is started by operating the 1st credit insertion switch 56, it becomes a 2-bet game.
[0234] In a non-internal state, a 3-bet game may result in a win of the 1st BB, but not the 2nd BB, while a 2-bet game may result in a win of the 2nd BB, but not the 1st BB. As described above, in games where the 1st credit insertion switch 56 is operated, a win of the 2nd BB is basically possible in a 2-bet game.
[0235] If you win the 1st BB or 2nd BB but do not win a prize in that game, the internal state will be carried over (carried-over state) to the 1st BB or 2nd BB win. Even in this internal state, as described above, the prescribed number of bets (prescribed number of coins for the game) is set to 2 and 3, and 2-bet games and 3-bet games are possible. However, as described above, the MAX bet counter is set to 3, and if you start playing by operating the 1st credit insertion switch 56, it will be a 3-bet game.
[0236] As already explained, in this slot machine 10, when the internal state is such that the first Big Bonus (BB) has been won, the stopping control of each reel 32L, 32M, and 32R is such that the first BB can be won in a 3-bet game, but the first BB cannot be won in a 2-bet game. Similarly, when the internal state is such that the second BB has been won, the stopping control of each reel 32L, 32M, and 32R is such that the second BB cannot be won in a 3-bet game, but the second BB can be won in a 2-bet game. In other words, if the first BB is won in a 3-bet game, the first BB can be won if the 3-bet game is continued, but the first BB cannot be won if the game is switched to a 2-bet game after the first BB is won. Also, if the second BB is won in a 2-bet game, the second BB can be won if the game is continued, but the second BB cannot be won if the game is switched to a 3-bet game after the second BB is won. Furthermore, the 1st BB and 2nd BB cannot be won multiple times. If you have already won the 1st BB, you cannot win the 1st BB again, nor can you win the 2nd BB multiple times. Similarly, if you have already won the 2nd BB, you cannot win the 2nd BB again, nor can you win the 1st BB multiple times. In other words, if you win the 1st BB and play a 2-bet game, the game will continue indefinitely in the internal state where you have carried over the 1st BB win. Similarly, if you win the 2nd BB and play a 3-bet game, the game will continue indefinitely in the internal state where you have carried over the 2nd BB win.
[0237] Here, as described above, the first Big Bonus (BB) win is only possible in 3-bet games, and the second Big Bonus (BB) win is only possible in 2-bet games. Therefore, even if a 3-bet game results in no wins while a second Big Bonus win is being carried over, the second Big Bonus win will not be achieved. Similarly, if a 2-bet game results in a loss while a first Big Bonus win is being carried over, the first Big Bonus win will not be achieved. This dramatically simplifies the combination of winning combinations and the control of each reel (32L, 32M, 32R) in internal states where a first or second Big Bonus win is being carried over. If the configuration allowed for a second Big Bonus win in a 3-bet game, or a first Big Bonus win in a 2-bet game, then in order to continue the internal state where a first or second Big Bonus win is being carried over, it would be necessary to create a lottery table that does not result in a loss. For example, in the case of a combination that could be missed, it would be necessary to ensure that a different combination is achieved when that combination is missed.
[0238] Furthermore, in both the 1st BB state and the 2nd BB state, the main role for increasing medals is the common bell. Also, in both the non-internal state and the internal state, the main role for increasing medals in 2-bet games is the common bell, while in 3-bet games, the main role for increasing medals is the push-order bell. With the common bell, regardless of the order or timing of operation of each stop switch 42-44, one of the 1st to 6th small roles will be achieved, whereas with the push-order bell, the small role that is achieved differs depending on the order and timing of operation of each stop switch 42-44. In other words, the fluctuation in medal increase or decrease depending on the order and timing of operation (mainly the operation order) when a push-order bell is won is greater in the non-internal state and internal state in 3-bet games than in the 1st BB state and the 2nd BB state. Furthermore, by providing notification of the operation sequence (Figure 25) that results in winning the 1st to 6th small prizes when a push-order bell is won, it becomes possible to switch between an AT mode (Assist Time Mode, Navi Mode) that assists in winning and a non-AT mode (Non-Navigation Mode) that does not, thereby creating states where the number of medals increases and states where the number of medals decreases depending on whether or not the notification (assistance) is provided.
[0239] The basic flow of the game when operating the first credit insertion switch 56 is as follows: First, in a non-internal state, the game is played in a 2-bet game, and the second Big Bonus (BB) is won in that 2-bet game. When the second BB is won, the game enters an internal state and switches to a 3-bet game, and the game continues in a state where it is not possible to win the second BB that was won above. In this case, as described above, in the 3-bet game in which the second BB win has been carried over, the first BB will not be won, nor will the second BB be won, and the game continues in an internal state in which the second BB win has been carried over.
[0240] The following explanation assumes gameplay with a carried-over second Big Bonus (BB) win, and describes the gameplay utilizing the notification system (button press order notification) when a button press order bell is won during that game (which will also be referred to as "normal gameplay" in the following explanation).
[0241] <Processing for handling lottery results> First, the lottery result response process performed in step S410 will be explained with reference to the flowchart in Figure 31. The lottery result response process is performed after the lottery process for each game has been completed, and is a process that performs a lottery for transitioning to the AT mode, in which a button press order notification occurs, based on the lottery result of the game. In this embodiment, the AT mode is a coin-management type mode that ends when the number of coins set at the time of transition has been dispensed.
[0242] First, steps S901 to S903 execute a process to determine the number of bets for the game to be started. Specifically, in step S901, it is determined whether either the 1st BB state flag or the 2nd BB state flag is set, and whether the game to be started is in either BB state. If it is not in a BB state, step S902 determines whether the number of bets is 3. If it is in a BB state, step S903 determines whether the number of bets is 3. As already explained, in the non-internal state before winning the 1st BB or 2nd BB, and in the internal state after winning the 1st BB or 2nd BB, the specified number of bets is set to 2 and 3 respectively, and in the 1st BB state and 2nd BB state, the specified number of bets is set to 2. Steps S902 and S903 determine whether the number of bets in the current game is a specific predetermined number (specific setting number) that is associated with the game state. If it is not the specified predetermined number, the lottery result processing is terminated without performing the display mode processing (instruction function processing) from step S904 onwards.
[0243] In other words, in non-internal and internal states, the display mode processing is executed in 3-bet games, while it is not executed in 2-bet games. Also, in the 1st BB state and 2nd BB state, since the specified number of coins is set to 2, 3-bet games are not executed, and therefore the display mode processing is not executed in the 1st BB state and 2nd BB state.
[0244] In other words, in this embodiment, if the internal state is set to a 2-bet game, the transition lottery to AT mode from step S904 onwards will not be performed, which is disadvantageous to the player. This makes it easier to have the player play in a 3-bet game state and carry over the second Big Bonus (BB) in normal gameplay.
[0245] If a positive result is obtained in step S902 or step S903, step S904 determines whether or not the advantageous section flag is set in the various flag storage area 106d. In this slot machine 10, there are advantageous sections in which button press order notifications, etc., can occur and normal sections in which they cannot occur. The advantageous section flag is a flag that the CPU 102 uses to determine whether the current game is in an advantageous section. It is set based on the transition to an advantageous section and cleared based on the transition to a normal section.
[0246] If the advantageous section flag is not set, it means that the current game is in the normal section. In this case, the advantageous section transition lottery process is executed in step S905, and then the lottery result processing is terminated.
[0247] In the advantageous section transition lottery process, as shown in the flowchart in Figure 32, the lottery result for the current game is determined in step S1001. Then, in step S1002, the advantageous section transition lottery table is obtained from the various table storage area 105a of ROM 105. As shown in Figure 33, the advantageous section transition lottery table has the transition rate to the advantageous section (winning probability of the advantageous section transition lottery) set according to the lottery result for each game. As shown in Figure 33, the triggers for the advantageous section transition lottery are set as normal replay A, normal replay B, normal replay C, chance eye A, chance eye B, chance eye C, cherry A, cherry B, cherry C, common bell, push-order bell, and watermelon. In other words, in normal gameplay as a 3-bet game with the second Big Bonus carried over, all possible results are set as triggers for the advantageous section transition lottery.
[0248] After obtaining the lottery table in step S1002, the process of obtaining a random number for the advantageous section transition lottery is executed in step S1003. A dedicated counter in the various counter areas 106e is used for the random number for the advantageous section transition lottery, and this dedicated counter is updated at a predetermined period, and the latest updated value of the counter is obtained in step S1003. Then, the advantageous section transition lottery is executed in step S1004, and in step S1005, it is determined whether or not the transition lottery has been won. Incidentally, in this embodiment, the lottery table is set so that the advantageous section transition lottery is won with 100% probability regardless of the trigger role. In this case, if it is determined in step S1001 that the result of the game is a trigger role for the transition lottery (not a losing result), it is possible to omit the processing in steps S1002 to S1005.
[0249] If it is determined in step S1005 that the transition lottery has been won, then in step S1006, the process of setting the advantageous section winning game flag in the various flag storage area 106d is executed. The advantageous section winning game flag is a flag that allows the CPU 102 to know that this game is one in which the lottery for transitioning to the advantageous section has been won. If it is determined to be negative in step S1005, or after the process in step S1006 has been executed, the advantageous section transition lottery process is terminated.
[0250] Returning to the explanation of the lottery result corresponding process, if it is determined in step S904 that the advantageous section flag is set, the process proceeds to step S906. In step S906, it is determined whether either the AT mode winning flag or the AT mode flag is set in the various flag storage areas 106d. The AT mode flag is a flag for the CPU 102 to recognize that it is in the AT mode, and is a flag that is set when the transition to the AT mode becomes possible. Also, the AT mode winning flag is a flag for the CPU 102 to recognize that it has won in the AT mode transition lottery, the transition to the AT mode is confirmed, and it is in the situation before the AT mode transition. If neither flag is set in step S906, the AT lottery process is executed in step S907. On the other hand, if either flag is set in step S906, the AT topping-up process is executed in step S908.
[0251] <AT lottery process> The AT lottery process in step S907 will be described while referring to the flowchart of FIG. 34.
[0252] In step S1101, a process of decrementing the ceiling counter provided in the various counter areas 106e by 1 is executed. The ceiling counter is a counter for causing a transition to the AT mode regardless of the result of the AT mode transition lottery (without winning) when the number of games after the advantageous section transition reaches the ceiling number of games, and is a counter for the CPU 102 to recognize the remaining number of games up to the ceiling number of games. The ceiling number of games is set at the time of the advantageous section transition. Incidentally, as described above, since the AT lottery process is executed when the bet number is a specific regulated number corresponding to the game state, the ceiling counter is decremented in games where the bet number is a specific regulated number corresponding to the game state. For example, it is not decremented in 2-bet games.
[0253] After the ceiling counter subtraction process is performed in step S1101, it is determined in step S1102 whether or not the ceiling counter has reached 0. If it has not reached 0, the process for the AT mode transition lottery is performed in steps S1103 to S1109.
[0254] In other words, in step S1103, a process is executed to determine the result of the lottery for the current game. Then, in step S1104, a process is executed to obtain a random number for the AT mode transition lottery. A dedicated counter in the various counter area 106e is used for the random number for the AT mode transition lottery, and this dedicated counter is updated at a predetermined period. In step S1104, the latest updated value of this counter is obtained. In the following step S1105, it is determined whether or not the CZ mode flag is set in the various flag storage area 106d. In this embodiment, a normal mode and a CZ mode, in which it is easier to win the AT mode transition lottery than in the normal mode, are set as display modes with different winning probabilities for the AT mode transition lottery, and the CZ mode flag is a flag that the CPU uses to determine that it is in CZ mode.
[0255] Here, we will give an overview of the CZ mode of this embodiment. In the CZ mode of this embodiment, sets of a predetermined number of games (5 in this embodiment) are configured to be playable for a maximum of a specific number of games (3 in this embodiment). In each game during the CZ mode, an AT mode transition lottery is held, which is easier to win than in the normal mode, and by winning this AT mode transition lottery, it is possible to transition to the AT mode. In addition, a continuation condition is checked in each set of the CZ mode, and if the continuation condition is met, the set is updated, and it is also possible to transition to the AT mode if the continuation condition is met in a specific number of sets. If the continuation condition for each set is not met and the AT mode transition lottery is not won, and the number of games in that set (5) is used up, the CZ mode ends in that set. In other words, in this embodiment, not only does transitioning to the CZ mode increase the chances of winning the AT mode transition lottery in each game of the CZ mode, but it is also possible to transition to the AT mode by meeting the continuation condition for each set of the CZ mode, thereby improving the enjoyment of the CZ mode.
[0256] If the CZ mode flag is not set in step S1105, the process of obtaining the normal AT mode transition lottery table from the various table storage area 105a is executed in step S1106. On the other hand, if the CZ mode flag is set in step S1105, the process of obtaining the CZ AT mode transition lottery table is executed in step S1107.
[0257] As shown in Figure 33, the probability of winning the AT mode transition lottery is set according to the game's lottery results for the regular AT mode transition lottery and the CZ AT mode transition lottery. For example, if the AT mode transition lottery is triggered by chance eye A, the probability of winning the AT mode transition is 1% in the regular version and 3% in the CZ version. Thus, the CZ AT mode transition lottery table is set to make it easier to win the AT mode transition lottery than the regular AT mode transition lottery table. In addition, regular replays A, B, and C do not result in an AT mode transition in the regular version, but they can result in an AT mode transition in the CZ version.
[0258] After obtaining the AT mode transition lottery table in step S1106 or step S1107, the AT mode transition lottery process is executed in step S1108 using the obtained transition lottery table and the game lottery results obtained in step S1103. Then, in step S1109, it is determined whether or not the AT mode transition was successful.
[0259] If it is determined in step S1109 that the transition to AT mode has been won, or if it is determined in step S1102 that the ceiling counter is 0, the process proceeds to step S1110. In step S1110, it is determined whether or not the CZ mode flag is set and whether or not the transition to AT mode has been won while in CZ mode. If it is not a win while in CZ mode, the process of setting the AT mode win flag in the various flag storage area 106d is executed in step S1111. As a result of this process, a positive determination will be made in step S906 from the next game onwards.
[0260] In the following steps S1112 to S1115, the pre-announcement mode is set. The pre-announcement mode is a mode that performs pre-announcement effects that suggest that the player has won the AT mode transition lottery or the CZ mode transition lottery. In this embodiment, if the player wins one of these transition lotteries, the player goes through a pre-announcement mode for 0 to 32 games before being notified of the winning transition lottery.
[0261] In other words, step S1112 executes the lottery process for the pre-announcement game. In the lottery process for the number of pre-announcement games, the number of pre-announcement games is determined based on the type of transition lottery won, the lottery result of the game that triggered the win, etc. In this case, the number of pre-announcement games may differ depending on the lottery result of the game that triggered the win. For example, if the AT mode transition lottery is won with Cherry A, a longer number of pre-announcement games may be selected than if the AT mode transition lottery is won with Cherry C. In addition, in the lottery process for the pre-announcement game, a random number for the lottery of the number of pre-announcement games is obtained and the number of pre-announcement games is determined based on the type of transition lottery won, the lottery result of the game that triggered the win, etc.
[0262] In the following step S1113, the process of inputting the lottery result from step S1112 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 pre-announcement games, and it is decremented by 1 each time a game in pre-announcement mode is played.
[0263] Then, in step S1114, the process of setting the pre-announcement flags in the various flag storage area 106d is executed, and in step S1115, the process of setting the pre-announcement command as an output target to the sub-control device 180 is executed, and then the AT lottery process ends. The pre-announcement flag is a flag that the CPU 102 uses to know that the system is in pre-announcement mode, and the pre-announcement command is a command that informs the sub-control device 180 that the system has been set to pre-announcement mode, the number of games in that pre-announcement mode, and which transition lottery has been won. Upon receiving the pre-announcement command, the sub-control device 180 understands the number of games in pre-announcement mode and the type of transition lottery that has been won, and performs the process of executing the effects during pre-announcement mode on the auxiliary display unit 65 and speaker 64.
[0264] If it is determined in step S1110 that the AT mode transition lottery during CZ mode has been won, the process proceeds to step S1116. In step S1116, the process of setting the AT mode winning flag is executed, and in step S1117, the process of clearing the CZ mode flag is executed. Then, in step S1118, the process of inputting the CZ game counters provided in the various counter areas 106e into the pre-announcement counter is executed. The CZ game counter is a counter used by the CPU 102 to keep track of the remaining number of games in each set of CZ mode. When transitioning to CZ mode, a value (5) corresponding to the unit duration of one set of CZ mode (5 games) is input, and the counter is decremented by 1 each time a game is played.
[0265] In the following step S1119, the system determines the number of remaining sets until the current number of CZ mode sets reaches a specific number, based on the current number of CZ mode sets. For example, if the current set is the first set of CZ mode, the number of remaining sets until the specific number (3) is reached is 2. Each counter area 106e is equipped with a battle counter, which is incremented by 1 each time a set is updated, allowing the remaining number of sets to be determined using this battle counter.
[0266] In the following step S1120, the remaining number of sets determined in step S1119 is multiplied by the number of sets that continue (5), and this value is added to the above-mentioned premonition counter. In other words, if the AT mode transition lottery is won during the CZ mode, the CZ mode ends in that game, and the number of games in which the maximum number (specific number) of sets continued in that CZ mode is set as the number of games in the premonition mode. In this case, the sub-control device 180 is configured to display an effect that shows the CZ mode continuing even though it is in the premonition mode. In this way, even in games after the AT mode transition lottery has been won during the CZ mode, it is possible to maintain the expectation that the continuation conditions for each set of the CZ mode will be met.
[0267] After executing the process in step S1120, the process proceeds to step S1114, where the premonition flag is set. Then, in step S1115, the output settings for the premonition command are configured, and finally, the AT lottery process is terminated.
[0268] If it is determined in step S1109 that the AT mode transition lottery has not been won, the process proceeds to step S1121. In step S1121, it is determined whether or not the CZ mode flag is set. If the CZ mode flag is set, the AT lottery process is terminated. If the CZ mode flag is not set, the CZ mode transition lottery process is executed in step S1122. In the CZ mode transition lottery process, the CZ mode transition lottery table is obtained from the various table storage area 105a, and the lottery results of the game determined in step S1103 are used to determine by lottery whether or not to transition to CZ mode. As shown in Figure 33, the CZ mode transition lottery table is set so that the probability of winning the CZ mode transition lottery differs depending on the lottery results of the game. More specifically, the lottery results of games that are more likely to win the AT mode transition lottery are set to make it easier to win the CZ mode transition lottery. In other words, even if the game's lottery results were favorable for winning the AT mode transition lottery, if the AT mode transition lottery was not won, the game is set to make it easier to transition to CZ mode.
[0269] After executing the CZ mode transition lottery process in step S1122, it is determined in step S1123 whether or not the transition to CZ mode was successful. If the transition was not successful, the AT lottery process is terminated. If the transition to CZ mode was successful, in step S1124, the process of setting the CZ mode success flag in the various flag storage area 106d is executed.
[0270] In the subsequent step S1125, a lottery process for the preliminary game is executed. Also in this lottery process for the number of preliminary games, the number of preliminary games is lottery-determined based on the type of the selected transition lottery, the lottery result of the game that triggered the win, and so on. In this case, it may be set such that the number of preliminary games can be different when winning the AT mode transition lottery (step S1112) and when winning the CZ mode transition lottery (step S1125). For example, it may be made easier for a longer number of preliminary games to be selected when winning the AT mode transition lottery than when winning the CZ mode transition lottery. Also, the number of preliminary games may be made different depending on the lottery result of the game that triggered the win. For example, it may be made easier for a longer number of preliminary games to be selected when winning the CZ mode transition lottery with cherry A than when winning the CZ mode transition lottery with cherry C.
[0271] In the subsequent step S1126, a process of inputting the lottery result of step S1125 into the preliminary counter is executed. After that, the preliminary flag is set in step S1114, and after performing the output setting of the preliminary command in step S1115, this AT lottery process is terminated.
[0272] <AT topping-up process> Next, the AT topping-up process executed in step S908 will be described while referring to the flowchart of FIG. 35. In the AT topping-up process, a topping-up lottery for increasing the payout number in the AT mode is performed, and when winning in the topping-up lottery, a process of adding (increasing, topping up) the remaining payout number in the AT mode is executed.
[0273] First, in step S1201, the lottery result of the current game is grasped. Then, in step S1202, a process of obtaining the topping-up lottery table from the various table storage areas 105a is executed.
[0274] As shown in Figure 36, the bonus lottery table has bonus winning rates set according to the type of AT mode and the game's lottery results. Specifically, in this embodiment, there are two types of AT modes: the 1st AT mode and the 2nd AT mode, with the 2nd AT mode having a higher bonus winning rate than the 1st AT mode. In this embodiment, the 1st AT mode and the 2nd AT mode have the same effects at the start of the AT mode and during the AT mode, making it difficult for the player to distinguish between them visually. In other words, when transitioning to AT mode, the added enjoyment comes from predicting whether it is the 1st AT mode or the 2nd AT mode based on the bonus winning rate.
[0275] In both the 1st AT mode and the 2nd AT mode, while it is difficult to win a bonus with regular symbols such as Normal Replay A to Normal Replay C and Push Order Bell, which are more likely to be won in the lottery process of each game, it is set so that it is easier to win a bonus with specific symbols such as Chance Eye A to Chance Eye C, Cherry A to Cherry C, Common Bell, and Watermelon, which are less likely to be won in the lottery process of each game. Furthermore, among the specific symbols, for example, Chance Eye C is more likely to win a bonus than Chance Eye A, and Cherry C is more likely to win a bonus than Cherry A, and so on, the more difficult the lottery result in each game is to win, the easier it is to win a bonus. However, when a bonus is won based on a result that is less likely to win, it is set so that the number of bonus coins is likely to be large, maintaining the element of surprise when a bonus is won and keeping the expectation of winning a bonus even with regular symbols. Note that it is also possible to configure the system so that no bonus is won when the lottery result in each game is a regular symbol.
[0276] After obtaining the bonus lottery table in step S1202, the process of obtaining a random number for the bonus lottery is executed in step S1203. A dedicated counter in the various counter areas 106e is used to obtain the random number for the bonus lottery, and this dedicated counter is updated at a predetermined period, and the latest updated value of the counter is obtained in step S1203. Subsequently, the bonus lottery is executed in step S1204, and it is determined in step S1205 whether or not the bonus lottery was won. If the bonus lottery was not won, the AT bonus process is terminated. If the bonus lottery was won, the process of determining the number of bonus coins is executed in step S1206.
[0277] After the lottery for the number of additional coins in step S1206, the process of adding the additional coins to the AT coin counter is executed in step S1207. The AT coin counter is a counter used by the CPU 102 to keep track of the remaining number of coins to be paid out in AT mode (difference in coins, the number of coins paid out minus the number of bets). Then, in step S1208, the process of setting the additional coin command as an output target to the sub-control device 180 is executed, and then the AT additional coin process ends. Upon receiving the additional coin command, the sub-control device 180 executes the process of performing an effect (additional coin notification effect) corresponding to the fulfillment of the additional coin condition on the auxiliary display unit 65 and speaker 64.
[0278] In the lottery result processing (Figure 31), after executing the process in step S907 or step S908, steps S909 to S914 are executed to notify the order in which stop switches 42 to 44 are pressed.
[0279] <Overview of button press order notification> Prior to explaining the process for notifying the button press order performed in steps S909 to S914, an overview of the button press order notification performed by the payout count display unit 62, which also functions as an instruction monitor, and the button press order notification effect performed by the auxiliary display unit 65 will be explained. The button press order notification and button press order notification effect can also be referred to as, for example, button press navigation, sequence notification, or pattern notification. The payout count display unit 62 is connected to the main control device 101, and the main control device 101 performs the button press order notification. In contrast, the auxiliary display unit 65 is connected to the sub-control device 180 (display control device 81), and the sub-control device 180 performs the button press order notification effect.
[0280] First, the configuration of the payout count display unit 62 will be explained with reference to Figure 37. Figure 37(a) is a front view of the payout count display unit 62, and Figure 36(b) is a diagram illustrating the relationship between the display mode and the displayed content when the payout count display unit 62 functions as an instruction monitor.
[0281] As shown in Figure 37(a), the payout display unit 62 is provided with 15 display segments Na1 to Na8 and Nb1 to Nb7. Each display segment Na1 to Na8 and Nb1 to Nb7 has an individual light source made 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 payout display unit 62 displays predetermined symbols including two-digit numbers and letters. Since all of the individual light sources emit light of the same color, the same color will be displayed in each display segment Na1 to Na8 and Nb1 to Nb7.
[0282] More specifically regarding each display segment Na1 to Na8 and Nb1 to Nb7, the right first display segment Na1 to the right seventh display segment Na7 and the left first display segment Nb1 to the left seventh display segment Nb7 are all linear display segments, and these right first display segment Na1 to the right seventh display segment Na7 and the left first display segment Nb1 to the left seventh display segment Nb7 are arranged to display at least the numbers "0" to "9". The right eighth display segment Na8 is a circular display segment and is positioned horizontally in the lower right portion of the area where the right first display segment Na1 to the right seventh display segment Na7 are located. Therefore, the payout number display unit 62 can display at least "00" to "99" and "AA" to "ZZ", "00." to "99." and "AA." to "ZZ.", and ".". It may also be possible to display two-digit symbols consisting of a combination of numbers and letters.
[0283] Furthermore, the shape and arrangement of each display segment Na1~Na8, Nb1~Nb7 are arbitrary, as long as it is possible to individually display multiple patterns of symbols in the payout number display unit 62. Also, it is not necessary for the colors displayed in each display segment Na1~Na8, Nb1~Nb7 to be the same, and the configuration may be such that the colors displayed in each display segment Na1~Na8, Nb1~Nb7 can be changed as appropriate. In addition, it is not necessary to control the lighting or extinguishing of each display segment Na1~Na8, Nb1~Nb7 by controlling the on / off of the light source, and the segment display may be configured with a single backlight and a liquid crystal display as long as the display can be individually controlled for each display segment Na1~Na8, Nb1~Nb7. Moreover, instead of applying segment display to each display area, the symbols may be displayed using other types of display devices such as liquid crystal displays, organic EL displays, CRTs, dot matrices, etc.
[0284] The display segments Na1~Na7 and Nb1~Nb7, as described above, display two-digit numbers to indicate the number of coins dispensed and are also used to notify the operation order of the push-button combination. For example, as shown in Figure 37(b), if the operation order of the stop switches 42~44 is "left" → "middle" → "right", resulting in a winning combination that is advantageous to the player, then the right 6th display segment Na6 and the right 7th display segment Na7, as well as the left 1st display segment Nb1, the left 2nd display segment Nb2, and the left 4th display segment Nb4~7th display segment Nb7 will light up and display "01". Furthermore, if stopping the stop switches 42-44 in the order of "right" → "left" → "center" results in a winning pattern favorable to the player, the right 1st display segment Na1 to the right 3rd display segment Na3, the right 5th display segment Na5 and the right 6th display segment Na6, and the left 1st display segment Nb1, the left 2nd display segment Nb2 and the left 4th display segment Nb4 to the left 7th display segment Nb7 will light up and display "05". In other words, the numbers (symbols) displayed in each display segment Na1-Na7 and Nb1-Nb7 correspond one-to-one with the operation order of the stop switches 42-44, and by stopping the stop switches 42-44 based on the numbers (symbols) displayed in the display segments Na1-Na7 and Nb1-Nb7, it is possible to achieve a winning pattern favorable to the player.
[0285] The right eighth display segment Na8 lights up in the game when a predetermined start condition is met, including a notification condition that allows for a transition to a favorable section and the occurrence of a button press order notification. It also turns off when the AT mode ends and the game transitions from the favorable section to the normal section.
[0286] In other words, the advantageous section (specific game state, specific mode) is a section in which the order of operations such as push-button bells is more easily notified, making it easier for the player to win in a way that is advantageous to them. The right eighth display segment Na8 is a section indicator (specific notification means) that lights up during the specific section in the advantageous section in which the player can actually benefit from the push-button notification, and turns off during normal sections that are not advantageous sections, or during non-specific sections that are advantageous but not specific sections.
[0287] As already explained, the payout display unit 62, which has right-first display segment Na1 to right-seventh display segment Na7, left-first display segment Nb1 to left-seventh display segment Nb7, and right-eighth display segment Na8 as a section indicator, is located on the game panel 25. In other words, the payout display unit 62, which functions as an instruction monitor, is located above the stop switches 42 to 44 etc. operated by the player, and in other words, 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, it can be said that the right-eighth display segment Na8 is less likely to be obscured by the player's hand operating the stop switches 42 to 44 etc., and is located in a position that is easy for the player to see. Furthermore, since the payout display unit 62, which is easy for the player to focus on as they play the game aiming to acquire medals, displays the push order indicator and section indicator, it can be said that players are less likely to miss the information.
[0288] Furthermore, in the payout count display unit 62, the brightness of the corresponding LED for the right eighth display segment Na8 is set to be higher than the brightness of the surrounding display units (for example, the backlight of the game panel 25) (more specifically, twice the brightness of the surrounding display units). Therefore, even when both the right eighth display segment Na8 and the surrounding display units are under illumination control (in a lit state), the right eighth display segment Na8 stands out more prominently. Regarding the illumination directed towards the front of the game machine, the brightness of the corresponding LED for the right eighth display segment Na8 is set to be higher than that of the surrounding display units (more specifically, twice the brightness of the surrounding display units). This configuration also improves the visibility of the right eighth display segment Na8, and reduces the likelihood of it being overlooked when it is lit.
[0289] Next, the button press order notification feature performed by the auxiliary display unit 65 will be explained with reference to Figure 38. Here, the button press order notification feature of the auxiliary display unit 65 will be explained using the case where the button press order to be notified is middle → right → left as an example.
[0290] As shown in Figure 38(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.
[0291] When a player operates the middle stop switch 43, as shown in Figure 38(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.
[0292] When the player operates the right stop switch 44, as shown in Figure 38(c), the right button display corresponding to the right stop switch 44 disappears on the auxiliary display unit 65, and the left button display corresponding to the left stop switch 42 is displayed in a larger size. This allows the player to confirm that the operation of the right stop switch 44 has been completed and that the next stop switch to be operated is the left stop switch 42.
[0293] To explain the timing of the push-button order notification, the push-button order notification by the auxiliary display unit 65 is set to be executed together with the operation of the start lever 41. The push-button order notification is executed at a timing before the operation of the stop switches 42-44 becomes effective after the rotation of each reel 32L, 32M, and 32R has started. This allows the player to recognize the order in which to operate the stop switches 42-44 and then proceed with the operation of the stop switches 42-44, enabling the game to proceed at a good pace. In contrast, the push-button order notification by the payout display unit 62 is set to be executed after the rotation of each reel 32L, 32M, and 32R has started after the start lever 41 has been operated. If the start lever 41 is operated before the end of the wait period, the push-button order notification by the payout display unit 62 may start after the push-button order notification by the auxiliary display unit 65.
[0294] In this slot machine 10, the replays awarded for normal replays A to C are set to differ depending on the order in which the stop switches 42 to 44 are operated. For example, by instructing the operation order when starting AT mode or when performing an additional bonus animation during AT mode, it is possible to award a second or third replay instead of a first replay. However, regardless of which replay is awarded when a normal replay A to C is won, the reward given to the player is the same replay. Therefore, in cases where the result of winning differs depending on the order of operation, as with normal replays A to C, and the reward given to the player is the same regardless of the result, the operation order is notified by the push order notification animation on the auxiliary display unit 65, but the push order notification is not performed by the payout display unit 62. By doing so, it becomes possible to minimize the opportunities for the main control unit 101 to notify the order of button presses, thereby reducing the processing load on the main control unit 101 that manages the game's lottery and the awarding of rewards, and preventing inconveniences such as increased processing load or errors during game progression.
[0295] Therefore, by setting it so that the push-order notification by the payout amount display unit 62 may start after the push-order notification performance by the auxiliary display unit 65, as described above, and by preventing the push-order notification performance by the auxiliary display unit 65 and the push-order notification by the payout amount display unit 62 from starting simultaneously, it becomes possible to avoid the player realizing that it is a normal replay A-C win and not a push-order bell win through the fact that the auxiliary display unit 65 is performing a push-order notification performance when a normal replay A-C win occurs.
[0296] This section explains the process for notifying the button press order in steps S909 to S914.
[0297] In other words, in step S909, it is determined whether the result of the lottery for this game was a push-order bell win or not. If it is not a push-order bell win, the lottery result processing is terminated. If it is a push-order bell win, in step S910, it is determined whether the AT mode flag is set or not. If the AT mode flag is set, in step S911, the process of determining the type of push-order bell this time is executed. Specifically, it is determined whether it is a forward push bell 1,2, a sandwich push bell 1,2, a middle forward push bell 1,2, a middle reverse push bell 1,2, a reverse sandwich bell 1,2, or a reverse push bell 1,2. Then, in step S912, based on the result determined in step S911, the process of determining the operation order of stop switches 42 to 44 that result in the 1st to 6th small wins is executed.
[0298] After executing the process in step S912, in step S913, the process of storing the button press order information corresponding to the operation sequence grasped in step S912 in the various flag storage area 106d of RAM 106 is executed. More specifically, if it is a forward-pressing bell 1 or 2, the forward-pressing flag is set to button press order 1A in the various flag storage area 106d; if it is a sandwich-pressing bell 1 or 2, the sandwich-pressing flag is set to button press order 2A in the various flag storage area 106d; if it is a middle-forward-pressing bell 1 or 2, the middle-forward-pressing flag is set to button press order 3A in the various flag storage area 106d; if it is a middle-reverse-pressing bell 1 or 2, the middle-reverse-pressing flag is set to button press order 4A in the various flag storage area 106d; if it is a reverse-sandwich bell 1 or 2, the reverse-sandwich flag is set to button press order 5A in the various flag storage area 106d; and if it is a reverse-pressing bell 1 or 2, the reverse-pressing flag is set to button press order 6A in the various flag storage area 106d.
[0299] Subsequently, in step S914, the process of setting the button-press order notification command corresponding to the button-press order information set in step S913 as an output target to the sub-control device 180 is executed, and then the lottery result processing is terminated. Specifically, if the button-press order flag is set as the button-press order information, the button-press order command is set; if the button-press order flag is set as the button-press order information, the button-press order command is set; if the button-press order flag is set as the middle-button-press order information, the middle-button-press order command is set; if the button-press order flag is set as the button-press order information, the middle-button-press order command is set; if the button-press order flag is set as the button-press order information, the reverse-button-press order command is set; and if the button-press order flag is set as the button-press order information, the reverse-button-press order command is set. Upon receiving these button-press order notification commands, the sub-control device 180 controls the auxiliary display unit 65 and the speaker 64 so that button-press order notification effects (button-press order notification effects corresponding to the first to sixth small wins) are displayed for forward and reverse button-press operations.
[0300] Thus, in this embodiment, if the game in which the push-order bell is won is in AT mode, a push-order notification command including information on the order of operations is output to the sub-controller 180, and the push-order notification performance is performed by the auxiliary display unit 65. On the other hand, if the game in which the push-order bell is won is not in AT mode, a push-order notification command including information on the order of operations that enables the winning of the 1st to 6th small roles is not output to the sub-controller 180, and therefore the push-order notification performance is not performed by the auxiliary display unit 65.
[0301] Furthermore, in this embodiment, in the lottery result command processing of step S411 in the lottery process (Figure 21), information on which of the push-order bell results (IV11~22) was won is not output to the sub-control device 180 in games where a push-order bell has been won.
[0302] Specifically, as shown in the flowchart in Figure 39(a), in step S1301, it is determined whether the current game resulted in a win with index value IV=11 to 22, and whether it resulted in a win of one of the ordered bell symbols. If it is not an ordered bell symbol win, in step S1302, the process of setting the lottery result command corresponding to each winning result as an output target to the sub-controller 180 is executed, and then the lottery result command setting process ends. That is, in step S1302, for example, if the win occurs with index value IV=1, the lottery result command indicating a normal replay A is set, and if the win occurs with index value I=7, the lottery result command indicating a cherry A is set.
[0303] In contrast, if it is determined in step S1301 that a sequence of bells has been won, the process of setting a lottery result command indicating a sequence of bells as an output target to the sub-controller 180 is executed in step S1303, and then the lottery result command setting process is terminated. The lottery result command indicating a sequence of bells includes information that a sequence of bells has been won, but is set not to include information on which sequence of bells has been won, that is, for example, information that a sequence of bells 1 has been won (information that a win occurred at IV=11) or information that a sequence of bells 2 has been won (information that a win occurred at IV=18).
[0304] In other words, as shown in Figure 39(b), in this embodiment, information that a push-order bell has been won is output to the sub-controller 180 as a lottery result command indicating a push-order bell group, regardless of whether or not the player is in AT mode. When in AT mode, the above-mentioned push-order notification command corresponding to the 1st to 6th small wins is also output, enabling the sub-controller 180 to execute the push-order notification performance. In contrast, when not in AT mode, the above-mentioned push-order notification command corresponding to the 1st to 6th small wins is not output to the sub-controller 180, and as described above, only the lottery result command indicating a push-order bell group is output. Therefore, the sub-controller 180 cannot determine the operation sequence of stop switches 42 to 44 that would allow the 1st to 6th small wins to occur when a push-order bell is won, even though the player is not in AT mode. In this way, it is possible to prevent fraudulent activities such as illegally analyzing the commands output from the main control unit 101 to the sub-control unit 180 or the sub-control unit 180 in order to enjoy the benefits of AT mode (the benefit of being able to achieve the first to sixth small wins when a push-order bell is won) even though AT mode is not being used.
[0305] As described above, the sub-control device 180 receives a push-order bell group command and a push-order notification command containing information on the operation sequence, output from the main control device 101 based on the operation of the start lever 41, and executes a push-order notification performance by the auxiliary display unit 65 based on these commands. On the other hand, the main control device 101 executes a push-order notification when the rotation of each reel 32L, 32M, and 32R begins. Therefore, in particular, if the start lever 41 is operated before the wait period has elapsed, the push-order notification performance on the sub-control device 180 will start first, followed by the push-order notification on the main control device 101. In this way, the player's attention can be directed to the push-order notification performance which starts first, and the attention given to the auxiliary display unit 65, which performs various performances, can be suitably increased. Furthermore, if, for example, a button-press notification is performed in games other than those in which a button-press order bell is won, or if, despite being a game in which a button-press order bell is won, an effect is performed that makes it appear as if it is a different lottery result (for example, various cherries as rare roles), then by checking the button-press notification on the main control device 101, the effect becomes completely obvious (it can be determined whether or not it is a game in which a button-press order bell is won). However, if the button-press notification on the main control device 101 is performed later, as described above, it becomes possible to favorably expect the effect of the effect when performing such an effect.
[0306] <Processing for handling award results> Next, the prize result handling process performed in step S524 of the reel control process will be explained with reference to the flowchart in Figure 40. In the prize result handling process, processing is performed to start or end the AT mode according to the game's results.
[0307] First, in step S1401, it is determined whether either the first BB state flag or the second BB state flag is set, and whether the game to be started is in either BB state. If it is not in BB state, in step S1402 it is determined whether the number of bets is 3. If it is in BB state, in step S1403 it is determined whether the number of bets is 3. In other words, the processing in steps S1401 to S1403 corresponds to the processing in steps S901 to S903 above, and is the process of determining whether it is a specific predetermined number that is associated with the game state. If it is not a specific predetermined number, the process for handling the winning result is terminated without performing the processing for the display mode (processing for the instruction function) from step S1404 onwards.
[0308] If a positive result is obtained in step S1402 or step S1403 and the number of bets is a specified number, the process proceeds to step S1404. In step S1404, it is determined whether or not a premonition flag is set. If a premonition flag is set, it means that after winning the AT mode transition lottery or the CZ mode transition lottery, notification of winning these transition lotteries has not yet been given. In this case, in step S1405, the premonition mode processing is executed, and then the prize result processing is terminated.
[0309] On the other hand, if the premonition flag is not set in step S1404, it is determined in step S1406 whether or not the CZ mode flag is set. If the CZ mode flag is set and the game is in CZ mode, the CZ mode processing is executed in step S1407, and then the prize result processing is terminated.
[0310] If the CZ mode flag is not set in step S1406, step S1408 determines whether the AT mode flag is set or not. If the AT mode flag is set and the system is in AT mode, step S1409 executes the AT mode processing and then terminates the prize result processing. If the determination in step S1408 is negative, the prize result processing terminates immediately.
[0311] The following sections will explain the processing for the pre-announcement mode, the CZ mode, and the AT mode, respectively.
[0312] <Processing for pre-announcement mode> In the pre-announcement mode processing, as shown in Figure 41, step S1501 is executed to decrement the pre-announcement counter by 1. Then, in step S1502, it is determined whether the pre-announcement counter has become 0 or not. If it has not become 0, step S1503 is executed to set the pre-announcement game count command as an output target to the sub-controller 180, and then the pre-announcement mode processing ends. The pre-announcement game count command contains the current pre-announcement counter information, and the sub-controller 180 can determine the remaining number of games in the pre-announcement mode from the pre-announcement command received at the start of the pre-announcement mode, and furthermore, it can also determine the remaining number of games in the pre-announcement mode from the pre-announcement game count command. In this way, for example, if the AT mode transition lottery is won in the middle of the pre-announcement mode of the CZ mode, the sub-controller 180 can accurately determine the remaining number of games when the pre-announcement game count is rewritten.
[0313] If the premonition counter is 0 in step S1502, the process to clear the premonition flag is executed in step S1504.
[0314] In the following step S1505, it is determined whether the AT mode winning flag is set, thereby determining whether the current pre-battle mode transition was based on winning the AT mode transition lottery. If the AT mode winning flag is not set and the current pre-battle mode transition was based on winning the CZ mode transition lottery, the process proceeds to step S1506. In step S1506, the process of clearing the CZ mode winning flag is executed. Then, in step S1507, the CZ mode flag is set, and in step S1508, the process of inputting a predetermined number of 5 into the CZ game counter provided in the various counter area 106e is executed. The CZ game counter is a counter used by the CPU 102 to keep track of the remaining number of games in one set of CZ mode, and it is a counter that is decremented by 1 each time a game is played in CZ mode. After that, in step S1509, the continuation rate setting process is executed. As described above, the CZ mode in this embodiment is configured such that the continuation condition is determined in each set, and the transition to AT mode is possible if the continuation condition is met in a specific number of sets. The continuation rate setting process is the process of setting the continuation rate used for the continuation determination that satisfies the continuation condition when each set is updated.
[0315] As shown in Figure 42(a), the continuation rate setting process first performs a process in step S1601 to add 1 to the CZ count counter provided in the various counter areas 106e. The CZ count counter is a counter used by the CPU 102 to keep track of the number of transitions to CZ mode during a favorable period of 1, and is cleared to 0 at the end of the favorable period.
[0316] In the following step S1602, the process of obtaining the continuation rate table from the various table storage area 105a is executed. As shown in Figure 42(b), the continuation rate table is set so that the selected continuation rate (50% to 80%) can differ depending on the number of transitions to CZ mode during the advantageous period, and the setting is such that a higher continuation rate is more likely to be selected as the number of transitions to CZ mode increases. In this way, even if a transition to AT mode cannot be made in CZ mode, it becomes easier to transition to AT mode by increasing the number of times CZ mode is played, which encourages the player to continue playing.
[0317] In the following step S1603, a continuation rate lottery process is executed. Then, in step S1604, the continuation rate for each set of the current CZ mode is set by inputting the result of the process in step S1603 into the continuation rate counter in the various counter area 106e. After that, in step S1605, a process is executed to set the continuation rate command as an output target to the sub-control device 180, and then this continuation rate setting process is terminated. Upon receiving the continuation rate command, the sub-control device 180 controls the auxiliary display unit 65 and speaker 64 to display suggestive effects indicating the continuation rate of the current CZ mode at the start of the CZ mode and during the CZ mode's effects.
[0318] Returning to the explanation of the pre-announcement mode processing (Figure 41), after the continuation rate setting process is executed in step S1509, the process of adding 1 to the battle counters provided in the various counter areas 106e is executed in step S1510. The battle counter is a counter used by the CPU 102 to know which set the current set is in the current CZ mode. Then, in step S1511, the process of setting the CZ start command as an output target to the sub-controller 180 is executed, and then the pre-announcement mode processing is terminated. Upon receiving the CZ start command, the sub-controller 180 controls the auxiliary display unit 65 and speaker 64 to notify that the CZ mode transition lottery has been won, as well as to notify that the CZ mode has started.
[0319] If the AT mode winning flag is set in step S1505, and this pre-announcement mode is a pre-announcement mode based on winning the AT mode transition lottery, then in step S1512, the process of clearing the AT mode winning flag is executed. Then, in step S1513, the process of setting the AT mode flag in the various flag storage area 106d is executed. In the following step S1514, the process of inputting 100 into the AT coin counter provided in the various counter area 106e is executed. As described above, the AT coin counter is a counter used by the CPU 102 to keep track of the remaining payout amount in AT mode (difference in coins, the number of coins obtained by subtracting the number of bets from the payout amount), and the value obtained by subtracting the number of bets from the payout amount is subtracted and updated each time a game is played.
[0320] Subsequently, in step S1515, the process of setting the AT start command as an output target to the sub-controller 180 is executed, and the pre-announcement mode processing is terminated. Upon receiving the AT start command, the sub-controller 180 controls the auxiliary display unit 65 and speaker 64 to perform effects corresponding to the start of AT mode. When starting AT mode, it is preferable to perform a lottery to determine whether the AT mode will be the first AT mode or the second AT mode, and to store information corresponding to the lottery result in RAM 106. The selection rate between the first AT mode and the second AT mode may differ depending on the lottery result that triggered the transition to AT mode (the lottery result when the AT mode transition lottery is won), or the selection rate may differ depending on the lottery result at the time of AT mode transition, or the selection may be randomly determined regardless of the lottery result. As described above, the first AT mode and the second AT mode have different winning probabilities for the bonus lottery, and by doing so, it becomes possible to suitably select which lottery table to acquire when drawing bonuses during AT mode (Figure 35). In this embodiment, it is difficult for the player to determine from the presentation content, etc., whether the AT mode being transitioned to (executed) is the first AT mode or the second AT mode, but it may also be configured so that it is possible to determine from the presentation content, etc.
[0321] <Processing for CZ mode> As described above, in the CZ mode of the present embodiment, an AT mode transition lottery that is easier to win than the normal mode is performed in each game. Also, with a predetermined number of games as one set, the set is updated by satisfying the continuation condition in each set, and it is possible to transition to the AT mode by satisfying the continuation condition in a specific number of sets. In this processing for the CZ mode, the number of games in each set is managed, and the set is updated, and it is determined whether the continuation condition is satisfied or not.
[0322] In other words, in the processing for CZ mode, as shown in the flowchart in Figure 43, step S1701 determines whether or not it is the start game of CZ mode. It can be determined that it is the start game by the battle counter, which indicates the number of sets, being 1, and the CZ game counter, which indicates the number of games in one set, being the maximum number (5, as it is before subtraction). If it is the start game of CZ mode, step S1702 executes the CZ start AT lottery process. In the CZ start AT lottery process, an AT mode transition lottery is executed based on the lottery results and winning results of the game that is ending. For example, as shown in Figure 33, the probability of winning the AT mode transition lottery may differ from the AT mode transition lottery for each game in CZ mode, and in this embodiment, it is set so that it is easier to win the AT mode transition lottery than for each game in CZ mode. Furthermore, the probability of winning the AT mode transition lottery is set to differ depending on the lottery result of each game, and it is set so that the less likely the result of each game is to win, the easier it is to win the AT mode transition lottery. Furthermore, for example, with regard to the ordered bell combination, the probability of winning the AT mode transition lottery differs depending on the winning result. If any of the 1st to 6th small wins are achieved, the player may win the AT mode transition lottery. On the other hand, if none of the 1st to 6th small wins are achieved (i.e., if the 9th to 32nd small wins are achieved or if there is a missed win), the player is less likely to win the AT mode transition lottery than if any of the 1st to 6th small wins are achieved. Specifically, the player is not guaranteed to win the AT mode transition lottery.
[0323] After executing the AT lottery process at the start of the CZ in step S1702, it is determined in step S1703 whether or not the AT mode transition lottery has been won. If it has been won, steps S1704 to S1710 are used to perform the process for when the AT mode transition lottery is won during the CZ mode.
[0324] In other words, similar to the processes in steps S1116 to S1120 and S1114 to S1115 above, the AT mode winning flag is set in step S1704 and the CZ mode flag is cleared in step S1705. After that, the CZ game counter is input to the pre-announcement counter in step S1706 and the number of remaining sets of CZ mode (2 remaining since it is the first time) is determined in step S1707. In step S1708, the number obtained by multiplying the number of remaining sets of CZ mode by the number of unit continuation games is added to the pre-announcement counter. As a result of these processes, CZ mode ends and the games until the transition to AT mode are executed in pre-announcement mode. After that, the pre-announcement flag is set in step S1709 and the output settings for the pre-announcement command are set in step S1710 before the process for this CZ mode ends.
[0325] If it is determined in step S1701 that this is not the start game of the CZ mode, or if it is determined in step S1703 that the AT lottery at the start of the CZ was unsuccessful, the process proceeds to step S1711. In step S1711, the battle counter is checked to determine which set of the CZ mode the current game is in. Then, in step S1712, the CZ game counter is checked to determine the remaining number of games in the current set.
[0326] In the following step S1713, it is determined whether the current game is the starting game of the set. Since the starting game of the CZ mode is also the starting game of the set, the determination in step S1713 will be affirmative. If it is the starting game of the set, the win lottery process at the start of the set is executed in step S1714.
[0327] In this embodiment, each set of the CZ mode is configured to feature a battle between an ally character and an enemy character as a visual effect using the auxiliary display unit 65 and the speaker 64. If the continuation condition for the set is met, a visual effect showing the ally character winning the battle is performed; if the continuation condition is not met, a visual effect showing the ally character losing is performed. The victory lottery process at the start of the set in step S1714 is a process that determines whether or not the continuation condition for the set is met at the start of the set. If the winner is selected in this victory lottery process, the continuation condition for the set is met and a visual effect showing the ally character winning is performed.
[0328] In the win lottery process at the start of the set in step S1714, the continuation rate for the current CZ mode, which was set in the continuation rate setting process described above, is determined from the continuation rate counter, and the win lottery process is performed. If the win lottery is won in the process of step S1714, a process is executed to set a continuation flag in the various flag storage area 106d to indicate that the continuation conditions for the current set have been met. Also in step S1714, if the win lottery is won, a continuation command indicating that the continuation conditions for the set have been met is set as an output target to the sub-controller 180. Based on the receipt of the continuation command, the sub-controller 180 controls the auxiliary display unit 65 and speaker 64 to perform an animation in which the ally character wins in the current set.
[0329] If step S1713 is not the start game of the set, or after the lottery process in step S1714 has been executed, the CZ game counter is decremented in step S1715. In the following step S1716, it is determined whether the CZ game counter has become 0 or not, and if it is not 0 and there are remaining games in the set, the process proceeds to step S1717.
[0330] Step S1717 executes the battle win lottery process. In the battle win lottery process, a lottery is held to determine whether the conditions for continuing the current set are met, based on the lottery results and prize results of the game ending this time. For example, as shown in Figure 33, in this embodiment, the probability of winning the battle win lottery is set to differ depending on the lottery results of each game, and the less likely the result of each game is to win, the easier it is to win the win lottery. Furthermore, for example, with regard to the push-order bell, the probability of winning the win lottery is set to differ depending on the prize result, and if any of the 1st to 6th small wins are achieved, the win lottery can be won, while if none of the 1st to 6th small wins are achieved (for example, if the 9th to 32nd small wins are achieved or if there is a miss), the win lottery is set to be less likely to be won than when any of the 1st to 6th small wins are achieved, and specifically, it is set not to be won. Furthermore, even if the winning lottery is won in step S1717, a process is executed to set a continuation flag in the various flag storage area 106d to indicate that the continuation conditions for the current set have been met, similar to the process in step S1714. Also, in step S1717, if the winning lottery is won, a continuation command indicating that the continuation conditions for the set have been met is set as an output target to the sub-controller 180.
[0331] Subsequently, in step S1718, the process of setting the CZ game count command as an output target to the sub-control device 180 is executed, and then the processing for this CZ mode is terminated. The CZ game count command contains information on the current CZ game counter and battle counter, and the sub-control device 180 can determine the current number of sets in the CZ mode and the remaining number of games in that set from the CZ game count command.
[0332] If step S1716 determines that the CZ game counter is 0 and that it is the end game of the set, then step S1719 determines whether the conditions for continuing the current set are met, that is, whether the battle victory conditions are met. If it is determined that the battle victory conditions are not met, step S1720 executes a process to clear the CZ mode flag, and step S1721 executes a process to set the CZ end command as an output target to the sub-controller 180, and then terminates the processing for this CZ mode. Upon receiving the CZ end command, the sub-controller 180 controls the system so that notification that the CZ mode has ended is displayed on the auxiliary display unit 65 and the speaker 64. As already explained, if the AT mode transition lottery is won during the CZ mode, the CZ mode ends at that point and the system transitions to the pre-announcement mode. Therefore, when the CZ mode ends due to the CZ mode flag being cleared in step S1720, it means that the AT mode transition lottery was not won during the CZ mode.
[0333] If it is determined in step S1719 that the conditions for continuing the current set (the battle victory conditions) have been met, the game proceeds to step S1722. In step S1722, it is determined whether the battle counter is a specific number (3). A positive determination in step S1722 means that the set ending this time is the final set, and the conditions for continuing (victory conditions) were met in that final set. A negative determination in step S1722 means that the set ending this time is not the final set, and the game continues to the next set.
[0334] If a negative determination is made in step S1722, the process proceeds to step S1723, where a process of adding 1 to the battle counter is executed. Subsequently, in step S1724, a process of inputting 5 to the CZ game counter is executed. By these processes, it is considered that an update to the next set has been made. Then, after executing a process of setting the battle continuation command as an output target to the sub-control device 180 in step S1725, the CZ mode-specific process ends. On the sub-control device 180 side, processes are performed so that an effect indicating that an update of the set has been made based on the battle continuation command is executed by the auxiliary display unit 65 and the speaker 64.
[0335] If an affirmative determination is made in step S1722, the process proceeds to step S1726, where a process for shifting to the AT mode is executed. In step S1726, a process of setting the AT mode winning flag is executed. Then, in step S1727, a process of inputting 0 to the precursor counter is executed, and in step S1728, a process of setting the precursor flag is executed. By these processes, it is considered that a transition to the precursor mode of 0 games has been made, and a process for shifting to the AT mode in the next game is performed. Then, after executing a process of setting the precursor command as an output target to the sub-control device 180 in step S1729, the CZ mode-specific process ends.
[0336] <AT mode-specific process> In the AT mode-specific process, as shown in the flowchart of FIG. 44, in step S1801, a process of grasping the bet number of the current game is executed, and in step S1802, a process of grasping the payout number of the current game is executed. Then, in step S1803, a process of subtracting the value obtained by subtracting the bet number from the payout number from the AT number counter is executed. For example, when 13 payouts occur in a 3-bet game, a process of subtracting 10 from the AT number counter is executed, and when 0 payouts occur in a 3-bet game, a process of adding 0 to the AT number counter is executed.
[0337] In this embodiment, the AT counter is updated in games where medal payouts (winning small prizes) occur. However, the AT counter may also be updated in games where no medal payouts occur. In this case, the number of bets for games where no medal payouts occur can be added to the AT counter. This avoids the situation where, even with the same payout, the total number of medals paid out during AT mode decreases by the number of medals required for each game's bet, if small prizes do not occur frequently. In contrast, by using the configuration in this embodiment, the total number of medals paid out during AT mode will differ depending on whether small prizes are won in each game, thereby improving the playability of each game during AT mode. Furthermore, in this embodiment, the AT counter is updated at the end of the game. However, if the bets for games where no small prizes are won are taken into account, the bets for that game may be added to the AT counter at the start of the game.
[0338] Furthermore, in this embodiment, the payout amount is calculated by subtracting the bet amount when a small win occurs and adding it to the AT counter. However, it is also possible to have a configuration where the bet amount for the game is added to the AT counter at the start of the game, and the payout amount for the game is subtracted from the AT counter at the end of the game. In this case, if the bet amount for the game is subtracted from the AT counter at the end of the game when no small win occurs, the bet amount when no small win occurs is not taken into account (the total payout amount differs depending on whether a small win occurs in each game). If the bet amount for the game is not subtracted from the AT counter at the end of the game when no small win occurs, the bet amount when no small win occurs is taken into account (the total payout amount is the same regardless of whether a small win occurs in each game).
[0339] Then, in step S1804, it is determined whether or not the AT count counter has become 0. If the AT count counter is not 0 and the conditions for ending AT mode have not been met, in step S1805, the process of setting the AT count command as an output target to the sub-controller 180 is executed, and then the process for this AT mode is terminated. The AT count command contains the current information of the AT count counter, and the sub-controller 180 can determine the remaining number of AT mode by receiving the AT start command at the start of AT mode, and furthermore, it can also determine the remaining number of AT mode by receiving the AT count command in each game during AT mode.
[0340] If the AT count counter reaches 0 and the conditions for ending AT mode are met, the process for ending AT mode is executed in steps S1806 to S1808.
[0341] Specifically, in step S1806, the AT mode flag is cleared, and in step S1807, the AT mode termination flag is set in the various flag storage area 106d. Then, in step S1808, the AT termination command is set as an output target to the sub-control device 180, and then the AT mode processing is terminated. The AT mode termination flag is a flag used to terminate the advantageous period when AT mode ends. Upon receiving the AT mode termination command, the sub-control device 180 controls the auxiliary display unit 65 and the speaker 64 to perform an effect corresponding to the termination of AT mode.
[0342] <Management of advantageous periods> Next, we will explain the first and second section display processes, which control the right eighth display segment Na8 as a section indicator, and which transition to or end the advantageous section.
[0343] <First processing for displaying the interval> First, the first section display process will be explained with reference to Figure 45. The first section display process is performed in step S414 of the lottery process (Figure 21), and is performed after the lottery result for the game is determined based on the operation of the start lever 41, and after the lottery for transitioning the display mode (lottery result corresponding process) is performed based on the lottery result.
[0344] In step S1901, it is determined whether the right eighth display segment Na8, which serves as a section indicator, is currently displayed, or more specifically, whether the right eighth display segment Na8 is lit up. As already explained, when the right eighth display segment Na8 is lit up, it means that within the advantageous section, at least one specific section has been found where the notification conditions for issuing a button press order notification are met. If the determination in step S1901 is negative and it is determined that the right eighth display segment Na8 is off, the process proceeds to step S1902.
[0345] In step S1902, it is determined whether the advantageous section winning game flag is set in the various flag storage area 106d. The advantageous section winning game flag is a flag that is set when the advantageous section transition lottery is won in the advantageous section transition lottery process, and it is a flag that the CPU 102 uses to identify that it is the winning game. If the advantageous section winning game flag is set, the process to clear the advantageous section winning game flag is executed in step S1903. Then, the process to set the advantageous section flag is executed in step S1904.
[0346] Step S1905 initiates the counting of games played during the advantageous section, or more specifically, the measurement of the advantageous section game count AG in the various counter areas 106e. The advantageous section game count AG is a means of determining the number of games played during the advantageous section. Then, in step S1906, the advantageous section transition process is executed. The advantageous section transition process sets the state and degree of advantage of the advantageous section to be transitioned to. Specifically, the advantageous section transition process sets the ceiling counter by lottery, etc., and sets the ceiling game count that allows a transition to AT mode without winning the AT mode transition lottery after the advantageous section transition. The ceiling counter lottery can be performed using, for example, a setting value or the lottery result of the game in question. It is advisable to make it so that a shorter ceiling game count is more likely to be selected for higher settings, or so that a shorter ceiling game count is more likely to be selected for even settings than for odd settings, or so that a shorter ceiling game count is more likely to be selected for results that are less likely to be won in the lottery of the game in question. Then, a value corresponding to the number of games to be played to the ceiling, determined by lottery, is input to the ceiling counter. For example, a ceiling command containing information corresponding to the ceiling counter may be output to the sub-control device 180, and an effect indicating the number of games to be played may be displayed on the auxiliary display unit 65 or speaker 64. In addition, in the lottery for the ceiling counter, a random number for the lottery is obtained, and the number of games to be played to the ceiling (ceiling counter) is determined by lottery using the setting value or the lottery result of the game.
[0347] In the first section display process, after executing the advantageous section transition process in step S1906, the section display is started in step S1907 by lighting up the right eighth display segment Na8.
[0348] If it is determined in step S1901 that the right eighth display segment Na8 is being displayed as a section indicator, then in step S1908, a process is executed to continue the display during the advantageous section. Specifically in step S1908, a process is performed to continue the state in which the right eighth display segment Na8 is lit. In other words, no process to terminate the display of the section indicator is performed in this first section display process.
[0349] If it is determined in step S1902 that the advantageous section winning game flag is not set, then after executing the display start process in step S1907, or after executing the display continuation process in step S1908, it is determined in step S1909 whether or not the AT mode flag is set. If it is determined in step S1909 that neither AT mode flag is set, then in step S1910, 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 no push order notification occurs, that is, the number of games in the normal section and the non-specific section.
[0350] In response to this, if it is determined in step S1909 that any AT mode flag is set, then in step S1911, a process is executed to add 1 to the second role ratio counter provided in the various counter areas 106e. 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.
[0351] After executing the process in step S1910 or step S1911, the role ratio calculation process is executed in step S1912. 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 S1913, a process is executed to display the result of the calculation in step S1912 on the role ratio monitor 77.
[0352] 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 Na1 to Na7 and Nb1 to Nb7 of the payout number display unit 62. 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.
[0353] In step S1913, the result of the calculation process in step S1912 is output to the role ratio monitor 77, and the display control of each display unit 77A to 77E in the role ratio monitor 77 is performed so that a four-digit number is displayed on the role ratio monitor 77. Specifically, the role ratio monitor 77 displays a number less than 1, up to four decimal places, such as "0.5012", as the percentage of the total number of games in which a push order notification may occur. After the processing in step S1913 is completed, the first section display processing is terminated.
[0354] Furthermore, the calculation process in step S1912 may be configured to round the number to the fifth decimal place before controlling the display of the role ratio monitor 77. Also, since the first display unit 77A of the role ratio monitor 77 basically displays "0", the first display unit 77A may be omitted, or the first display unit 77A may be configured to always display "0" by printing or 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.
[0355] <Second processing for displaying the interval> Next, the second section display process will be explained with reference to the flowchart in Figure 46. As already explained, the second section display process is performed in step S525 of the reel control process, and is performed at the end of one game after the payout of medals (payout determination process) and the transition of the game state based on the winning result (winning result corresponding process).
[0356] Step S2001 determines whether the advantageous section flag is set or not. If it is not set, the second section display process ends. If the advantageous section flag is set, step S2002 executes a process to count the number of games in the advantageous section. Specifically, the advantageous section game count AG is incremented by 1. In the following step S2003, the process to update the advantageous section increase / decrease amount MY (MY counter) provided in the various counter areas 106e is executed.
[0357] In the MY update process of step S2003, provided that the result of this game is not a re-spin win, the number of coins inserted (bet amount) is subtracted from the number of coins paid out, and the result of this subtraction is added to the advantageous section coin increase / decrease MY to update the advantageous section coin increase / decrease MY.
[0358] After the MY update process in step S2003 is executed, the remaining game count management process is executed in step S2004, followed by the remaining coin count management process in the subsequent step S2005. The remaining game count management process is a process for managing whether the advantageous section will reach its upper limit of games (1500 games) based on the number of games that will be required to pay out the current remaining coins, etc. In the remaining game count management process, for example, it checks whether the sum of the advantageous section game count AG (number of games played in the advantageous section) and the estimated remaining game count calculated from the AT coin count counter (remaining coins paid out in AT mode) is greater than the upper limit of games in the advantageous section. If this is the case, the first excess flag is set in the various flag storage area 106d as a flag to identify the situation. The remaining coin count management process is a process for managing whether the advantageous section will reach its upper limit of increases (2400 coins) based on the remaining coins paid out in AT mode. In the remaining payout management process, for example, it checks whether the sum of the AT payout counter and the current increase / decrease in advantageous section payouts MY is greater than the increase / decrease in advantageous section payouts. If this is the case, a second excess flag is set in the various flag storage area 106d as a flag to identify the situation.
[0359] After executing the remaining game count management process and the remaining coin count management process, step S2006 determines whether the above-mentioned advantageous section game count AG has reached the upper limit of 1500 games, or whether the advantageous section coin increase / decrease MY has reached the upper limit of 2400 or more. If either of these forced termination conditions is met, step S2007 clears the advantageous section game count AG and the advantageous section coin increase / decrease MY to 0. In the following step S2008, the display of the right 8th display segment Na8, which serves as the section indicator, is terminated. Then, in step S2009, 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.
[0360] Regarding the initialization process for the advantageous section information in step S2009, specifically, it executes a process to reset the flags and counters set when transitioning to the current advantageous section, and the flags and counters set during the current advantageous section, back to their initial values. For example, if the advantageous section flag or various AT mode flags are not cleared and are set, these flags are cleared. Furthermore, if the advantageous section game count AG, the advantageous section increase / decrease amount MY, the counter for the AT mode continuation game count, the AT preparation counter, etc., are greater than 0, all of these counters are reset to 0. In other words, this initialization process for the advantageous section information initializes all variables and parameters that affect the performance related to the push-order notification in relation to the advantageous section as an advantageous state using push-order notification, and it is a process that clears the RAM for such variables and parameters.
[0361] If, in step S2006, it is determined that the number of games in the advantageous section AG has not reached its upper limit, and the number of coins added or removed in the advantageous section MY has not reached its upper limit, the process proceeds to step S2010 to determine whether the AT mode termination flag is set. If the AT mode termination flag is set, the process proceeds to step S2007 to execute the process for ending the advantageous section. If the AT mode termination flag is not set, the process for ending the advantageous section is executed as is.
[0362] <Display Main Processing> Next, we will explain the processing performed by the CPU 181 of the sub-controller 180 on the sub-side. Figure 47 is a flowchart of the display main processing of the sub-controller 180. The display main processing is activated when power is restored after a power outage or when the power switch 71 is turned on. In other words, when the main processing on the main controller 101 side (Figure 19) is activated, the display main processing on the sub-controller 180 side is also activated.
[0363] In step S2101, as part of the initialization process, the value of the stack pointer is set in the CPU 181, and an interrupt mode is set to enable interrupt processing. Subsequently, various settings are made for the registers in the CPU 181, I / O devices, etc.
[0364] In the following step S2102, it is determined whether or not a startup command has been received from the main control unit 101. As mentioned above, the startup command is a command output in step S208 of the main processing in the main control unit 101, and is a command used to confirm the connection between the main control unit 101 and the sub-control unit 180 when the power is turned on. If a startup command has been received, the startup volume setting process is executed in step S2103. In the startup volume setting process, after the power is turned on, a process is executed to set the volume to a specific volume for a predetermined period of time.
[0365] After executing the process in step S2103, in step S2104, it is determined whether the system state is in a low-voltage state, that is, whether the drive voltage has dropped to a predetermined voltage (less than 10 volts in this embodiment) and the power supply has been cut off. If the system state is in a low-voltage state, it is determined that the power supply has been cut off, and a power outage process is performed in step S2105. In the power outage process, information such as the current performance content is saved to the backup area of RAM183. This makes it possible to restore the performance state to what it was before the power outage based on the information stored in the backup area when power is restored. After the power outage process is performed, the system enters an infinite loop until the power supply is completely cut off and processing is no longer possible.
[0366] If the system state is not a low voltage state, step S2106 performs an update process for random values used when selecting various effects, and step S2107 executes a timer interrupt processing process on the sub-controller 180 side. In step S107, for example, it is determined whether or not it is the interrupt timing for timer interrupt processing, and if it is the interrupt timing, processing is performed to start the timer interrupt processing. In timer interrupt processing, for example, various timer counters and set effect data are updated.
[0367] Subsequently, in step S2108, a performance setting process is executed to configure various performance settings; in step S2109, a sub-operation response process is executed as a process to be handled when the performance switch 66, etc., is operated; in step S2110, a standby mode management process is executed for managing the standby mode to which the system transitions if no operation is performed for a predetermined period of time; and in step S2111, a volume setting process is executed to set the volume of various sound effects, etc., output from the speaker 64, before returning to step S2104.
[0368] The loop processing from steps S2104 to S2111 is set to run at a 1.49 msec interval, and the effects setting process, sub-operation response process, standby mode management process, volume setting process, etc., will also be started at a 1.49 msec interval.
[0369] On the other hand, if it is determined in step S2102 that no startup command has been received from the main control unit 101, an error notification process is executed in step S2112. The error notification process will be explained in detail later.
[0370] <Performance setting process> The process of setting the effects in step S2108 will be explained based on the flowchart in Figure 48.
[0371] In the performance setting process, first, in step S2201, 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 S2202, a command determination process is executed to understand the game progress on the main control unit 101 side based on the received command.
[0372] After executing the process in step S2202, in step S2203, it is determined whether the newly received command is a bet command. A bet command is a command output from the main control unit 101 based on the fact that a bet operation has been performed, and is a command that is set in step S306 of the normal process. If it is a bet command, in step S2204, the bet performance setting process is executed to set the performance based on the current bet operation.
[0373] If a negative determination is made in step S2203, or after the processing in step S2204 is executed, in step S2205 it is determined whether the newly received command is a start operation command. A start operation 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 S411 of the lottery processing, as well as premonition commands, bonus commands, and push order notification commands set in the lottery result corresponding processing, etc. If it is one of these start operation commands, the start operation effect setting process is executed in step S2206.
[0374] If a negative determination is made in step S2205, or after the processing in step S2206 is executed, in step S2207 it is determined whether the newly received command is a rotation start command. A rotation start command is a command output from the main control device 101 when the rotation of each reel 32L, 32M, 32R begins, and is a command set in step S504 of the reel control processing. If it is a rotation start command, the rotation start effect setting process is executed in step S2208.
[0375] If a negative determination is made in step S2207, or after the processing in step S2208 is executed, in step S2209 it is determined whether the newly received command is a stop-enabled command. A stop-enabled command is a command output from the main control device 101 when the rotation of each reel 32L, 32M, 32R reaches a constant speed and the stop switches 42~44 can be operated, and is a command set in step S506 of the reel control processing. If it is a stop-enabled command, the stop-enabled effect setting process is executed in step S2210.
[0376] If a negative determination is made in step S2209, or after the processing in step S2210 is executed, in step S2211 it is determined whether the newly received command is a stop command. A stop command includes stop ON commands and stop OFF commands output by the reel control processing of the main control device 101 when the stop ON operation or stop OFF operation of the stop switches 42 to 44 is performed, as well as reel stop commands output by the reel control processing of the main control device 101 when the corresponding reel stops. If it is one of these stop commands, the stop effect setting process is executed in step S2212.
[0377] If a negative determination is made in step S2211, or after the processing in step S2212 is executed, in step S2213 it is determined whether the newly received command is a winning command. A winning command 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 winning result commands set in step S526 of the reel control processing, as well as commands set in bonus state processing and winning result corresponding processing, such as the 1st BB start command, 2nd BB start command, 1st BB end command, 2nd BB end command, CZ start command, continuation rate command, premonition command, continuation command, CZ game count command, CZ end command, battle continuation command, AT start command, AT coin count command, and AT end command. If it is one of these winning commands, the winning performance setting process is executed in step S2214.
[0378] If a negative determination is made in step S2213, or after the processing in step S2214 is executed, in step S2215 it is determined whether the newly received command is a payout start command. A payout start command is a command output from the main control device 101 when medal payout is started, and is a command set in step S702 of the medal payout process. If it is a payout start command, the payout start effect setting process is executed in step S2216.
[0379] If a negative determination is made in step S2215, or after the processing in step S2216 is executed, in step S2217 it is determined whether the newly received command is a payout end command. A payout end command is a command output from the main control device 101 when the payout of medals is completed, and is a command set in step S708 of the medal payout process. If it is a payout end command, the payout end effect setting process is executed in step S2218.
[0380] If a negative determination is made in step S2217, or after the processing in step S2218 is executed, it is determined in step S2219 whether or not an error command has been received. If an error command has been received, the error notification setting process is executed in step S2220. In the error notification setting process, the auxiliary display unit 65 and speaker 64 are controlled so that the error notification corresponding to the received error command is executed.
[0381] If a negative result is obtained in step S2201 or step S2219, or after the processing in step S2220 is executed, other processing is performed in step S2221 before the performance setting process is terminated. In step S2221, the auxiliary display unit 65, speaker 64, etc. are controlled so that the various performances set in each of the above performance setting processes are executed at the corresponding timings. In addition, in step S2221, performance settings are made based on signals from sensors (performance switch detection sensors, etc.) that are connected without going through the main control device 101.
[0382] The following sections will explain the betting animation setting process, the start operation animation setting process, the rotation start animation setting process, the stop-possible animation setting process, the stop animation setting process, the winning animation setting process, the payout start animation setting process, the payout end animation setting process, and the error notification setting process, before explaining the command judgment process.
[0383] <Bet-time animation setting process> First, the betting animation setting process in step S2203 will be explained with reference to the flowchart in Figure 49.
[0384] In step S2301, it is determined whether a command error flag is set in the various flag storage area 183a. The command error flag is set when there is a discrepancy between the command received from the main control device 101 and the game progress status grasped in the command determination process in step S2201. The process for setting such a command error flag and the handling of cases where the command error flag is set will be explained later, but here we will explain the case where the command error flag is not set.
[0385] If it is determined in step S2301 that the command error flag is not set, then in step S2302 it is determined whether the betting command received this time is a betting command for replay. A betting command for replay is a command output from the main control unit 101 when the result of the previous game is a replay win and an automatic betting process is performed in conjunction with that replay win (when a bet is made in conjunction with a replay win).
[0386] If the betting command is not for restarting the game, but rather a betting command based on the player's operation of the credit insertion switches 56, 57 or the insertion of medals resulting in a bet reaching a predetermined number of medals, then in step S2303, the process of inputting a value corresponding to the current bet into the bet counter in the various counter area 183b is executed. The bet counter is a counter used by the CPU 181 to keep track of the number of medals bet in the current game. Then, in step S2304, the process of performing a betting effect corresponding to the bet entered into the bet counter is executed, and then the betting effect setting process is terminated. More specifically, the bet display unit 34 is lit up according to the bet entered into the bet counter, and a sound effect corresponding to that bet is output from the speaker 64.
[0387] If it is determined in step S2302 that the betting command is for replay, then in step S2305 it is determined whether the betting command received for replay is for replay associated with a special replay (Chance Eye A to Chance Eye C, Cherry A to Cherry C). If it is not a betting command for replay associated with a special replay, then in step S2306 the process for performing a normal replay betting animation according to the number of bets based on the betting command received for replay is executed, and then this betting animation setting process is terminated.
[0388] If step S2305 determines that the betting command is for a re-spin due to a special re-spin win, step S2307 executes a process to perform a special re-spin betting animation corresponding to the number of bets based on the received re-spin betting command, and then terminates this betting animation setting process.
[0389] The betting animations for normal replays and special replays differ in their presentation to allow players to distinguish between them. Specifically, the betting animations for normal replays are performed based on the receipt of the replay betting command (lighting up the betting display unit 34 and outputting sound effects), while the betting animations for special replays are performed based on the player performing any betting operation (operating the credit insertion switches 56, 57 or inserting medals), thus differing in execution timing. The sound effects for the betting animations also differ. Specifically, the sound effects for the special replay betting animations are set to be the same as or nearly the same as the sound effects for betting animations associated with the player's betting operation (sound effects for betting animations set in step S2304), while the sound effects for normal replay betting animations are set to be different from these special replay sound effects and the sound effects in step S2304. By doing this, it becomes possible to strongly give players the impression that special re-spins (such as Chance Symbol A to Chance Symbol C or Cherry A to Cherry C) are not re-spins, but are treated the same as regular payout symbols (such as watermelons).
[0390] <Start Operation Performance Setting Process> Next, the process of setting the effects during the start operation in step S2206 will be explained with reference to the flowchart in Figure 50.
[0391] In the initial operation animation setting process, step S2401 first determines whether the above command error flag is set or not. Here, we will proceed with the explanation assuming that the command error flag is not set.
[0392] If the command error flag is not set, the process proceeds to step S2404, where the first acquisition display update process is executed. The first acquisition display update process is a process to display the cumulative (total) number of medals acquired (paid out) in AT mode on the auxiliary display unit 65. In the following step S2405, the game count update process is executed. The game count update process is a process to display the cumulative (total) number of games played (games executed) in AT mode on the auxiliary display unit 65. These processes in steps S2404 and S2405 will be explained in detail later.
[0393] In the following step S2406, the system performs a process to determine the result of the current game based on the received lottery result command. Then, in step S2407, it is determined whether the result of the current game is one of the specific roles. In this embodiment, the specific roles are set to be so-called rare roles with relatively low winning probabilities, such as Chance Eye A to Chance Eye C, Cherry A to Cherry C, and Watermelon. However, some of these roles or other roles may be used as the target of the determination (the system may also be configured to make a positive determination in step S2407 if it is one of these roles or another role).
[0394] If it is determined in step S2407 that a specific role has been won, the chance performance lottery process is executed in step S2408. A chance performance is a performance that suggests that the game has been won with a specific role, and for example, as shown in Figure 62(a), a performance is set to display three exclamation marks in the auxiliary display unit 65. The performance style of the chance performance may be different depending on the probability of winning a specific role and the type of specific role that has been won (for example, the more likely it is that a specific role with a low winning probability has been won, the more exclamation marks are displayed). In the chance performance lottery process, a lottery counter (random number) is obtained from various counter areas 183b and a lottery is held to determine whether or not to execute a chance performance in the current game. In this case, the probability of winning the chance performance lottery process may be different depending on the type of specific role that has been won, and the system may be configured so that specific roles with a low appearance rate (winning probability) in the game are more likely to win the chance performance lottery process.
[0395] After executing the chance performance lottery process in step S2408, it is determined in step S2409 whether or not the lottery process was successful. If the lottery process was successful, the process proceeds to step S2410, where a process is executed to select the type of chance performance to be executed. For example, if there are multiple types of chance performances with different numbers of exclamation marks, a process is executed to select one of these multiple types based on a lottery (such as a lottery using the results of the current game's lottery). Then, in step S2411, a process is executed to control the auxiliary display unit 65 (display control device 81) and speaker 64 so that the chance performance is performed as the spin start performance for the current game. In other words, the chance performance in this embodiment is not performed as a start operation performance, but as a spin start performance when the rotation of each reel 32L, 32M, and 32R begins. In step S2410, a command for setting the chance performance is output to the display control device 81, and the display control device 81 reads the image data for the chance performance from ROM and temporarily stores it in a predetermined area of RAM. This temporarily stored image data is read from a predetermined area at the timing of executing the chance effect (when each reel 32L, 32M, 32R starts rotating), and the auxiliary display unit 65 displays the image data corresponding to the read image data. The flow of effect settings in the sub-control device 180 and display settings in the display control device 81 is the same for each of the following effect setting processes.
[0396] If it is determined in step S2407 that the game is not a game in which a specific role is won, the process proceeds to step S2412. In step S2412, it is determined whether the lottery result command received is a push-order bell group command. As already explained, in this embodiment, if the lottery result of the game is any of the push-order bells, the command corresponding to the detailed lottery result is not output from the main control unit 101, and the lottery result command corresponding to the push-order bell group is output. Therefore, although the sub-control unit 180 can determine from the lottery result command that the game is a game in which any of the push-order bells are won, it cannot determine which push-order bell is won, and the operation sequence that results in winning the 1st to 6th small roles cannot be determined from the lottery result command.
[0397] If it is a push-order bell group command, step S2413 determines whether or not a push-order notification command has been received. If a push-order bell group command has been received and a push-order notification command has also been received, the process proceeds to step S2414, where information on the push order (operation order of stop switches 42 to 44) that results in winning the 1st to 6th small prizes is stored in the push-order counter in the various counter area 183b based on the received push-order notification command.
[0398] The button press order counter is set as an updateable counter between 0 and 6. 0 corresponds to no button press order notification, 1 corresponds to normal press (left → middle → right), 2 corresponds to pinch press (left → right → middle), 3 corresponds to middle normal press (middle → left → right), 4 corresponds to middle reverse press (middle → right → left), 5 corresponds to reverse pinch press (right → left → middle), and 6 corresponds to reverse press (right → middle → left). Note that if you have an operation sequence that only instructs the first stop (left is the first stop and the second stop is any operation sequence regardless of middle or right, middle is the first stop and the second stop is any operation sequence regardless of left or right, right is the first stop and the second stop is any operation sequence regardless of left or middle), you should set the button press order counter to correspond to these operation sequences.
[0399] After storing the button press order information in the button press order counter in step S2414, in step S2415, a process is executed to set the button press order notification effect to be displayed on the auxiliary display unit 65 (display control device 81) and speaker 64 as an effect to be displayed when the game starts spinning. In other words, the button press order notification effect in this embodiment, like the chance effect, is not an effect to be displayed when the game starts spinning, but rather an effect to be displayed when the spinning of each reel 32L, 32M, and 32R starts.
[0400] After executing the process in step S2411 or step S2415, or if a negative determination is made in step S2409, step S2412, or step S2413, the process proceeds to step S2416. In step S2416, the pre-announcement effect setting process is executed. In the pre-announcement effect setting process, the process of setting the content of the effects for each game in the pre-announcement mode is executed based on the pre-announcement command received from the main control unit 101. As described above, the pre-announcement mode is a mode that is set when the AT mode transition lottery or CZ mode transition lottery is won, and after going through the pre-announcement mode for the set number of games, notification is given that the AT mode or CZ mode has been won. Alternatively, if the AT mode transition lottery or CZ mode transition lottery is not won, the system may be configured to set a pseudo-pre-announcement mode, and in this pseudo-pre-announcement mode, similar or identical effects to those of the pre-announcement mode when the above-mentioned winning condition is met can be performed, making it possible to enjoy whether or not the AT mode or CZ mode has been won in the pre-announcement mode or pseudo-pre-announcement mode. Furthermore, by making the content and selection rates of the effects during the pre-announcement mode different depending on whether the player has won the AT mode transition lottery or the CZ mode transition lottery, it becomes possible to provide an enjoyable gameplay experience where players try to predict which transition lottery they have won based on the content of the effects. In addition, in configurations that also include a pseudo-pre-announcement mode, by making the content and selection rates of the effects in the pre-announcement mode when the player has won the AT mode or CZ mode different from the content and selection rates of the effects in the pseudo-pre-announcement mode, it becomes possible to provide an enjoyable gameplay experience where players try to predict whether or not they have won the AT mode or CZ mode based on the content of the effects.
[0401] In the following step S2417, the CZ performance setting process is executed. As described above, the CZ mode is a mode in which a set of a predetermined number of games is executed over a specific number of sets, and in this mode, the probability of winning the AT mode transition lottery is higher for each game in the CZ mode, and if the continuation lottery is won in a specific set, the transition to AT mode is confirmed. In the CZ performance setting process of step S2417, performances are set that suggest and notify whether each set will continue or not through battle performances with ally characters and enemy characters. If the AT mode transition lottery is won during the CZ mode as described above, the main control device 101 will transition to the pre-announcement mode, but the sub-control device 180 will continue the performances in the CZ mode, and the performances after winning the AT mode transition lottery during the CZ mode are also set in the CZ performance setting process of step S2415.
[0402] In the following step S2418, the AT performance setting process is executed. As described above, the AT mode is a mode in which the expected number of medals to be won when a button-press order bell is hit increases due to the execution of button-press order notification and button-press order notification effects, making it possible to win a large number of medals. This mode ends when the remaining number of medals to be paid out in AT mode (AT medal counter) managed by the main control device 101 becomes 0. In the AT performance setting process of step S2418, the auxiliary display unit 65 and speaker 64 are configured to display an effect indicating that the above-mentioned button-press order notification effect is likely to occur, an effect indicating that an increase in the remaining number of medals to be paid out in AT mode has occurred, and processing is performed to display the number of games played during AT mode, the remaining number of medals to be paid out, the number of medals to be won, etc.
[0403] Subsequently, in step S2419, other start operation effect setting processes are executed before this start operation effect setting process is terminated. In step S2419, for example, processes are executed to cause a sound effect indicating that the start lever 41 has been operated to be output from the speaker 64, processes are executed to start an effect (waiting effect) indicating that the start lever 41 has been operated but the rotation of each reel 32L, 32M, and 32R has not started yet, and processes are executed to turn off the lamps around the start lever 41 to notify that the operation has been accepted.
[0404] <Setting the animation when rotation starts> Next, the rotation start effect setting process, which is executed in step S2208, will be explained with reference to the flowchart in Figure 51. The rotation start effect setting process is executed when a rotation start command is received.
[0405] Step S2501 determines whether the above command error flag is set. Here, we will proceed with the assumption that the command error flag is not set.
[0406] If a positive result is obtained in step S2501, the process is executed to start the animation that was set as the rotation start animation in the previous start operation animation setting process (for example, a chance animation or a push order notification animation). Then, in step S2503, other rotation start animation setting processes are executed, and then this rotation start animation setting process is terminated. In step S2503, for example, the process is executed to output the sound effect for the rotation start of each reel 32L, 32M, and 32R from speaker 64.
[0407] <Processing for setting effects when stopping is possible> Next, the process for setting the stop-enabled animation, which is performed in step S2210, will be explained with reference to the flowchart in Figure 52. The stop-enabled animation setting process is performed when a stop-enabled command is received.
[0408] Step S2601 determines whether the above command error flag is set. Here, we will proceed with the assumption that the command error flag is not set.
[0409] If a positive result is obtained in step S2601, step S2602 executes a process to change the illumination color of the stop lamps 42b to 44b built into the stop switches 42 to 44 from the illumination color corresponding to the non-stop state to the illumination color corresponding to the stop-enabled state. By changing the illumination color of the stop lamps 42b to 44b to the illumination color corresponding to the stop-enabled state, the player will be able to understand that the stop switches 42 to 44 can now be operated.
[0410] Furthermore, the system may be configured to indicate that stopping is possible by changing the state of the stop lamps from off to on. Additionally, the system may be configured to execute a notification that stopping is possible by changing the state of the stop lamps 42b to 44b without receiving a stop command. Specifically, the system may also execute the notification that stopping is possible when a so-called freeze effect is performed. This freeze effect is, for example, one in which the period during which the operation of the stop switches 42 to 44 is disabled is set to a different period than usual (a longer period than usual). Even in such a freeze effect, by performing a notification that stopping is possible using the stop lamps 42b to 44b, the player will judge from the change in the state of the stop lamps 42b to 44b that it is possible to stop each reel 32L, 32M, and 32R and operate the stop switches 42 to 44, but the stop control will not be performed by this operation, thereby enhancing the effect of the freeze effect (the surprise of not being able to stop the reels despite performing a stop operation). After executing the process in step S2602, the process for setting the stop-possible animation is terminated.
[0411] <Stop animation setting process> Next, the stop animation setting process executed in step S2212 will be explained with reference to the flowchart in Figure 53. The stop animation setting process is executed when a stop command such as a stop ON command, a stop OFF command, or a reel stop command is received.
[0412] Step S2701 determines whether the above command error flag is set. Here, we will proceed with the assumption that the command error flag is not set.
[0413] If a negative determination is made in step S2701, step S2702 determines whether the stop command received is a stop ON command. A stop ON command is a command output when any of the stop switches 42 to 44 are operated in the stop ON position. The main control device 101 is configured to perform a stop process on the corresponding reel when the stop ON position is activated while the reel is not stopped.
[0414] If a stop ON command is received (a positive determination is made in step S2702), in step S2703, the ON operation counters in the various counter areas 183b are incremented by 1. The ON operation counter is a counter used by the CPU 181 to keep track of the number of times a stop ON command has been received in a game. Then, in step S2704, the CPU 181 determines which reel was stopped ON based on the received stop ON command.
[0415] In the following step S2705, it is determined whether or not a push-order notification effect is being performed in the current game. If it is not being performed, in step S2706, a process is executed to set the stop-ON operation effect based on the current stop-ON command to be performed on the auxiliary display unit 65 (display control device 81) and speaker 64. As a stop-ON operation effect, for example, in the chance effect (Figure 62(a)), if the first chance character C1 to the third chance character C3, which resemble exclamation marks, are displayed corresponding to each reel 32L, 32M, and 32R, a process is performed to hide the character corresponding to the reel that has been stopped ON or to change the display pattern (Figure 62(b) shows the stop-ON operation effect when the left stop sw...
Claims
[Claim 1] A first control means capable of executing processing for the progress of the game, A second control means capable of performing a predetermined notification based on information from the first control means, Equipped with, A specific state is set as the game state. The first control means is, A means for updating specific information in accordance with the progress of the game in the aforementioned specific state, Means for executing a process that causes a predetermined event to occur when the aforementioned specific information is updated to predetermined information, A means for outputting information corresponding to the difference between the specified information and the predetermined information to the second control means, A means capable of performing a specific process that modifies the specific information based on a predetermined trigger so that the difference between the specific information and the predetermined information becomes different from the difference between the specific information and the predetermined information before the modification, When the aforementioned specific process is executed, means for outputting special information corresponding to the execution of said specific process to the second control means, Equipped with, The second control means is, Means capable of performing specific notification corresponding to information corresponding to the difference between the specified information and the predetermined information, When the aforementioned special information is received, means capable of executing a special notification corresponding to said special information, Equipped with, The first control means is configured not to re-output the special information even if a specific event occurs in which the second control means is unable to receive the special information despite the output of the special information. A gaming machine characterized in that, in one game, the special information is output before the information corresponding to the difference between the specific information and the predetermined information.