Game machine
By integrating game state management and privilege granting mechanisms, the gaming machine enhances player engagement and ensures appropriate game play, addressing the need for improved gaming experiences in pachinko and slot machines.
Patent Information
- Application Number
- JP2025079288
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-05-12
- Publication Date
- 2025-07-25
- Estimated Expiration
- 2041-03-22
AI Technical Summary
Existing gaming machines, such as pachinko and slot machines, require improvements to ensure appropriate game play and player engagement.
Incorporation of game progress means, information updating means, predetermined privilege granting means, caution event control means, and execution means to manage game states and player interactions, ensuring appropriate game progression and player engagement through strategic game state management and privilege granting.
Ensures appropriate game play and player engagement by managing game states and providing strategic player interactions, enhancing the overall gaming experience.
Smart Images

Figure 2025109817000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] As gaming machines, pachinko machines and slot machines are known. For example, in a pachinko machine, a storage unit for storing game balls is provided, and the game balls stored in the storage unit are guided to a game ball launcher and launched toward the game area in response to the player's launch operation. Then, when a game ball enters a ball entry unit provided in the game area, for example, a lottery process is executed, or for example, a process for increasing the number of game balls available to the player is executed.
[0003] In a slot machine, when a start lever is operated to start a new game in a situation where a game value such as a medal is bet, a lottery process is executed by control means. Further, when the lottery process is executed, rotation start control is executed by the control means to start the rotation of the reel, and when a stop button is operated during the rotation of the reel, rotation stop control is executed by the control means to stop the rotation of the reel. Then, when the stop result after the rotation stop of the reel corresponds to the winning combination of the lottery process, a privilege corresponding to the winning combination is given to the player (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 gaming machines such as the above examples, it is necessary to ensure that the games are played appropriately, and there is still room for improvement in this regard.
[0006] The present invention has been made in view of the above-described circumstances and the like, and an object thereof is to provide a gaming machine capable of appropriately performing a game.
Means for Solving the Problems
[0007] In order to solve the above problems, the invention according to claim 1 includes a predetermined game progress means for progressing a predetermined game based on the operation of a player, information updating means for updating the end opportunity information in the end opportunity storage means closer to the end target information based on the occurrence of an update opportunity in an advantageous gaming state advantageous to the player; means for ending the advantageous gaming state after the end opportunity information becomes the end target information; predetermined privilege granting means for granting a predetermined privilege to the player when a predetermined update opportunity occurs and a corresponding operation is performed by the player, and not granting the predetermined privilege to the player when the predetermined update opportunity occurs and the corresponding operation is not performed by the player; caution event control means for enabling a predetermined caution event to be executed to prompt a predetermined caution to the player when the advantageous gaming state ends; predetermined execution means for enabling a predetermined caution event to be executed to prompt a predetermined caution to the player in a predetermined situation where the advantageous gaming state continues; comprising the predetermined execution means is configured not to execute the predetermined caution event when the predetermined game is started before the predetermined caution event is started in the predetermined situation; the information updating means updates the end opportunity information closer to the end target information by a common numerical information amount regardless of whether the predetermined update opportunity occurs, the corresponding operation is performed by the player, or the corresponding operation is not performed by the player.
Effects of the Invention
[0008] According to the present invention, it becomes possible to ensure that the game is played appropriately.
Brief Description of the Drawings
[0009]
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Mode for Carrying Out the Invention
[0010] <The First Embodiment> Hereinafter, a first embodiment when the present invention is applied to a slot machine 10 which is a kind of gaming machine will be described in detail with reference to the drawings. FIG. 1 is a front view of the slot machine 10, FIG. 2 is a perspective view of the slot machine 10 with the front door 12 opened, and FIG. 3 is a front view of the housing 11.
[0011] As shown in FIGS. 2 and 3, the slot machine 10 includes a housing 11 that forms its outer shell. The housing 11 is formed in a box shape that is open to the front as a whole by fixing a plurality of wooden panels.
[0012] On the front side of the housing 11, as shown in FIGS. 1 and 2, a front door 12 is attached. The front door 12 is supported by the housing 11 so as to be able to open and close the internal space of the housing 11 with a shaft portion 15 provided on the left side portion of the housing 11 as a rotation axis. The front door 12 is locked in a non-openable state by a locking device 13 provided on its back surface, and this locked state is released by an unlocking operation with a predetermined key to the key cylinder 14.
[0013] As shown in FIG. 1, a game panel 20 is provided near the upper center of the front door 12. On the game panel 20, three vertically long display window portions 21L, 21M, and 21R are formed side by side horizontally. The display window portions 21L, 21M, and 21R are formed of a transparent or translucent material, and the inside of the slot machine 10 can be viewed through each of the display window portions 21L, 21M, and 21R.
[0014] As shown in FIGS. 2 and 3, the inside of the housing 11 is vertically divided into two parts by a partition plate 11a, and a reel unit 31 is attached to the upper part of the partition plate 11a. The reel unit 31 includes a left reel 32L, a middle reel 32M, and a right reel 32R, each formed in a cylindrical shape. Each of the reels 32L, 32M, and 32R is rotatably supported such that its central axis becomes the rotation axis of the reel 32L, 32M, or 32R. The rotation axes of the respective reels 32L, 32M, and 32R are arranged on the same axis extending in a substantially horizontal direction, and each of the reels 32L, 32M, and 32R corresponds one-to-one with each of the display window portions 21L, 21M, and 21R. Therefore, a part of the surface of each of the reels 32L, 32M, and 32R is in a visible state through the corresponding display window portions 21L, 21M, and 21R. Further, when the reels 32L, 32M, and 32R rotate forward, the surface of the reels 32L, 32M, and 32R is projected as if it is moving downward from top to bottom through each of the display window portions 21L, 21M, and 21R.
[0015] As shown in FIG. 1, a start lever 41 for operating to start the rotation of each of the reels 32L, 32M, and 32R is provided on the lower left side of the game panel 20. When the start lever 41 is operated when a predetermined number or more of game media (or game values), which are either medals or virtual medals, are bet, each of the reels 32L, 32M, and 32R starts rotating simultaneously.
[0016] On the right side of the start lever 41, stop buttons 42, 43, and 44 are provided for individually stopping each rotating reel 32L, 32M, and 32R. Each stop button 42, 43, 44 is respectively arranged directly below the display window portions 21L, 21M, and 21R corresponding to the reels 32L, 32M, and 32R to be stopped. Each stop button 42, 43, 44 becomes in a state where it can be stopped when a predetermined time has elapsed since the left reel 32L starts rotating.
[0017] Note that the rotation of each reel 32L, 32M, 32R is started based on the operation of the start lever 41, and each reel 32L, 32M, 32R stops rotating based on the operation of each stop button 42, 43, 44. The period until the execution of various processes such as the provision of game media and the management of the game state is completed corresponds to one game (game turn).
[0018] A medal insertion slot 45 for inserting medals is provided on the lower right side of the display window portions 21L, 21M, 21R. As shown in FIG. 2, the medals inserted from the medal insertion slot 45 are guided to the hopper device 53 by a selector 52 provided on the back surface of the front door 12 if reception is permitted, and are guided from the medal discharge port 58 provided at the lower front of the front surface of the front door 12 to the medal tray 59 if reception is prohibited (see FIG. 1). Note that the hopper device 53 has a function of paying out the medals stored in the storage tank to the medal tray 59 through the medal discharge port 58 when a winning corresponding to the provision of game media is established on the main line ML described later. Below the medal insertion slot 45, as shown in FIG. 1, a return button 46 is provided which is pressed when the medals inserted into the medal insertion slot 45 are jammed in the selector 52.
[0019] Below the lower left side of the window portions 21L, 21M, and 21R, a first credit input button 47 for inputting the maximum number of credited virtual medals that can be bet at one time and a second credit input button 48 for inputting two virtual medals at one time are provided. In this slot machine 10, there are situations where the number of gaming media (medals or virtual medals) that can be bet at one time (i.e., bet setting) is "3" and situations where it is "2".
[0020] When the first credit input button 47 is operated in a situation where the number that can be bet at one time is "3", the current bet number is "0", and three or more virtual medals are stored and remembered, the bet number becomes "3" instead of the virtual medals decreasing by three. When the first credit input button 47 is operated in a situation where the number that can be bet at one time is "3", the current bet number is "1", and two or more virtual medals are stored and remembered, the bet number becomes "3" instead of the virtual medals decreasing by two. When the first credit input button 47 is operated in a situation where the number that can be bet at one time is "3", the current bet number is "2", and one or more virtual medals are stored and remembered, the bet number becomes "3" instead of the virtual medals decreasing by one. When the first credit input button 47 is operated in a situation where the number that can be bet at one time is "2", the current bet number is "0", and two or more virtual medals are stored and remembered, the bet number becomes "2" instead of the virtual medals decreasing by two. When the first credit input button 47 is operated in a situation where the number that can be bet at one time is "2", the current bet number is "1", and one or more virtual medals are stored and remembered, the bet number becomes "2" instead of the virtual medals decreasing by one.
[0021] In addition, when the first credit input button 47 is operated when the number of stored and remembered virtual medals is less than the difference between the current bet number and the number that can be bet, the bet number increases by the number of those virtual medals, and the number of virtual medals becomes zero.
[0022] In a situation where the number of bets possible at one time is "3", the current number of bets is "0", and two or more virtual medals are stored and remembered, when the second credit input button 48 is operated, instead of the number of virtual medals decreasing by two, the number of bets becomes "2". In a situation where the number of bets possible at one time is "3", the current number of bets is "1", and one or more virtual medals are stored and remembered, when the second credit input button 48 is operated, instead of the number of virtual medals decreasing by one, the number of bets becomes "2". In a situation where the number of bets possible at one time is "2", the current number of bets is "0", and two or more virtual medals are stored and remembered, when the second credit input button 48 is operated, instead of the number of virtual medals decreasing by two, the number of bets becomes "2". In a situation where the number of bets possible at one time is "2", the current number of bets is "1", and one or more virtual medals are stored and remembered, when the second credit input button 48 is operated, instead of the number of virtual medals decreasing by one, the number of bets becomes "2".
[0023] In addition, in a situation where the number of stored and remembered virtual medals is one and the current number of bets is "0", when the second credit input button 48 is operated, the number of bets becomes "1", and the number of virtual medals becomes zero.
[0024] The first credit input button 47 has a wider pressing surface to be pressed when the player operates the button compared to the second credit input button 48. As a result, the operability of the first credit input button 47 is enhanced.
[0025] On the left side of the start lever 41, a settlement button 51 is provided. In this slot machine 10, there is a credit function for storing and memorizing surplus inserted medals until a predetermined maximum value (equivalent to 50 medals) is reached and payout medals at the time of winning as virtual medals. When the settlement button 51 is operated under the condition that virtual medals are stored and memorized, the virtual medals are paid out as real medals from the medal payout port 58.
[0026] Inside the housing 11, to the left of the hopper device 53, as shown in FIGS. 2 and 3, a power supply device 54 is provided. The power supply device 54 is provided with a power switch 55 that is operated when the power is turned on or off, a reset button 56 for resetting various states of the slot machine 10, and a setting key insertion hole 57 into which a setting key held by the administrator of the game hall is inserted and operated to change the setting value of the slot machine 10 within the range from "1" to "6".
[0027] Next, the symbols attached to each of the reels 32L, 32M, and 32R will be described.
[0028] FIG. 4 shows the symbol arrangements of the left reel 32L, the middle reel 32M, and the right reel 32R. As shown in the figure, on each of the reels 32L, 32M, and 32R, 21 symbols are arranged in a row. Also, numbers from "0" to "20" are assigned corresponding to each of the reels 32L, 32M, and 32R. However, these numbers are for the main control device 70 described later to recognize the symbols that can be visually recognized from the display window portions 21L, 21M, and 21R, and are not actually attached to the reels 32L, 32M, and 32R. However, in the following description, these numbers will be used for the explanation.
[0029] As symbols, there are seven types: the "Bell" symbol (e.g., the 20th on the left reel 32L), the "Replay" symbol (e.g., the 19th on the left reel 32L), the "Watermelon" symbol (e.g., the 18th on the left reel 32L), the "Red 7" symbol (e.g., the 15th on the left reel 32L), the "BAR" symbol (e.g., the 10th on the left reel 32L), the "Cherry" symbol (e.g., the 9th on the left reel 32L), and the "White 7" symbol (e.g., the 5th on the left reel 32L). And the number and arrangement order of various symbols on each of the reels 32L, 32M, and 32R are different.
[0030] Figure 5 is a front view of the display window parts 21L, 21M, and 21R. Each of the display window parts 21L, 21M, and 21R is formed such that three symbols out of the 21 symbols attached to the corresponding reels 32L, 32M, and 32R are visible as a whole. Therefore, when all of the reels 32L, 32M, and 32R are stopped, nine symbols are in a visible state through the display window parts 21L, 21M, and 21R.
[0031] In this slot machine 10, one main line ML is set so as to connect the positions where the symbols on each of the reels 32L, 32M, and 32R are visible. The main line ML is a line connecting the middle symbols of the left reel 32L, the middle symbol of the middle reel 32M, and the middle symbol of the right reel 32R. When the rotation of each of the reels 32L, 32M, and 32R is started with a predetermined number or more of game media bet, and a winning corresponding to a winning combination is established on the main line ML, any one of the benefits of giving game media, the benefit of re - gaming, and the transition of the game state is given.
[0032] That is, in this slot machine 10, only one main line ML is set as the line on which a winning combination can be formed. And the main line ML is set as a line that extends straight. Therefore, even if a combination of symbols that is a winning target is formed on a straight line such as a sub-line SL1 connecting the upper-stage symbols of the left reel 32L, the middle-stage symbols of the middle reel 32M, and the lower-stage symbols of the right reel 32R, a sub-line SL2 connecting the upper-stage symbols of the left reel 32L, the upper-stage symbols of the middle reel 32M, and the upper-stage symbols of the right reel 32R, a sub-line SL3 connecting the lower-stage symbols of the left reel 32L, the lower-stage symbols of the middle reel 32M, and the lower-stage symbols of the right reel 32R, or a sub-line SL4 connecting the lower-stage symbols of the left reel 32L, the middle-stage symbols of the middle reel 32M, and the upper-stage symbols of the right reel 32R, the winning combination does not win.
[0033] Hereinafter, with reference to FIG. 6, the correspondence relationship between the combination of symbols that wins and the benefits given when a winning combination is achieved will be described. FIG. 6 is an explanatory diagram for explaining the correspondence relationship between the combination of symbols that wins and the benefits given when a winning combination is achieved.
[0034] As for the small winning combinations to which game media are awarded, there are the 1st Supplementary Winning, 2nd Supplementary Winning, 3rd Supplementary Winning, 4th Supplementary Winning, 5th Supplementary Winning, 6th Supplementary Winning, 7th Supplementary Winning, 8th Supplementary Winning, 9th Supplementary Winning, 1st Bell Winning, 2nd Bell Winning, 1st Watermelon Winning, 2nd Watermelon Winning, and Cherry Winning. Specifically, in the main line ML, when the stop symbol of the left reel 32L is the "Bell" symbol, the stop symbol of the middle reel 32M is the "Bell" symbol, and the stop symbol of the right reel 32R is the "Red 7" symbol, it is the 1st Supplementary Winning. In the main line ML, when the stop symbol of the left reel 32L is the "Bell" symbol, the stop symbol of the middle reel 32M is the "Red 7" symbol, and the stop symbol of the right reel 32R is the "Bell" symbol, it is the 2nd Supplementary Winning. In the main line ML, when the stop symbol of the left reel 32L is the "Red 7" symbol, the stop symbol of the middle reel 32M is the "Bell" symbol, and the stop symbol of the right reel 32R is the "Bell" symbol, it is the 3rd Supplementary Winning. In the main line ML, when the stop symbol of the left reel 32L is the "Bell" symbol, the stop symbol of the middle reel 32M is the "Bell" symbol, and the stop symbol of the right reel 32R is the "BAR" symbol, it is the 4th Supplementary Winning. In the main line ML, when the stop symbol of the left reel 32L is the "Bell" symbol, the stop symbol of the middle reel 32M is the "BAR" symbol, and the stop symbol of the right reel 32R is the "Bell" symbol, it is the 5th Supplementary Winning. In the main line ML, when the stop symbol of the left reel 32L is the "BAR" symbol, the stop symbol of the middle reel 32M is the "Bell" symbol, and the stop symbol of the right reel 32R is the "Bell" symbol, it is the 6th Supplementary Winning. In the main line ML, when the stop symbol of the left reel 32L is the "Bell" symbol, the stop symbol of the middle reel 32M is the "Bell" symbol, and the stop symbol of the right reel 32R is the "White 7" symbol, it is the 7th Supplementary Winning. In the main line ML, when the stop symbol of the left reel 32L is the "Bell" symbol, the stop symbol of the middle reel 32M is the "White 7" symbol, and the stop symbol of the right reel 32R is the "Bell" symbol, it is the 8th Supplementary Winning. In the main line ML, when the stop symbol of the left reel 32L is the "White 7" symbol, the stop symbol of the middle reel 32M is the "Bell" symbol, and the stop symbol of the right reel 32R is the "Bell" symbol, it is the 9th Supplementary Winning. When any of the 1st Supplementary Winning to 9th Supplementary Winning occurs, the number of game media recipients is "1".
[0035] When the stop symbol of the left reel 32L, the stop symbol of the middle reel 32M, and the stop symbol of the right reel 32R on the main line ML are all "bell" symbols, it is a first bell win. When the stop symbol of the left reel 32L, the stop symbol of the middle reel 32M, and the stop symbol of the right reel 32R on the main line ML are "bell" symbols and "replay" symbol respectively, it is a second bell win. If either the first bell win or the second bell win occurs, the number of game media to be awarded is "15".
[0036] When the stop symbol of the left reel 32L, the stop symbol of the middle reel 32M, and the stop symbol of the right reel 32R on the main line ML are all "watermelon" symbols, it is a first watermelon win. When the stop symbol of the left reel 32L, the stop symbol of the middle reel 32M, and the stop symbol of the right reel 32R on the main line ML are "watermelon" symbols and "BAR" symbol respectively, it is a second watermelon win. If either the first watermelon win or the second watermelon win occurs, the number of game media to be awarded is "5". When the stop symbol of the left reel 32L on the main line ML is a "cherry" symbol, it is a cherry win regardless of the stop symbols of the middle reel 32M and the right reel 32R. If a cherry win occurs, the number of game media to be awarded is "4".
[0037] As winning awards that are given the privilege of replay, where it is possible to play the next game without betting on the gaming medium, there are a normal replay award, a first chance replay award, and a second chance replay award. Specifically, when the stop symbol of the left reel 32L on the main line ML is the "replay" symbol, the stop symbol of the middle reel 32M is the "replay" symbol, and the stop symbol of the right reel 32R is the "replay" symbol; when the stop symbol of the left reel 32L on the main line ML is the "red 7" symbol, the stop symbol of the middle reel 32M is the "red 7" symbol, and the stop symbol of the right reel 32R is the "BAR" symbol; when the stop symbol of the left reel 32L on the main line ML is the "replay" symbol, the stop symbol of the middle reel 32M is the "red 7" symbol, and the stop symbol of the right reel 32R is the "replay" symbol; when the stop symbol of the left reel 32L on the main line ML is the "replay" symbol, the stop symbol of the middle reel 32M is the "red 7" symbol, and the stop symbol of the right reel 32R is the "BAR" symbol; or when the stop symbol of the left reel 32L on the main line ML is the "watermelon" symbol, the stop symbol of the middle reel 32M is the "red 7" symbol, and the stop symbol of the right reel 32R is the "bell" symbol, it is a normal replay award. When the stop symbol of the left reel 32L on the main line ML is the "replay" symbol, the stop symbol of the middle reel 32M is the "cherry" symbol, and the stop symbol of the right reel 32R is the "bell" symbol, it is a first chance replay award. When the stop symbol of the left reel 32L on the main line ML is the "watermelon" symbol, the stop symbol of the middle reel 32M is the "bell" symbol, and the stop symbol of the right reel 32R is the "replay" symbol, it is a second chance replay award.
[0038] When any of the above replay wins occurs, a replay bonus is provided that allows the next game to be played without betting the game medium. Specifically, when any of the replay wins occurs in a game where "3" game media are bet, it becomes possible to start the next game with "3" game media bet while not requiring the bet of the game medium. Also, when any of the replay wins occurs in a game where "2" game media are bet, it becomes possible to start the next game with "2" game media bet while not requiring the bet of the game medium.
[0039] As state transition wins where only the game state transitions occur, there are a first CB win and a second CB win. Specifically, when the stop symbol of the left reel 32L on the main line ML is the "red 7" symbol, the stop symbol of the middle reel 32M is the "red 7" symbol, and the stop symbol of the right reel 32R is the "white 7" symbol, it is a first CB win. When the stop symbol of the left reel 32L on the main line ML is the "white 7" symbol, the stop symbol of the middle reel 32M is the "white 7" symbol, and the stop symbol of the right reel 32R is the "red 7" symbol, it is a second CB win. When the first CB win is established, the game state transitions to the first CB state ST2, and when the second CB win is established, the game state transitions to the second CB state ST3 (see Fig. 19).
[0040] The first CB state ST2 and the second CB state ST3 are game states in which, when a combination of symbols corresponding to a minor win stops on the main line ML, medals are paid out as a winning establishment regardless of the presence or absence of the winning combination. For example, even when "1" is not set in the winning flag corresponding to the first bell win, when the combination of symbols corresponding to the first bell win stops on the main line ML, the game medium is given to the player. On the other hand, for the replay win, it is established on the condition that the corresponding combination is won by lottery.
[0041] In the first CB state ST2 and the second CB state ST3, reel control different from the non-CB state is performed. In the non-CB state, reel control that allows the reels to be scrolled up to a maximum of four symbols after the stop buttons 42 to 44 are operated is performed for each of the reels 32L, 32M, and 32R. That is, in the non-CB state, reel control that stops the reels 32L, 32M, and 32R before a specified time (190 milliseconds) elapses after the stop buttons 42 to 44 are operated is performed. On the other hand, in the first CB state ST2 and the second CB state ST3, the above-described reel control, that is, the same reel control as in the normal game, is performed for the middle reel 32M and the right reel 32R, but the above-described reel control is not performed for the left reel 32L. For the left reel 32L, reel control is performed such that it can only be scrolled up to a maximum of one symbol after the left stop button 42 is operated. That is, in the first CB state ST2 and the second CB state ST3, reel control that stops the left reel 32L before a specified time shorter than the specified time (75 msec) elapses after the left stop button 42 is operated is performed.
[0042] Note that in the first CB state ST2 and the second CB state ST3, the reel control that can only be scrolled up to a maximum of one symbol is not limited to the left reel 32L, and control may be performed such that only the reel corresponding to the first operated stop button can be scrolled up to a maximum of one symbol, or reel control may be performed such that only a predetermined reel can be scrolled up to a maximum of one symbol. Furthermore, reel control may be performed such that only the reel corresponding to the stop button operated in a certain order, such as the second operated stop button or the last operated stop button, can be scrolled up to a maximum of one symbol.
[0043] In the first CB state ST2 and the second CB state ST3, if a winning combination corresponding to a replay win is selected, the replay win takes precedence, and if a replay win is not possible, the first bell win can be established. Also, the first bell win can be established even when a winning combination corresponding to a replay win is not selected.
[0044] Both the first CB state ST2 and the second CB state ST3 are gaming states in which the number of gaming media owned by the player does not increase. Further, both the first CB state ST2 and the second CB state ST3 are gaming states in which the number of gaming media owned by the player at the end of the gaming state is less than the number of gaming media owned by the player at the start of the gaming state.
[0045] Next, an apparatus for executing various notifications and various effects will be described.
[0046] As shown in FIG. 1, an upper lamp 61, a speaker 62, and an image display device 63 are provided above the front door 12. The upper lamp 61 is controlled to emit light in a manner corresponding to an abnormality when an abnormality occurs in the slot machine 10, and is also controlled to emit light in a manner corresponding to a winning result. Further, the upper lamp 61 is controlled to emit light so that a light emission effect corresponding to a display effect in the image display device 63 is performed. The speakers 62 are provided as a pair on the left and right, and are controlled to output sound or voice corresponding to the abnormality when an abnormality occurs in the slot machine 10, and are also controlled to output sound or voice corresponding to the winning result. Further, the speakers 62 are controlled to output sound so that a sound output effect corresponding to a display effect in the image display device 63 is performed.
[0047] The image display device 63 has a display surface and is configured as a liquid crystal display device including a liquid crystal display, but is not limited to a liquid crystal display device, and may be another display device having a display surface such as a plasma display device, an organic EL display device, or a CRT, or may be a dot matrix display. When an abnormality occurs in the slot machine 10, display control is performed so that an image corresponding to the abnormality is displayed on the display surface. Further, the image display device 63 performs display control so that an image corresponding to the winning result of a role in an internal lottery and the winning result in each game is displayed on the display surface. That is, a display effect is executed on the image display device 63.
[0048] On the game panel 20 of the front door 12, at positions below the display window portions 21L, 21M, and 21R, there are provided a credit display unit 65 for displaying the number of virtual medals stored and retained, a combined display unit 66 for displaying the number of game media to be awarded at the time of winning a minor prize and performing a display corresponding to the notified content when the stop order of the reels 32L, 32M, and 32R is notified by the image display device 63, and further performing a display for notifying the management result of the game history, and a section display unit 67 for performing a display corresponding to the game section being the second section. The credit display unit 65 is composed of a 7-segment display, and single-color light-emitting type LEDs such as green are used for each segment.
[0049] FIG. 7(a) is a front view of a common display area 68 provided with the combined display unit 66 and the section display unit 67. In the common display area 68, as shown in FIG. 7(a), the combined display unit 66 in which two 7-segment displays 66a and 66b are arranged side by side in the horizontal direction and the section display unit 67 composed of one light-emitting portion are integrated.
[0050] When any small winning combination corresponding to the awarding of game media (the first to ninth supplementary winning combinations, the first bell winning combination, the second bell winning combination, the first watermelon winning combination, the second watermelon winning combination, or the cherry winning combination) is achieved, the number of game media awarded corresponding to that small winning combination is displayed on the combined display section 66 at the end of the game in which the small winning combination was achieved. Specifically, when any of the first to ninth supplementary winning combinations is achieved in the non-CB state, the left 7-segment display 66a becomes non-displayed, and by displaying "1" on the right 7-segment display 66b, it is notified that "1" game media has been awarded. When any of the first bell winning combination and the second bell winning combination is achieved in the non-CB state, by displaying "1" on the left 7-segment display 66a and "5" on the right 7-segment display 66b, it is notified that "15" game media has been awarded. Also, when any of the first watermelon winning combination and the second watermelon winning combination is achieved in the non-CB state, the left 7-segment display 66a becomes non-displayed, and by displaying "5" on the right 7-segment display 66b, it is notified that "5" game media has been awarded. Further, when the cherry winning combination is achieved in the non-CB state, the left 7-segment display 66a becomes non-displayed, and by displaying "2" on the right 7-segment display 66b, it is notified that "2" game media has been awarded.
[0051] In the first CB state ST2 and the second CB state ST3, the number of game media awarded by a small winning combination is "1". Therefore, when a small winning combination is achieved in the first CB state ST2 or the second CB state ST3, the left 7-segment display 66a becomes non-displayed, and by displaying "1" on the right 7-segment display 66b, it is notified that "1" game media has been awarded.
[0052] Even if a prize is established without awarding a gaming medium such as any replay prize or any CB prize, the display corresponding to the prize is not performed on the combined display unit 66. In this case, each of the 7-segment displays 66a and 66b is maintained in a non-display state. The display of the number of gaming media awarded in the combined display unit 66 ends when a gaming medium is bet to start the next game after the game in which the display was made. At the timing of this bet, each of the 7-segment displays 66a and 66b becomes non-display.
[0053] When the stop order of the reels 32L, 32M, and 32R is notified in the image display device 63, information corresponding to the notified stop order is displayed on the combined display unit 66. FIG. 7(b) is an explanatory diagram for explaining the content of the information corresponding to the stop order displayed on the combined display unit 66. As shown in FIG. 7(b), in this slot machine 10, as the stop order of the reels 32L, 32M, and 32R notified by the image display device 63, the first stop is the left reel 32L, the second stop is the middle reel 32M, and the third stop is the right reel 32R; the first stop is the left reel 32L, the second stop is the right reel 32R, and the third stop is the middle reel 32M; the first stop is the middle reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R; the first stop is the middle reel 32M, the second stop is the right reel 32R, and the third stop is the left reel 32L; the first stop is the right reel 32R, the second stop is the left reel 32L, and the third stop is the middle reel 32M; the first stop is the right reel 32R, the second stop is the middle reel 32M, and the third stop is the left reel 32L; the first stop is the left reel 32L and the rest are arbitrary; the first stop is the middle reel 32M and the rest are arbitrary; the first stop is the right reel 32R and the rest are arbitrary.
[0054] In the image display device 63, notification of the stop order is executed when winning a role that includes the first bell winning data and any of the first to sixth supplementary winning data in the role lottery process in the non-CB state, or when winning a role that includes the second bell winning data and any of the seventh to ninth supplementary winning data. Specifically, when winning a role that includes the first bell winning data and any of the first to sixth supplementary winning data, if the reels 32L, 32M, and 32R stop in the stop order corresponding to the winning role among the above stop orders, the first bell winning is established. If the reels 32L, 32M, and 32R do not stop in the stop order corresponding to the winning role, any of the first to sixth supplementary winnings may be established. When the first bell winning is established, "15" game media are given to the player as already explained. When any of the first to sixth supplementary winnings is established, "1" game media are given to the player as already explained.
[0055] When winning a role that includes the second bell winning data and any of the seventh to ninth supplementary winning data, if the reels 32L, 32M, and 32R stop in the stop order corresponding to the winning role among the above stop orders, the second bell winning is established. If the reels 32L, 32M, and 32R do not stop in the stop order corresponding to the winning role, any of the seventh to ninth supplementary winnings may be established. When the second bell winning is established, "15" game media are given to the player as already explained. When any of the seventh to ninth supplementary winnings is established, "1" game media are given to the player as already explained.
[0056] When any of the above stop orders is notified by the image display device 63, the left 7-segment display 66a in the combined display unit 66 remains in a non-display state, while the right 7-segment display 66b displays the content corresponding to the stop order to be notified. This display content is as shown in FIG. 7(b), and the display content of the stop order in the combined display unit 66 is set to correspond one-to-one to the notification content of the stop order in the image display device 63. However, it is not limited to this, and a configuration may be adopted in which a plurality of types of display contents of the combined display unit 66 are set to correspond to some or all of the notification contents of the stop order in the image display device 63.
[0057] The display content of the stop order in the combined display unit 66 is different from the display content to be the display target when the combined display unit 66 displays the content corresponding to the provision of the game medium. Thereby, it becomes easy to distinguish whether the content displayed on the combined display unit 66 corresponds to the number of game media provided or to the stop order of the reels 32L, 32M, and 32R.
[0058] FIG. 8(a) and FIG. 8(b) are explanatory diagrams for explaining the relationship between the notification content of the stop order in the image display device 63 and the display content of the stop order in the combined display unit 66.
[0059] When the stop order of the reels 32L, 32M, and 32R is notified in the image display device 63, as shown in Fig. 8(a), the image display device 63 displays the same number of unit display images G1 to G3 as the number of stop operations required to end the game, and in each unit display image G1 to G3, image display corresponding to the stop order of the reels 32L, 32M, and 32R is performed. Specifically, the left unit display image G1 corresponding to the left reel 32L, the middle unit display image G2 corresponding to the middle reel 32M, and the right unit display image G3 corresponding to the right reel 32R are displayed. And in Fig. 8(a), since it shows a state where the stop order is notified when the first stop is the middle reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R, the image of "2" corresponding to the stop order of the left reel 32L is displayed in the left unit display image G1, the image of "1" corresponding to the stop order of the middle reel 32M is displayed in the middle unit display image G2, and the image of "3" corresponding to the stop order of the right reel 32R is displayed in the right unit display image G3.
[0060] In the image display device 63, an image notifying the stop order of the reels 32L, 32M, and 32R themselves is displayed as described above. On the other hand, in the shared display unit 66, as shown in Fig. 8(b), the display of "L" corresponding to the stop order of the reels 32L, 32M, and 32R is performed. That is, in the image display device 63, the unit display images G1 to G3 corresponding to the number of the reels 32L, 32M, and 32R are displayed, and in each unit display image G1 to G3, image display corresponding to the stop order of the corresponding reels 32L, 32M, and 32R is performed, while in the shared display unit 66, a display unrelated to the number of the reels 32L, 32M, and 32R is performed. Thereby, even if the display corresponding to the notified content of the stop order of the reels 32L, 32M, and 32R is performed in the shared display unit 66, it is possible to draw the player's attention to the display content in the image display device 63.
[0061] The display range of the combined display unit 66 is narrower than the display range of the image display device 63. From this aspect as well, it is possible to reduce the degree of attention of the player to the combined display unit 66 compared to the image display device 63. Further, the combined display unit 66 is located on the side opposite to the image display device 63 with the display windows 21L, 21M, 21R that enable visual recognition of the reels 32L, 32M, 32R interposed therebetween. Thereby, the combined display unit 66 is arranged at a position separated from the image display device 63, and this also makes it possible to reduce the degree of attention of the player to the combined display unit 66.
[0062] When the stop order of the reels 32L, 32M, 32R is notified, the display corresponding to the stop order of the reels 32L, 32M, 32R in the combined display unit 66 and the display corresponding to the stop order of the reels 32L, 32M, 32R in the image display device 63 start after the role lottery process is performed and before the stop operation of the reels 32L, 32M, 32R is enabled. In this case, the display corresponding to the stop order of the reels 32L, 32M, 32R in the combined display unit 66 starts earlier than the display corresponding to the stop order of the reels 32L, 32M, 32R in the image display device 63, but these displays may be configured to start simultaneously or substantially simultaneously, or the display start order may be reversed. Further, the displays corresponding to the stop order of the reels 32L, 32M, 32R in the combined display unit 66 and the image display device 63 end when stop commands are generated for all of the reels 32L, 32M, 32R in the game for which the display is the execution target.
[0063] The combined display section 66 is arranged on the central side in the common display area 68, whereas the section display section 67 is arranged on the corner side of the common display area 68. The section display section 67 is a display section for notifying that the game section is the second section SC2 among the first section SC1 and the second section SC2 (see FIG. 19). The second section SC2 is a section in which, when a winning that becomes a target according to the stop order of the reels 32L, 32M, 32R wins a different winning combination, a favorable winning for the player is enabled, and the stop order of the reels 32L, 32M, 32R is notified. The expected value of the game medium acquired in one game (the value obtained by subtracting the number of game media bet in one game from the "expected number of game media given in one game") can exceed "0", and a favorable game state (specifically, the pseudo-bonus state ST4 and the AT state ST5) can start and continue. On the other hand, the first section SC1 is a section in which the above favorable game state does not start and does not continue.
[0064] The section display unit 67 lights up when the expected value of the gaming medium exceeds "0" in a favorable gaming state where the winning that becomes applicable differs depending on the stop order of the reels 32L, 32M, and 32R or the presence or absence of winning differs depending on the stop order of the reels 32L, 32M, and 32R, and the winning that is advantageous to the player is enabled by notifying the stop order of the reels 32L, 32M, and 32R that enables the establishment of a favorable winning. In this case, the pseudo-bonus state ST4 and the AT state ST5 correspond to the above favorable gaming state, while the second section SC2, which is neither the pseudo-bonus state ST4 nor the AT state ST5, does not correspond to the above favorable gaming state. Therefore, when shifting from the first section SC1 to the second section SC2, the section display unit 67 may or may not switch from the off state to the on state. When the section display unit 67 remains in the off state when shifting to the second section SC2, the section display unit 67 changes from the off state to the on state when the pseudo-bonus state ST4 or the AT state ST5 is started in the second section SC2. When the section display unit 67 is in the on state, its on state is maintained until the second section SC2 ends, and it becomes the off state when the second section SC2 ends and shifts to the first section SC1.
[0065] As described above, in a configuration where the section display unit 67, once turned on in the second section SC2, maintains its on state until the second section SC2 ends, the combined display unit 66 provided in an aggregated manner in the common display area 68 is turned on when the granting of the gaming medium occurs and is turned off at the start of the next game, and is turned on when the stop order of the reels 32L, 32M, and 32R is displayed on the image display device 63 and is turned off at the end of that game. Therefore, by arranging the section display unit 67 within the common display area 68 so as not to be too conspicuous to the player, it becomes possible to actively create a situation where only the section display unit 67 is in the on state in the common display area 68 in the situation of the second section SC2, and it becomes easier for the administrator of the game hall to check the section display unit 67.
[0066] In addition, instead of the configuration in which the lighting state of the section display unit 67 is maintained in the second section SC2, it may be configured such that the section display unit 67 performs a blinking display at a predetermined cycle in the second section SC2. Further, as the combined display unit 66 and the section display unit 67, other displays such as a liquid crystal display device may be used.
[0067] The slot machine 10 is provided with various control devices. Specifically, as shown in FIG. 3, a main control device 70 is provided above the reel unit 31. The main control device 70 is attached to a back plate 11b that forms the back surface portion of the housing 11. The main control device 70 is configured such that a main control board 71 is housed in a board box 81. An MPU 72 is mounted on an element mounting surface that is one surface of the main control board 71. The board box 81 is formed transparently so that the MPU 72 housed in the board box 81 can be visually observed from the outside of the board box 81. Although the board box 81 is formed colorlessly and transparently, it may be formed colorfully and transparently as long as the MPU 72 housed in the board box 81 can be visually observed from the outside of the board box 81. The main control device 70 is mounted on the back plate 11b of the housing 11 such that an opposing wall portion 82 of the board box 81 that faces the element mounting surface of the main control board 71 faces the front of the slot machine 10. Therefore, by opening the front door 12 in front of the slot machine 10 with respect to the housing 11 to expose the internal space of the housing 11, it becomes possible to visually observe the opposing wall portion 82 of the board box 81 and to visually observe the MPU 72 through the opposing wall portion 82.
[0068] The substrate box 81 is formed by combining a plurality of case bodies before and after. In these plurality of case bodies, there are provided coupling parts 83 for preventing the separation of these case bodies and leaving a trace when these case bodies are separated. The coupling parts 83 are arranged in parallel on one side of the substantially rectangular parallelepiped-shaped substrate box 81. Thus, even if a part of the coupling parts 83 is destroyed to separate the case bodies while preventing the separation of the case bodies by using a part of the coupling parts 83, it is possible to prevent the separation of the case bodies again by making another coupling part 83 in a coupled state later. Also, when the coupling parts 83 are destroyed and traces are left during the separation of the case bodies, it is possible to grasp whether the separation of the case bodies is performed illegally by visually checking the coupling parts 83. Further, on one side of the substrate box 81 different from the side where the coupling parts 83 are arranged in parallel, a sealing tape 84 is attached so as to straddle the boundary between the case bodies. When the sealing tape 84 is peeled off, the adhesive layer remains on the case body. Thus, when the sealing tape 84 is peeled off during the separation of the case bodies, it is possible to leave a trace.
[0069] As shown in FIG. 2, in the slot machine 10, in addition to the main control device 70, there is also provided an effect control device 90. The effect control device 90 is arranged to overlap behind the image display device 63 on the front door 12. The effect control device 90 executes control of the upper lamp 61, the speaker 62, and the image display device 63 based on the command received from the main control device 70. Note that the effect control device 90 has a control board housed in a substrate box in the same manner as the main control device 70.
[0070] Next, the electrical configuration of this slot machine 10 will be described based on the block diagram of FIG. 9.
[0071] As described above, the main control board 71 of the main control device 70 is equipped with the MPU 72. The MPU 72 is provided with a ROM 73 that stores various control programs and fixed-value data executed by the MPU 72, a RAM 74 that is a memory for temporarily storing various data and the like when executing the control programs stored in the ROM 73, a random number circuit 75 that sequentially updates random numbers within a predetermined numerical range based on a clock signal output from a clock circuit, and a clock circuit that outputs a rectangular wave of a predetermined frequency. In addition, the MPU 72 also incorporates an interrupt circuit, a data input / output circuit, and the like. Note that it is not an essential configuration that the ROM 73 and the RAM 74 are integrated into one chip with respect to the MPU 72, and they may be configured as individual chips respectively.
[0072] The MPU 72 is provided with an input port and an output port respectively. On the input side of the MPU 72, various sensors such as a reel unit 31, a start detection sensor 41a that detects the operation of the start lever 41, stop detection sensors 42a, 43a, 44a that individually detect the operations of the respective stop buttons 42, 43, 44, a inserted medal detection sensor 45a that detects the medal inserted from the medal insertion port 45, credit insertion detection sensors 47a, 48a that individually detect the operations of the respective credit insertion buttons 47, 48, a settlement detection sensor 51a that detects the operation of the settlement button 51, a payout detection sensor of the hopper device 53, a reset detection sensor that detects the operation of the reset button 56 provided in the power supply device 54, and a setting key detection sensor that detects that a setting key is inserted into the setting key insertion hole 57 are connected, and signals from these respective sensors are input to the MPU 72.
[0073] On the output side of the MPU72, a reel unit 31, a selector drive unit 52a provided in a selector 52, a payout motor of a hopper device 53, a combined display unit 66, a section display unit 67, an effect control device 90, etc. are connected. In each game, the rotation drive control of each reel 32L, 32M, 32R of the reel unit 31 is performed by the MPU72. The selector 52 guides the medals inserted from the medal insertion port 45 to the hopper device 53 after detecting them with the inserted medal detection sensor 45a when acceptance is permitted, and discharges them to the medal tray 59 without detecting them with the inserted medal detection sensor 45a when acceptance is prohibited. The selector drive unit 52a has a function for switching the state of the selector 52 between an acceptance-permitted state and an acceptance-prohibited state. Specifically, it operates a passage switching piece provided in the selector 52 between a position for acceptance permission and a position for acceptance prohibition. The MPU72 switches the state of the selector 52 between an acceptance-permitted state and an acceptance-prohibited state by switching the output state and the stop state of the drive signal to the selector drive unit 52a.
[0074] When a small prize is won and medal payout is executed, the MPU 72 performs drive control of the hopper device 53. Also, when the awarding of game media occurs, the MPU 72 controls the display of the combined display unit 66 so that the number of game media that are the awarding targets is displayed. Further, when a notification start opportunity occurs in the case of the second section SC2, the MPU 72 controls the display of the section display unit 67 so that the fact that it is the second section SC2 is notified. Also, the MPU 72 controls the display of the combined display unit 66 so that a display corresponding to the management result of the game is performed. Also, the MPU 72 transmits commands to the effect control device 90 at each timing of each game, and when transmitting a command for causing the image display device 63 to notify the stop order of the reels 32L, 32M, 32R to the effect control device 90, the MPU 72 executes display control of the combined display unit 66 so that a display corresponding to the content to be notified is performed. In this case, the direct display control of the image display device 63 is performed by the effect control device 90, while the direct display control of the combined display unit 66 is performed by the MPU 72. That is, for the image display device 63, which is the execution target of relatively complex display control, direct display control is performed by the effect control device 90, and for the combined display unit 66, which is the execution target of relatively simple display control, direct display control is performed by the MPU 72. Thereby, while reducing the processing load of the MPU 72, it becomes possible to perform both a display that emphasizes the degree of attention to the effect and a display that emphasizes reliability.
[0075] On the input side of the MPU72, a power failure monitoring circuit provided in the power supply device 54 is connected (not shown). The power supply device 54 is equipped with a power supply unit that supplies drive power to each electronic device of the slot machine 10 including the main control device 70 and a power failure monitoring circuit. The power failure monitoring circuit monitors the voltage applied from the external power supply to the power supply unit, and outputs a power failure signal to the MPU72 when the voltage becomes equal to or lower than the reference voltage. The MPU72 executes processing during a power failure upon receiving the power failure signal, and enables a return to the processing state before the power failure after the restoration of power. Further, the power supply device 54 is provided with a power-off power supply unit for supplying backup power as power during power-off to the RAM74 in a situation where the supply of operating power from the external power supply is interrupted. Thereby, even in a situation where the supply of operating power from the external power supply is interrupted, data is stored and held in the RAM74 in a situation (for example, one day or two days) where backup power can be supplied by the power-off power supply unit.
[0076] The effect control device 90 includes an effect control board 91 for controlling the execution of various notifications and various effects. The effect control board 91 is equipped with an MPU92. The MPU92 has a ROM93 that stores various control programs and fixed value data executed by the MPU92, and a RAM94 that is a memory for temporarily storing various data and the like when executing the control programs stored in the ROM93. In addition, a clock circuit that outputs a rectangular wave of a predetermined frequency, an interrupt circuit, a data input / output circuit, a random number generation circuit, and the like are built in.
[0077] Note that it is not an essential configuration that the ROM93 and the RAM94 are integrated into one chip with respect to the MPU92, and they may be configured as individual chips. Further, although backup power is not supplied from the power-off power supply unit of the power supply device 54 to the RAM94 in a situation where the supply of operating power from the external power supply is interrupted, a configuration in which backup power is supplied to the RAM94 may be adopted.
[0078] The MPU92 is provided with an input port and an output port respectively. On the input side of the MPU92, the MPU72 of the main control device 70 is connected as described above, and various commands are received from the MPU72. On the output side of the MPU92, the upper lamp 61, the speaker 62, and the image display device 63 are connected. The MPU92 executes the light emission control of the upper lamp 61, the sound output control of the speaker 62, and the display control of the image display device 63 based on the commands received from the MPU72 of the main control device 70, so as to perform various notifications and various effects.
[0079] Although not shown in the figure, the effect control board 91 is mounted with a video display processor (VDP), a character ROM, a video RAM, etc. in addition to the MPU92. The VDP is a kind of drawing circuit that directly operates an image processing device as a liquid crystal display unit driver incorporated in the image display device 63. The VDP intervenes in the reading and writing of the data in the video RAM, and reads out the image data to be stored in the video RAM from the character ROM at a predetermined timing and displays it on the image display device 63. The character ROM serves as an image data library for storing character data such as patterns displayed on the image display device 63. This character ROM holds bitmap format image data of various display patterns, a color palette table referred to when determining the display color of each dot of the bitmap image, etc. The video RAM is a memory for storing the display data to be displayed on the image display device 63. When the MPU92 determines the execution content of the effect based on the commands received from the MPU72 of the main control device 70, it outputs a drawing list indicating the content of the image corresponding to each update timing to the VDP according to the determined execution content of the effect. The VDP reads out the image data from the character ROM according to the drawing list, and creates the display data in the video RAM using the read image data. Then, the VDP outputs an image signal corresponding to the created display data to the image display device 63, so that an image corresponding to the display data is displayed on the image display device 63.
[0080] In the following description, for convenience of explanation, the MPU 72, ROM 73, and RAM 74 of the main control device 70 are referred to as the main-side MPU 72, main-side ROM 73, and main-side RAM 74, respectively, and the MPU 92, ROM 93, and RAM 94 of the effect control device 90 are referred to as the effect-side MPU 92, effect-side ROM 93, and effect-side RAM 94, respectively.
[0081] Next, the processing executed by the main-side MPU 72 will be described. First, the main processing executed by the main-side MPU 72 when the supply of operating power to the main-side MPU 72 is started will be described with reference to the flowchart of FIG. 10.
[0082] In the main processing, first, initialization processing is executed (step S101). In the initialization processing, interrupts by timer interrupt processing are permitted, and various initial settings for the register group and I / O devices in the main-side MPU 72 are further performed. Thereafter, it is determined whether the power is turned on with the setting key inserted into the setting key insertion hole 57 and the ON operation being performed (step S102). If the power is turned on with the ON operation being performed by the setting key (step S102: YES), and if the reset button 56 is not pressed during the power-on (step S103: NO), after executing the partial clear processing (step S104), the setting value update processing is executed (step S106). On the other hand, if the reset button 56 is pressed during the power-on (step S103: YES), after executing the all clear processing (step S105), the setting value update processing is executed (step S106). In the partial clear processing (step S104), a part of the area of the main-side RAM 74 is initialized, and in the all clear processing (step S105), all areas of the main-side RAM 74 are initialized. In the partial clear processing, areas other than the area where the second CB winning data is stored in the main-side RAM 74 are cleared to "0" and initialized, and in the all clear processing, all areas including the area where the second CB winning data is stored are cleared to "0" and initialized.
[0083] In the setting value update process, the current setting value is read on the condition that the setting key is inserted and turned on, and the current setting value is displayed on the credit display unit 65. When the setting value update process is executed, since either the partial clear process (step S104) or the full clear process (step S105) has been executed before that, when starting the setting value update process, the credit display unit 65 displays a display corresponding to the setting value being "1". In the setting value update process, each time the reset button 56 is operated, the setting value is updated to "1", and the updated setting value is displayed on the credit display unit 65. Note that when the reset button 56 is operated in a situation where the setting value is "6", the setting value is updated to "1". When the ON operation of the setting key is released after the start lever 41 is operated, the setting value selected at that time becomes the setting value set in the current setting value update process, and the setting value update process ends. In this case, the display of the setting value on the credit display unit 65 ends. Thereafter, the process proceeds to the normal process (step S107). The normal process will be described in detail later.
[0084] When the ON operation of the setting key is not performed in the main process (step S102: NO), the power restoration process after step S108 is executed. The power restoration process is a process for returning the state of the slot machine 10 to the state before the power was cut off. In the power restoration process, it is determined whether the setting value of the slot machine 10 is normal by checking the main side RAM 74 (step S108). Specifically, it is determined to be normal when the setting value is any one of "1" to "6", and abnormal when it is "0" or 7 or more. When the setting value is normal, it is determined whether "1" is set in the power failure flag (step S109). The power failure flag is provided in the main side RAM 74, and "1" is set in the power failure flag when the predetermined power failure process is normally executed when the supply of operating power to the main side MPU 72 is stopped. When "1" is set in the power failure flag, it is confirmed whether the RAM determination value is normal (step S110). Specifically, the checksum value of the main side RAM 74 is examined to confirm whether the value is normal.
[0085] If an affirmative determination is made in all of steps S108 to S110, it means that the power failure processing at the previous power cut was executed normally. In this case, the value of the stack pointer stored in the main-side RAM 74 is written to the stack pointer of the main-side MPU 72, and the data saved in the main-side RAM 74 is restored to the registers of the main-side MPU 72, thereby restoring the state of the registers of the main-side MPU 72 to the state before the power was cut off (step S111). Also, the power failure flag in the main-side RAM 74 is cleared to "0" (step S112). Then, after sending a power restoration command for recognizing the execution of the power restoration process to the production-side MPU 92 (step S113), it returns to the address before the power cut-off (step S114).
[0086] On the other hand, if a negative determination is made in any of steps S108 to S110, the operation prohibition process is executed. In the operation prohibition process, the execution of the next timer interrupt process (FIG. 11) is prohibited (step S115), all output ports of the main-side MPU 72 are cleared to "0" to turn off all actuators connected to the output ports (step S116), and an error notification process for notifying the occurrence of an error to a hall administrator or the like is executed (step S117). Then, it enters an infinite loop. The operation prohibition process is released when a partial clear process (step S104) or a full clear process (step S105) is executed.
[0087] Next, the timer interrupt process executed by the main-side MPU 72 will be described with reference to the flowchart of FIG. 11. Note that the timer interrupt process is activated, for example, every 1.49 milliseconds.
[0088] In the register save process (step S201), the values of all registers in the main-side MPU 72 used in the normal process described later are saved to the main-side RAM 74. In step S202, it is checked whether "1" is set in the power failure flag. When "1" is set in the power failure flag, the process proceeds to step S203 and the power failure process is executed.
[0089] The power failure flag is set when a power failure signal from the power failure monitoring circuit of the power supply device 54 is input to the main-side MPU 72. In the power failure processing, first, it is determined whether the transmission of the command has been completed. If the transmission has not been completed, this processing is terminated and the process returns to the timer interrupt processing to complete the transmission of the command. If the transmission of the command has been completed, the value of the stack pointer of the main-side MPU 72 is saved in the main-side RAM 74. Thereafter, the output state of the output port of the main-side MPU 72 is cleared, and all actuators (not shown) are turned off. Then, a determination value for determining whether the data in the main-side RAM 74 is normal when the power failure is resolved is calculated and saved in the main-side RAM 74, and subsequent RAM access is prohibited. After performing the above processing, an infinite loop is entered in case the power supply is completely cut off and the processing cannot be executed.
[0090] If the power failure flag is not set to "1" in step S202, various processes after step S204 are performed. In step S204, a watchdog timer clear process for initializing the value of the watchdog timer for monitoring the occurrence of malfunction is performed. In step S205, an interrupt end declaration process is performed to enable the main-side MPU 72 to set the next timer interrupt. In step S206, a stepping motor control process for driving the stepping motors provided in each of the reels 32L, 32M, and 32R to rotate each of these reels 32L, 32M, and 32R is performed.
[0091] In step S207, a sensor monitoring process is performed to read the states of various sensors connected to the input port and monitor whether the read results are normal. In step S208, a timer subtraction process is performed to subtract the values of each counter and timer. In step S209, a counter process is performed to output the results of counting the number of medal bets and the number of paid-out medals to the outside. In step S210, a command output process is performed to send various commands to the production side MPU92. In step S211, a port output process is performed to output data corresponding to the I / O device from the input / output port. In step S212, the values of the respective registers saved in the main side RAM74 in the previous step S201 are restored to the corresponding registers in the main side MPU72 respectively.
[0092] In step S213, a management process is executed to manage the game history and display the content corresponding to the management result on the shared display unit 66. Specifically, the ratio of the total number of games in the second section SC2, which will be described later, to the total number of games is calculated, and the calculated ratio is displayed on the shared display unit 66. In this case, it may be configured such that the ratio of the total number of games in the second section SC2 to the total number of games is calculated for each set value. In this configuration, even if the set value is changed, it may be configured such that the calculation continues without initializing the information on the above ratio calculated for each set value. Then, in step S214, an interrupt permission process is performed to permit the next timer interrupt, and this series of timer interrupt processes is terminated.
[0093] Next, the normal process executed by the main side MPU72 will be described based on the flowchart of FIG. 12.
[0094] First, an interrupt enable process for enabling the next timer interrupt is performed (step S301). Then, a start waiting process is executed (step S302). In the start waiting process, if any replay winning has been established in the previous game, the same number of bet settings as the number of bets in the previous game are set in the bet number setting counter 74a (see FIG. 9) provided in the main side RAM 74. The bet number setting counter 74a is a counter for specifying the number of bets in the game to be executed by the main side MPU 72. If no replay winning has been established in the previous game, if the current game state is not the second CB state ST3, "3" is set as the bet upper limit number for this game, and if the current game state is the second CB state ST3, "2" is set as the bet upper limit number for this game. On the condition that the value of the bet number setting counter 74a is not the bet upper limit number for this time, it is determined whether or not a valid bet operation has been performed with one or more stored virtual medals. In the main side RAM 74, a credit counter 74b (see FIG. 9) is provided as an area for storing the number of stored virtual medals. When a valid bet operation has been performed when the value of the credit counter 74b is 1 or more, a bet setting process is executed.
[0095] In the bet setting process, when the first credit input button 47 is operated, if the sum of the value of the bet number setting counter 74a and the value of the credit counter 74b is greater than or equal to the bet upper limit number, the value of the bet number setting counter 74a is set to the bet upper limit number, and the value corresponding to the number of virtual medals used in the setting is subtracted from the credit counter 74b. If the sum of the value of the bet number setting counter 74a and the value of the credit counter 74b is less than the bet upper limit number, after adding the value of the credit counter 74b to the bet number setting counter 74a, the value of the credit counter 74b is cleared to "0". Also, in the bet number setting process, when the second credit input button 48 is operated, if the sum of the value of the bet number setting counter 74a and the value of the credit counter 74b is 2 or more, the value of the bet number setting counter 74a is set to "2", and the value corresponding to the number of virtual medals used in the setting is subtracted from the credit counter 74b. If the sum of the value of the bet number setting counter 74a and the value of the credit counter 74b is less than 2, after adding the value of the credit counter 74b to the bet number setting counter 74a, the value of the credit counter 74b is cleared to "0".
[0096] In the start waiting process, when one medal is detected by the inserted medal detection sensor 45a because a medal is inserted into the medal insertion slot 45, if the value of the bet number setting counter 74a in the main side RAM 74 is less than the bet upper limit number, the value of the bet number setting counter 74a is incremented by 1. If the value of the bet number setting counter 74a is greater than or equal to the bet upper limit number, the value of the credit counter 74b in the main side RAM 74 is incremented by 1. When the value of the bet number setting counter 74a is greater than or equal to the bet upper limit number and the value of the credit counter 74b becomes greater than or equal to the upper limit storage number (specifically, "50"), the reception prohibition process is executed. By executing the reception prohibition process, even if a medal is inserted into the medal insertion slot 45, the medal is discharged to the medal tray 59 without being detected by the inserted medal detection sensor 45a.
[0097] In the start waiting process, when the settlement button 51 is operated, the settlement process is executed. In the settlement process, when it is not after the replay winning is established, the hopper device 53 is driven and controlled so that the number of medals corresponding to the sum of the value of the bet number setting counter 74a and the value of the credit counter 74b is discharged onto the medal tray 59. In this case, the bet number setting counter 74a is cleared to "0" and the credit counter 74b is cleared to "0". On the other hand, when it is after the replay winning is established, the hopper device 53 is driven and controlled so that the number of medals corresponding to the value of the credit counter 74b is discharged onto the medal tray 59. In this case, the credit counter 74b is cleared to "0".
[0098] After executing the start waiting process in step S302, it is determined whether or not the bet setting of a number of games that can be started is completed (step S303). If a negative determination is made in step S303, the process returns to step S302. If an affirmative determination is made in step S303, it is determined whether or not the start lever 41 has been operated (step S304). If the start lever 41 has not been operated, the process returns to step S302.
[0099] If the start lever 41 has been operated (step S304: YES), after enabling the main line ML, the reception prohibition process is executed (step S305). By executing the reception prohibition process, even if a medal is inserted into the medal insertion port 45, the medal is discharged to the medal tray 59 without being detected by the inserted medal detection sensor 45a.
[0100] Thereafter, in step S306, the start setting process for performing various settings when the game is started is executed, in step S307, the role lottery process for performing the role lottery in this game is executed, and in step S308, the reel control process for driving and controlling each reel 32L, 32M, 32R in a manner corresponding to the result of the role lottery process in this game is executed.
[0101] Thereafter, a medium awarding process is executed (step S309). In the medium awarding process, when a minor winning has been established in the current game, a process for awarding the player the corresponding number of gaming media is executed. Specifically, when awarding virtual medals, a value corresponding to the current minor winning is added to the credit counter 74b in the main-side RAM 74, and when the value of the credit counter 74b has reached the upper limit storage number, the hopper device 53 is driven and controlled so that the number of medals exceeding the upper limit storage number is paid out to the medal tray 59. Also, in the medium awarding process, the shared display unit 66 is display-controlled so that a display corresponding to the number of gaming media that are the current awarding targets is performed. The display corresponding to the number of gaming media on this shared display unit 66 continues until a new bet on the gaming media is made.
[0102] Thereafter, a corresponding process at the end of the game for enabling the setting of the gaming state and gaming section corresponding to the result of the current game is executed (step S310). Also, an external output setting process for outputting the state of the slot machine 10 to the management computer in the gaming hall is executed (step S311). Thereafter, a reception permission process is executed (step S312). By executing the reception permission process, the medals inserted from the medal insertion slot 45 are collected by the hopper device 53 after being detected by the inserted medal detection sensor 45a.
[0103] Next, the role lottery process executed in step S307 of the normal process (FIG. 12) will be described with reference to the flowchart of FIG. 13.
[0104] In step S401, a random number used for determining the validity of a role is acquired. In this slot machine 10, when the start lever 41 is operated, the random number at that time is latched from the random number circuit 75. The random number circuit 75 generates random numbers from "0" to "65535", and the main MPU 72 stores the value latched in the random number circuit 75 in the main RAM 74 when it confirms the operation of the start lever 41. With such a configuration, it becomes possible to quickly acquire a random number at the timing when the start lever 41 is operated, and it becomes possible to avoid problems such as synchronization. The random number circuit 75 is configured to latch the value of the free-run counter each time the start lever 41 is operated.
[0105] After acquiring the random number, a lottery table for determining the validity of a role is read from the main ROM 73 (step S402). In this slot machine 10, six setting values from "1" to "6" are prepared in advance. By inserting a setting key into the setting key insertion hole 57, turning it on, and performing a predetermined operation, it is possible to set whether to execute the role lottery process based on the winning probability corresponding to any of the setting values. The winning probability is more advantageous to the player when the setting value is "n + 1" than when it is "n". Specifically, since the winning probability of a predetermined role is higher when the setting value is "n + 1" than when it is "n", the setting value of "n + 1" is more advantageous to the player than "n". Also, even for the same stage setting value, it is more advantageous to the player when the number of game media bet is "3" than when it is "2". In addition, there are a first CB state ST2 and a second CB state ST3 as game states. In step S402, a lottery table corresponding to the combination of the current setting value, the current bet number, and the current game state is selected.
[0106] Taking the case where the set value is "3" as an example, the lottery table in the non-CB state will be described. FIG. 14 is an explanatory diagram for explaining the winning lottery table for three bets selected when the number of bets is "3", and FIG. 15 is an explanatory diagram for explaining the winning lottery table for two bets selected when the number of bets is "2". In the following description, the explanatory diagram of FIG. 16 will be appropriately referred to.
[0107] In the winning lottery table, as shown in FIGS. 14 and 15, the index value IV is set regardless of whether it is for three bets or two bets. Each index value IV is associated with winning data (i.e., winning combinations) that will result in a win, and a point value PV is set. The point value PV determines the winning probability of the corresponding index value IV in relation to the maximum value ("65535") of the random number circuit 75. Also, the number of index values IV is the same for three bets and two bets, and the types of winning data set for each index value IV are the same for three bets and two bets except for index value IV = 17.
[0108] Specifically, for index values IV = 1 to 6, first bell winning data is set, and any one of the first to sixth supplementary winning data is set. When winning occurs with index value IV = 1, as shown in Fig. 16, when the first stop (the reel where the stop command first occurred) is the left reel 32L, the second stop (the reel where the stop command occurred second) is the middle reel 32M, and the third stop (the reel where the stop command occurred last) is the right reel 32R, the first bell winning is surely established regardless of the operation timing of each stop button 42 to 44. In other cases, the first supplementary winning may be established. When winning occurs with index value IV = 2, when the first stop is the left reel 32L, the second stop is the right reel 32R, and the third stop is the middle reel 32M, the first bell winning is surely established regardless of the operation timing of each stop button 42 to 44. In other cases, the fourth supplementary winning may be established. When winning occurs with index value IV = 3, when the first stop is the middle reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R, the first bell winning is surely established regardless of the operation timing of each stop button 42 to 44. In other cases, the third supplementary winning may be established. When winning occurs with index value IV = 4, when the first stop is the middle reel 32M, the second stop is the right reel 32R, and the third stop is the left reel 32L, the first bell winning is surely established regardless of the operation timing of each stop button 42 to 44. In other cases, the sixth supplementary winning may be established. When winning occurs with index value IV = 5, when the first stop is the right reel 32R, the second stop is the left reel 32L, and the third stop is the middle reel 32M, the first bell winning is surely established regardless of the operation timing of each stop button 42 to 44. In other cases, the second supplementary winning may be established. When winning occurs with index value IV = 6, when the first stop is the right reel 32R, the second stop is the middle reel 32M, and the third stop is the left reel 32L, the first bell winning is surely established regardless of the operation timing of each stop button 42 to 44. In other cases, the fifth supplementary winning may be established.
[0109] In the present slot machine 10, as already described, when in the non-CB state, reel control that allows the reels 32L, 32M, and 32R to be scrolled up to a maximum of four symbols after the stop buttons 42 to 44 are operated is performed for each of the reels 32L, 32M, and 32R. In other words, reel control to stop the reels 32L, 32M, and 32R is performed until a specified time (190 milliseconds) elapses after the stop buttons 42 to 44 are operated. By performing such reel control, it becomes possible to easily establish a winning corresponding to the winning combination, and it also becomes possible to avoid a winning corresponding to a non-winning combination being established. However, since the rotation amount of the scrollable reels 32L, 32M, and 32R is limited as described above, in one of the reels 32L, 32M, and 32R, if there are five or more symbols between the constituent symbols that make up the symbol combination for establishing a winning, depending on the operation timing of the corresponding stop buttons 42 to 44, it may happen that the constituent symbol does not stop on the main line ML (this event is also referred to as the so-called "oversight"). The first bell winning, the second bell winning, and various replay winnings are winning modes in which no oversight occurs when the reels 32L, 32M, and 32R stop in the corresponding order, and the first to ninth supplementary winnings, the first watermelon winning, the second watermelon winning, the cherry winning, the first CB winning, and the second CB winning are winning modes in which an oversight may occur depending on the stop operation timing of the stop buttons 42 to 44 with respect to the rotational positions of the reels 32L, 32M, and 32R.
[0110] For index values IV = 7 to 9, second bell winning data is set and any one of the seventh to ninth supplementary winning data is set. When winning occurs with an index value of IV = 7, as shown in Fig. 16, when the first stop is the left reel 32L, the second bell winning is surely achieved regardless of the types of the second and third stop target reels 32L, 32M, 32R and the operation timing of each stop button 42 to 44. In other cases, the seventh supplementary winning may be achieved. When winning occurs with an index value of IV = 8, when the first stop is the middle reel 32M, the second bell winning is surely achieved regardless of the types of the second and third stop target reels 32L, 32M, 32R and the operation timing of each stop button 42 to 44. In other cases, the ninth supplementary winning may be achieved. When winning occurs with an index value of IV = 9, when the first stop is the right reel 32R, the second bell winning is surely achieved regardless of the types of the second and third stop target reels 32L, 32M, 32R and the operation timing of each stop button 42 to 44. In other cases, the eighth supplementary winning may be achieved.
[0111] For index value IV = 10, as shown in Figs. 14 and 15, first bell winning data is set. When winning occurs with an index value of IV = 10, as shown in Fig. 16, the first bell winning is surely achieved regardless of the stop order of the reels 32L, 32M, 32R and the operation timing of each stop button 42 to 44.
[0112] For index value IV = 11, as shown in FIGS. 14 and 15, only the first watermelon winning data is set. When winning with index value IV = 11, as shown in FIG. 16, the first watermelon winning can be established regardless of the stop order of the reels 32L, 32M, and 32R. However, depending on the operation timing of each stop button 42 to 44, the first watermelon winning may not be established. For index value IV = 12, as shown in FIGS. 14 and 15, only the second watermelon winning data is set. When winning with index value IV = 12, as shown in FIG. 16, the second watermelon winning can be established regardless of the stop order of the reels 32L, 32M, and 32R. However, depending on the operation timing of each stop button 42 to 44, the second watermelon winning may not be established.
[0113] For index value IV = 13, as shown in FIGS. 14 and 15, only the cherry winning data is set. When winning with index value IV = 13, as shown in FIG. 16, the cherry winning can be established regardless of the stop order of the reels 32L, 32M, and 32R. However, depending on the operation timing of the left stop button 42 with respect to the rotational position of the left reel 32L, the cherry winning may not be established.
[0114] For index value IV = 14, as shown in FIGS. 14 and 15, only the first chance replay winning data is set. When winning with index value IV = 14, as shown in FIG. 16, the first chance replay prize is surely established regardless of the stop order of reels 32L, 32M, 32R and the operation timing of each stop button 42 to 44. Also, for index value IV = 15, as shown in FIGS. 14 and 15, only the second chance replay winning data is set. When winning with index value IV = 15, as shown in FIG. 16, the second chance replay prize is surely established regardless of the stop order of reels 32L, 32M, 32R and the operation timing of each stop button 42 to 44. Also, for index value IV = 16, as shown in FIGS. 14 and 15, only the normal replay winning data is set. When winning with index value IV = 16, as shown in FIG. 16, the normal replay prize is surely established regardless of the stop order of reels 32L, 32M, 32R and the operation timing of each stop button 42 to 44.
[0115] For the index value IV = 17, only the first CB winning data is set as shown in FIG. 14 in the case of the winning combination lottery table for three bets, and only the second CB winning data is set as shown in FIG. 15 in the case of the winning combination lottery table for two bets. That is, the first CB winning data is data that is set as a winning combination only when the number of bets of the gaming medium is "3", and the first CB winning can occur only when the number of bets of the gaming medium is "3". Also, the second CB winning data is data that is set as a winning combination only when the number of bets of the gaming medium is "2", and the second CB winning can occur only when the number of bets of the gaming medium is "2". When the first CB winning data is set, if the number of bets of the gaming medium is "3", as shown in FIG. 16, the first CB winning can occur regardless of the stop order of the reels 32L, 32M, and 32R. However, depending on the operation timing of each stop button 42 to 44, the first CB winning may not occur. When the second CB winning data is set, if the number of bets of the gaming medium is "2", as shown in FIG. 16, the second CB winning can occur regardless of the stop order of the reels 32L, 32M, and 32R. However, depending on the operation timing of each stop button 42 to 44, the second CB winning may not occur.
[0116] Here, the winning data other than the first CB winning data and the second CB winning data is erased in the game that has won regardless of whether the corresponding winning has occurred, and is not carried over to the games after the game that has won. In contrast, the first CB winning data and the second CB winning data are stored and retained until the corresponding winning occurs in the games after the game that has won, except when the clear process of the main side RAM 74 (partial clear process (step S104) or full clear process (step S105) for the first CB winning data, full clear process (step S105) for the second CB winning data) is performed. In this case, in the game in which either the first CB winning data or the second CB winning data is carried over, the index value IV corresponding to the first CB winning data and the second CB winning data is excluded from the lottery target.
[0117] That is, when the game is played with the number of bets being "3" and as a result, the first CB winning data is set in the main-side RAM 74 and the first CB winning has not been established and the first CB winning data is carried over, even if the game is played later with the number of bets being "3", the index value IV corresponding to the first CB winning data is excluded from the lottery target, and even if the game is played later with the number of bets being "2", the index value IV corresponding to the second CB winning data is excluded from the lottery target. Also, when the game is played with the number of bets being "2" and as a result, the second CB winning data is set in the main-side RAM 74 and the second CB winning has not been established and the second CB winning data is carried over, even if the game is played later with the number of bets being "3", the index value IV corresponding to the first CB winning data is excluded from the lottery target, and even if the game is played later with the number of bets being "2", the index value IV corresponding to the second CB winning data is excluded from the lottery target. As a result, it becomes possible to prevent either the first CB winning data or the second CB winning data from being newly stored even though either the first CB winning data or the second CB winning data has already been stored and retained, and it becomes possible to prevent a plurality of CB winning data from being accumulated and stored.
[0118] When the winning combination draw table for three bets in FIG. 14 is selected, the probability of winning when the index value IV = 1, the probability of winning when the index value IV = 2, the probability of winning when the index value IV = 3, the probability of winning when the index value IV = 4, the probability of winning when the index value IV = 5, and the probability of winning when the index value IV = 6 are each approximately 1 / 21.8. Also, the probability of winning when the index value IV = 7, the probability of winning when the index value IV = 8, and the probability of winning when the index value IV = 9 are each approximately 1 / 21.8. Also, the probability of winning when the index value IV = 10 is approximately 1 / 9.4. Also, the probability of winning when the index value IV = 11 is approximately 1 / 164. Also, the probability of winning when the index value IV = 12 is approximately 1 / 146. Also, the probability of winning when the index value IV = 13 is approximately 1 / 423. Also, the probability of winning when the index value IV = 14 is approximately 1 / 328. Also, the probability of winning when the index value IV = 15 is approximately 1 / 164. Also, the probability of winning when the index value IV = 16 is approximately 1 / 7.3. Also, the probability of winning when the index value IV = 17 is approximately 1 / 3.3.
[0119] On the other hand, when the winning combination draw table for two bets in FIG. 15 is selected, the probability of winning for each of the index values IV = 1 to 16 is lower than when the winning combination draw table for three bets is selected. Specifically, when the winning combination draw table for two bets is selected, the probability of winning for each of the index values IV = 1 to 16 is 2 / 3 or less of the probability when the winning combination draw table for three bets is selected. As a result, the probability of occurrence of a small winning combination with the awarding of a game medium and a replay winning combination with the awarding of a replay, which is accompanied by the awarding of a game medium, is higher in the game executed in the situation where "3" game media are bet than in the game executed in the situation where "2" game media are bet.
[0120] However, when the winning combination selection table for two bets is selected, the probability of winning when the index value IV = 17 is about 1 / 2.2. On the other hand, when the winning combination selection table for three bets is selected as described above, the probability of winning when the index value IV = 17 is about 1 / 3.3. Thus, it is possible to make the probability that the second CB winning data is stored in the main-side RAM 74 in the game executed in the situation where the gaming medium of "2" is bet higher than the probability that the first CB winning data is stored in the main-side RAM 74 in the game executed in the situation where the gaming medium of "3" is bet.
[0121] In addition to the winning combination selection table for three bets and the winning combination selection table for two bets, the main-side ROM 73 stores a CB selection table referred to in the winning combination selection process (Fig. 13) for each of the cases of the first CB state ST2 and the second CB state ST3. Only one index value IV is set in the CB selection table, and normal replay winning data is set for the one index value IV. The probability of winning with the index value IV is 3 / 10. If winning occurs with the index value IV, if the operation timing of the left stop button 42 is at a predetermined timing, a normal replay winning is established regardless of the stop order of the reels 32L, 32M, 32R. If the operation timing of the left stop button 42 is not at the predetermined timing, even if the normal replay winning data is stored, a normal replay winning is not established. On the other hand, if the operation timing of the left stop button 42 is not at the predetermined timing although winning occurs with the index value IV, or if winning does not occur with the index value IV, a first bell winning may be established.
[0122] Here, for index values IV other than 12 and 15, the winning probabilities are the same among the setting values from "1" to "6". This applies to both the case where the number of bets of the gaming medium is "3" and the case where it is "2". In contrast, the winning probabilities for index values IV = 12 and 15 are different among the setting values from "1" to "6". Specifically, the probability of winning when the index value IV = 12 is the lowest for the setting value of "1", and the winning probability increases as the setting value gets larger, being the highest for the setting value of "6". Also, the probability of winning when the index value IV = 15 is the lowest for the setting value of "1", and the winning probability increases as the setting value gets larger, being the highest for the setting value of "6". Thereby, it becomes possible to provide a difference in advantage among the setting values from "1" to "6".
[0123] Returning to the description of the winning combination lottery process (Figure 13), after selecting the lottery table in step S402, after setting the index value IV to "1" (step S403), a determination value DV used for determining the winning or losing of the winning combination is set (step S404). In such a determination value setting process, the current determination value DV is added with the point value PV corresponding to the current index value IV to set a new determination value DV. In the first determination value setting process, the value of the random number obtained in step S401 is used as the current determination value DV, and the point value PV corresponding to the index value IV = 1, which is the current index value IV, is added to this random number value to obtain a new determination value DV.
[0124] Thereafter, a winning or losing determination of the winning combination corresponding to the index value IV is performed (step S405). In the winning or losing determination of the winning combination, it is determined whether the determination value DV exceeds "65535". If it exceeds "65535" (step S405: YES), a winning data acquisition process for setting the winning data corresponding to the index value IV at that time to the main side RAM 74 is executed (step S406).
[0125] If the determination value DV does not exceed "65535" (step S405: NO), it means that the role corresponding to the index value IV has failed. In such a case, after adding 1 to the index value IV (step S407), it is determined whether there is a role corresponding to the index value IV, that is, whether there is a determination target to be judged as correct or incorrect (step S408). Specifically, it is determined whether the incremented index value IV exceeds the maximum value of the index value IV set in the lottery table. If there is a determination target to be judged as correct or incorrect, the process returns to step S404 and continues the role correctness determination. At this time, in step S404, the point value PV corresponding to the current index value IV is added to the determination value DV used in the previous role correctness determination (that is, the current determination value DV) to obtain a new determination value DV, and in step S405, the role correctness determination is performed based on the determination value DV.
[0126] When the process of step S406 is executed, or when a negative determination is made in step S408, it means that the role correctness determination has ended. In this case, a first stop information setting process for setting stop information for reel stop control is performed (step S409). Then, the advantageous lottery process at the start of the game is executed in step S410, and the first control process of the game section is executed in step S411. The processing contents of these steps S410 and S411 will be described later.
[0127] Thereafter, the stop order notification control process is executed (step S412). In the stop order notification control process, when the current game state is the pseudo bonus state ST4 or the AT state ST5 (see FIG. 19) described later, and when winning any of the index values IV = 1 to 6 in the winning combination lottery process (FIG. 13), on the condition that the bet number of the current game is "3", a display corresponding to the stop order of the reels 32L, 32M, 32R that enables the establishment of the first bell winning is performed on the shared display unit 66, and a command for notifying the stop order of the reels 32L, 32M, 32R that enables the establishment of the first bell winning is transmitted to the effect side MPU92 by the image display device 63. Further, when winning any of the index values IV = 7 to 9 in the winning combination lottery process (FIG. 13), on the condition that the bet number of the current game is "3", a display corresponding to the stop order of the reels 32L, 32M, 32R that enables the establishment of the second bell winning is performed on the shared display unit 66, and a command for notifying the stop order of the reels 32L, 32M, 32R that enables the establishment of the second bell winning is transmitted to the effect side MPU92 by the image display device 63. When the effect side MPU92 receives a command corresponding to the notification of the stop order as described above, it controls the display of the image display device 63 so that the stop order of the reels 32L, 32M, 32R corresponding to the command is notified. Note that when the bet number of the current game is "2", even if winning any of the index values IV = 1 to 9 in the winning combination lottery process (FIG. 13) in the pseudo bonus state ST4 or the AT state ST5, the notification of the stop order of the reels 32L, 32M, 32R in the image display device 63 and the shared display unit 66 is not executed, but it may be configured such that the notification of the stop order of the reels 32L, 32M, 32R is executed in the same manner as when the bet number is "3".
[0128] After that, the transmission process of the game start command is executed (step S413). In this transmission process, if the player has won any role in the current role drawing process (Figure 13), information corresponding to the winning role, information corresponding to the current game state, and information corresponding to the processing results of steps S410 and S411 are set in the game start command, and the game start command is transmitted to the effect side MPU92. The game start command is a command for causing the effect side MPU92 to recognize that a new game has started, and is a command for causing the effect side MPU92 to recognize various information determined by the main side MPU72. When the effect side MPU92 receives the game start command, it grasps various information in the current game from the game start command, and determines the content of the effect in a manner corresponding to the grasped various information. Then, a data table corresponding to the determined content of the effect is read from the effect side ROM93 to the effect side RAM94, and the light emission control of the upper lamp 61, the sound output control of the speaker 62, and the display control of the image display device 63 are executed according to the read data table.
[0129] Next, the reel control process executed in step S308 of the normal process (Figure 12) will be described with reference to the flowchart of Figure 17.
[0130] First, a rotation start process for starting the rotation of each reel 32L, 32M, and 32R is performed (step S501). In the rotation start process, it is confirmed whether or not a predetermined wait time (for example, 4.1 seconds) has elapsed since the rotation of the reels 32L, 32M, and 32R was started in the previous game. If the wait time has not elapsed, the process waits until the wait time elapses. If the wait time has elapsed, the wait time for the next game is reset, and rotation start information is set in the motor control storage area provided in the main side RAM 74. By performing such processing, the acceleration process of the stepping motor is started in the stepping motor control process of step S206 in the timer interrupt process (FIG. 11), and each reel 32L, 32M, and 32R starts rotating. Thereafter, the process waits until each reel 32L, 32M, and 32R rotates at a predetermined rotation speed at a constant speed, and the rotation start process is terminated. Further, when the rotation speed of each reel 32L, 32M, and 32R becomes a constant speed, the main side MPU 72 lights up lamps (not shown) of the respective stop buttons 42 to 44 to notify the player or the like that it has become possible to generate a stop command.
[0131] Thereafter, it is determined whether or not any of the stop buttons 42 to 44 has been operated (step S502). If none of the stop buttons 42 to 44 has been operated, the process of step S502 is repeatedly executed until any of the stop buttons 42 to 44 is operated. If it is determined that any of the stop buttons 42 to 44 has been operated, it is determined whether or not the stop button 42 to 44 corresponding to the currently rotating reels 32L, 32M, 32R has been operated, that is, whether or not a stop command has been generated (step S503). If the stop command has not been generated, the process returns to step S502, and the process of step S502 is repeatedly executed until any of the stop buttons 42 to 44 is operated. If the stop command has been generated, a stop command is transmitted to the effect side MPU92 (step S504). The stop command is a command for causing the effect side MPU92 to recognize which of the stop buttons 42 to 44 has been operated to generate the stop command. When the stop command is transmitted, the stop control process shown in steps S505 to S511 is performed to stop the currently rotating reels.
[0132] In the stop control process, the symbol number of the winning symbol that has reached the base position (specifically, the lower stage) at the timing when the stop buttons 42 to 44 are operated is confirmed (step S505). Specifically, the symbol number of the winning symbol that has reached the base position is confirmed based on the number of excitation pulses output since the detection signal of the reel index sensor was input. Thereafter, based on the stop information stored in the main side RAM 74, the slip number of the reels 32L, 32M, 32R to be stopped this time is calculated (step S506).
[0133] In this slot machine 10, as a stop mode for stopping each reel 32L, 32M, 32R, when the stop buttons 42 to 44 are operated, there are five stop modes: a stop mode in which the reaching symbol that has reached the base point position is stopped as it is; a stop mode in which the corresponding reel 32L, 32M, 32R is stopped after being slid by one symbol; a stop mode in which it is stopped after being slid by two symbols; a stop mode in which it is stopped after being slid by three symbols; and a stop mode in which it is stopped after being slid by four symbols. Therefore, in step S506, a value of either "0" to "4" is calculated as the slip number based on the stop information stored in the main side RAM 74.
[0134] Thereafter, the calculated slip number is added to the symbol number of the reaching symbol, and the symbol number of the stop symbol that is actually stopped at the base point position is determined (step S507). Then, it is determined whether or not the symbol number of the reaching symbol of the reels 32L, 32M, 32R to be stopped this time is equal to the symbol number of the stop symbol (step S508). If they are equal, a reel stop process for stopping the rotation of the reels 32L, 32M, 32R is performed (step S509). Thereafter, it is determined whether or not all the reels 32L, 32M, 32R have stopped (step S510). If all the reels 32L, 32M, 32R have not stopped, a stop information second setting process is performed (step S511), and the process returns to step S502.
[0135] Here, the stop information is information for making the stop modes of the respective reels 32L, 32M, 32R correspond to the results of the role lottery process (FIG. 13). By using this stop information, it becomes possible to calculate the slip number (specifically, "0" to "4") for the reaching symbol that has reached the base point position when each stop button 42 to 44 is operated for a stop operation. As the stop information, slip number data indicating the correspondence between each symbol and the slip number is stored in advance in the main side ROM 73 in correspondence with each lottery result and the stop order of each reel 32L, 32M, 32R. However, it is not limited to this, and a configuration may be adopted in which the slip number data corresponding to each lottery result and the stop order of each reel 32L, 32M, 32R is derived during the rotation of the reels 32L, 32M, 32R or the like.
[0136] As processes for setting the stop information, there are a first stop information setting process executed in step S409 of the role lottery process (FIG. 13) and a second stop information setting process executed in step S511 of the reel control process (FIG. 17). In the first stop information setting process, the stop information is set according to the result of the role lottery process. The second stop information setting process is a process of changing the stop information stored in the main-side RAM 74 in the first stop information setting process or the previous second stop information setting process after the reels stop. In the second stop information setting process, the stop information is changed based on the set winning data, the stop order of the reels 32L, 32M, 32R, and the stop symbols of the stopped reels 32L, 32M, 32R.
[0137] If it is determined in step S510 that all the reels 32L, 32M, 32R have stopped, the winning determination process is executed in step S512. In the winning determination process, the type of symbol stopped on the main line ML in each of the reels 32L, 32M, 32R is grasped. Then, based on the content of the winning data stored in the main-side RAM 74, it is determined whether the combination of symbols stopped and displayed on the main line ML in each of the reels 32L, 32M, 32R is a combination of symbols corresponding to the role that won in the role lottery process. If it is a combination of symbols corresponding to the role that won, the winning corresponding process is executed as the establishment of the winning of the winning role. In the winning corresponding process, if the winning is a small winning, information on the number of game media to be given is set in the main-side RAM 74 so as to enable the giving of game media in the media giving process. On the other hand, if the winning is a replay winning, a flag setting process is executed so that the replay setting process is executed in the next start waiting process.
[0138] After executing the winning determination process, a winning result command is transmitted to the effect side MPU 92 (step S513). The winning result command includes data indicating the presence or absence of the establishment of the current winning, and when the winning is established, data indicating the type of the winning.
[0139] Next, the corresponding processing at the end of the game executed in step S310 of the normal processing (FIG. 12) will be described with reference to the flowchart of FIG. 18. Note that since the processing in step S310 in the normal processing (FIG. 12) is executed after the reel control processing (step S308), the corresponding processing at the end of the game will be executed after the rotations of reels 32L, 32M, and 32R have all stopped in one game.
[0140] First, execute the CB processing for performing the transition control and progress control to the first CB state ST2 or the second CB state ST3 (step S601). In the CB processing, if the first CB winning is established in the current game, set "1" to the first CB state flag in the main-side RAM 74, and clear the first CB winning data in the main-side RAM 74. Then, transmit a first CB winning command indicating the transition to the first CB state ST2 to the effect-side MPU 92. As a result, the game state becomes the first CB state ST2. In the first CB state ST2, the game is executed only when "3" game media are bet. In the CB processing, if the second CB winning is established in the current game, set "1" to the second CB state flag in the main-side RAM 74, and clear the second CB winning data in the main-side RAM 74. Then, transmit a second CB winning command indicating the transition to the second CB state ST3 to the effect-side MPU 92. As a result, the game state becomes the second CB state ST3. In the second CB state ST3, the game is executed only when "2" game media are bet. In the first CB state ST2 or the second CB state ST3, if the first bell winning is established in the current game, increment the value of the total awarding counter provided in the main-side RAM 74 by 1. The total awarding counter is a counter for specifying the total number of game media awarded in the first CB state ST2 or the second CB state ST3 by the main-side MPU 72, and is cleared to "0" when the first CB state ST2 or the second CB state ST3 is started. When the value of the total awarding counter after the increment of 1 becomes "30", which is the end reference number of the first CB state ST2 and the second CB state ST3, clear the CB state flag corresponding to the current CB state ST2, ST3 to "0". Then, transmit a CB end command indicating the end of the current CB state ST2, ST3 to the effect-side MPU 92.
[0141] In the response process at the end of the game, after executing the CB process in step S601, it jumps to the process corresponding to the current game state (step S603) on the condition that it is neither in the first CB state ST2 nor in the second CB state ST3 (step S602: NO). Specifically, when the game state is the normal game state ST1, the normal process is executed (step S604), when the game state is the pseudo bonus state ST4, the pseudo bonus process is executed (step S605), when the game state is the AT state ST5, the AT process is executed (step S606), and when the game state is the end preparation state ST6, the second control process of the game section is executed (step S607). Also, when any of the normal process in step S604, the pseudo bonus process in step S605, and the AT process in step S606 is executed, the second control process of the game section (step S607) is also executed. Also, when it is in either the first CB state ST2 or the second CB state ST3, the second control process of the game section (step S607) is executed. The details of the processes in steps S604 to S607 will be described later in detail.
[0142] When the current game state is the first CB state ST2 or the second CB state ST3, an affirmative determination is made in step S602, so the normal process in step S604, the pseudo bonus process in step S605, and the AT process in step S606 are not executed. Therefore, when it is in the first CB state ST2 or the second CB state ST3, the processes for advancing the normal game state ST1, the processes for advancing the pseudo bonus state ST4, and the processes for advancing the AT state ST5 are not executed. On the other hand, even when the current game state is the first CB state ST2 or the second CB state ST3, the second control process of the game section in step S607 is executed. Therefore, even when it is in the first CB state ST2 or the second CB state ST3, the process for advancing the second section SC2 is executed.
[0143] <Regarding the game state and the game section> Next, the game states and game periods will be described. FIG. 19 is an explanatory diagram for explaining the game states and game periods existing in the present slot machine 10.
[0144] In the present slot machine 10, as game states, there exist a normal game state ST1, a first CB state ST2, a second CB state ST3, a pseudo-bonus state ST4, an AT state ST5, and an end preparation state ST6. These game states ST1 to ST6 do not occur overlappingly with each other.
[0145] The normal game state ST1 is a game state in which a partial clear process (step S104) or a full clear process (step S105) of a part of the main-side RAM 74 is executed. Also, when the first CB state ST2 or the second CB state ST3 that occurred in the normal game state ST1 ends, or when the end preparation state ST6 ends, the game state becomes the normal game state ST1. The normal game state ST1 can execute one game regardless of whether the number of bets of the game medium is "3" or "2".
[0146] In the normal game state ST1, the net increase expected value of the game medium in one game (the value obtained by subtracting the number of game media bet in one game from the expected number of game media granted in one game) is 0 or less regardless of whether it is a three-bet or two-bet situation. Also, in the normal game state ST1, there exist a non-internal state in which neither the first CB winning data nor the second CB winning data is stored in the main-side RAM 74, and an internal state in which either the first CB winning data or the second CB winning data is stored in the main-side RAM 74.
[0147] The first CB state ST2 is a gaming state that transitions when the first CB winning is established in a situation where the first CB winning data is stored in the main RAM 74. In the first CB state ST2, it is possible to execute one game when the number of bet gaming media is "3", while it is not possible to execute one game when the number of bet gaming media is "2". Also, the second CB state ST3 is a gaming state that transitions when the second CB winning is established in a situation where the second CB winning data is stored in the main RAM 74. In the second CB state ST3, it is possible to execute one game when the number of bet gaming media is "2", while it is not possible to bet "3" gaming media because the bet upper limit number is set to "2".
[0148] The first CB state ST2 and the second CB state ST3 are gaming states that do not increase the gaming media owned by the player. Further, both the first CB state ST2 and the second CB state ST3 are gaming states that reduce the number of gaming media owned by the player at the end of the gaming state compared to the number of gaming media owned by the player at the start of the gaming state.
[0149] The pseudo-bonus state ST4 is a gaming state that transitions when the transition condition to the pseudo-bonus state ST4 is established in the normal gaming state ST1. The pseudo-bonus state ST4 ends when the remaining number of continuous games in the pseudo-bonus state ST4 becomes "0". When the pseudo-bonus state ST4 ends and the transition condition to the AT state ST5 is not established, it transitions to the end preparation state ST6.
[0150] In the pseudo-bonus state ST4, it is possible to execute one game regardless of whether the number of bet gaming media is "3" or "2". In the pseudo-bonus state ST4, there are a non-internal state in which neither the first CB winning data nor the second CB winning data is stored in the main RAM 74, and an internal state in which either the first CB winning data or the second CB winning data is stored in the main RAM 74.
[0151] In the suspected bonus state ST4, when winning any of the index values IV = 1 to 6, the stop order of the reels 32L, 32M, and 32R that enables the establishment of the first bell winning is notified. Also, in the suspected bonus state ST4, when winning any of the index values IV = 7 to 9, the stop order of the reels 32L, 32M, and 32R that enables the establishment of the second bell winning is notified. When the first bell winning or the second bell winning is established, "15" gaming media are awarded. Thereby, it becomes possible to increase the expected number of awarded gaming media in one game in the suspected bonus state ST4. In the situation of the suspected bonus state ST4 with three bets, the net expected value of the gaming media in one game exceeds "0", and in the situation of the suspected bonus state ST4 with two bets, the net expected value of the gaming media in one game is 0 or less.
[0152] The AT state ST5 is a gaming state that transitions when the transition condition to the AT state ST5 is satisfied in the suspected bonus state ST4. The AT state ST5 ends when the remaining number of awarded gaming media becomes "0" or when the ending condition of the second section SC2 is satisfied. When the AT state ST5 ends without the ending condition of the second section SC2 described later being satisfied, it transitions to the ending preparation state ST6. Also, when the AT state ST5 ends because the ending condition of the second section SC2 described later is satisfied, it transitions to the normal gaming state ST1.
[0153] The AT state ST5 can execute one game regardless of whether the number of bets of the gaming media is "3" or "2". In the AT state ST5, there are a non-internal state in which neither the first CB winning data nor the second CB winning data is stored in the main side RAM 74, and an internal state in which either the first CB winning data or the second CB winning data is stored in the main side RAM 74.
[0154] In the AT state ST5, when the index value IV wins any of 1 to 6, the stop order of the reels 32L, 32M, and 32R that enables the establishment of the first bell winning is notified. Also, in the AT state ST5, when the index value IV wins any of 7 to 9, the stop order of the reels 32L, 32M, and 32R that enables the establishment of the second bell winning is notified. When the first bell winning or the second bell winning is established, "15" game media are awarded. Thereby, it becomes possible to increase the expected number of game media awarded in one game in the AT state ST5. In the situation of the AT state ST5, when betting three coins, the net expected value of the game media in one game exceeds "0", and in the situation of the AT state ST5 when betting two coins, the net expected value of the game media in one game is 0 or less.
[0155] The end preparation state ST6 is a game state that transitions when the pseudo-bonus state ST4 ends without the transition condition to the AT state ST5 being satisfied. Also, the end preparation state ST6 is a game state that transitions when the AT state ST5 ends without the ending condition of the second section SC2 described later being satisfied.
[0156] The end preparation state ST6 ends when one game is executed. When the end preparation state ST6 ends, it transitions to the normal game state ST1. The end preparation state ST6 can execute one game whether the number of coins bet is "3" or "2". The end preparation state ST6 is a game state where the net expected value of the game media in one game is 0 or less whether betting three coins or two coins. Also, in the end preparation state ST6, there are a non-internal state where neither the first CB winning data nor the second CB winning data is stored in the main-side RAM 74, and an internal state where either the first CB winning data or the second CB winning data is stored in the main-side RAM 74.
[0157] In the configuration where various gaming states ST1 to ST6 exist as described above, a gaming section is set separately from these gaming states ST1 to ST6. A first section SC1 and a second section SC2 are set as the gaming sections. That is, in this slot machine 10, as elements for determining the gaming situation, there are the bet numbers of the gaming media of "2" and "3", the set values of "1" to "6", various gaming states ST1 to ST6, and the gaming sections of the first section SC1 and the second section SC2.
[0158] The first section SC1 is a section where, when a winning that is a target for establishment according to the stop order of the reels 32L, 32M, and 32R wins a different winning combination, the stop order of the reels 32L, 32M, and 32R that enables a favorable winning for the player to be established is notified, and a favorable gaming state (pseudo-bonus state ST4 and AT state ST5) in which the net expected value of the gaming media in one game (the value obtained by subtracting the number of gaming media bet in one game from the expected number of gaming media granted in one game) can exceed "0" does not start, and the above favorable gaming state does not continue. When a partial clear process (step S104) or a full clear process (step S105) of a part of the main side RAM 74 is executed, it is the normal gaming state ST1 and becomes the first section SC1. Also, when the initialization process of the second section SC2 is executed in the second section SC2, it also becomes the first section SC1.
[0159] In the first section SC1, when a transition opportunity to the second section SC2 occurs based on the role lottery process (Fig. 13), a transition is made from the first section SC1 to the second section SC2. In this case, when a game with a bet number of "3" is executed in the first section SC1, a transition opportunity to the second section SC2 may occur. On the other hand, even if a game with a bet number of "2" is executed in the first section SC1, no transition opportunity to the second section SC2 occurs. Therefore, a player who expects to transition to the second section SC2 in the first section SC1 needs to execute a game with a bet number of "3" rather than a game with a bet number of "2". The second section SC2 is a section where the above advantageous gaming state can start and a section where the above advantageous gaming state can continue. The second section SC2 ends when the pseudo-bonus state ST4, the AT state ST5, or the end preparation state ST6 ends and a transition is made to the normal gaming state ST1. When the second section SC2 ends, a transition is made to the first section SC1.
[0160] As an ending condition for the second section SC2, either the total number of games executed by continuing the second section SC2 without a transition to the first section SC1 reaches the upper limit number of games (specifically, 1500 games), or the total net increase in the number of gaming media by continuing the second section SC2 without a transition to the first section SC1 reaches the upper limit net increase number (specifically, 2400 pieces). An ending condition is set such that either one of these conditions is satisfied. The total net increase in the number of gaming media with restrictions refers to the number of pieces obtained by subtracting the total number of gaming media consumed to execute games in the situation where the second section SC2 is continuing (0 in the situation where no gaming media is given) from the total number of gaming media given by the games executed in the situation where the second section SC2 is continuing (0 in the situation where no gaming media is given). When this value is set as the predetermined difference number of pieces, the minimum value of the predetermined difference number of pieces is set as the predetermined reference value, and it is the number of additional pieces of the predetermined difference number of pieces from the predetermined reference value. When either one of these ending conditions is satisfied, even in the middle of the AT state ST5, the AT state ST5 ends in the game where the ending condition is satisfied, and the second section SC2 ends and a transition is made to the first section SC1 in the situation of the normal gaming state ST1. As a result, it becomes possible to prevent the second section SC2 from continuing excessively.
[0161] In the normal gaming state ST1, the first CB state ST2, and the second CB state ST3, it is possible to stay in either the first section SC1 or the second section SC2. On the other hand, in the pseudo-bonus state ST4, the AT state ST5, and the ending preparation state ST6, it is not possible to stay in the first section SC1, and it is only possible to stay in the second section SC2.
[0162] In the normal game state ST1 in the second section SC2, a transition lottery process to the pseudo-bonus state ST4 can be executed based on the result of the lottery process for the combination in each game (Fig. 13). However, this transition lottery process is executed in games with a bet number of "3", while it is not executed in games with a bet number of "2". Also, in the normal game state ST1 in the second section SC2, each time one game is executed, the value of the release game number counter provided in the main-side RAM 74 is decremented by 1. When the value of the release game number counter after this decrement by 1 is "0", the transition to the pseudo-bonus state ST4 is determined. However, this decrement of the release game number counter is executed in games with a bet number of "3", while it is not executed in games with a bet number of "2". Therefore, in the normal game state ST1 in the second section SC2, it is more advantageous for the player to have games with a bet number of "3" executed than to have games with a bet number of "2" executed.
[0163] Even if it is advantageous to configure such that a game with a bet number of "3" is executed in the normal game state ST1, pseudo-bonus state ST4, and AT state ST5 in the second section SC2, the number of gaming media awarded in a game with a bet number of "2" in any of the normal game state ST1, pseudo-bonus state ST4, and AT state ST5 in the second section SC2 is added as the restricted total net increase number of gaming media in the second section SC2, and a game with a bet number of "2" in any of the normal game state ST1, pseudo-bonus state ST4, and AT state ST5 in the second section SC2 is added as the total number of games executed by continuing the second section SC2. That is, even though a game with a bet number of "2" in any of the normal game state ST1, pseudo-bonus state ST4, and AT state ST5 in the second section SC2 is disadvantageous to the player, the game contributes to the side that satisfies the ending condition of the second section SC2. Also from this point, when it is any of the normal game state ST1, pseudo-bonus state ST4, and AT state ST5 in the second section SC2, it is more advantageous to the player to configure such that a game with a bet number of "3" is executed than to configure such that a game with a bet number of "2" is executed.
[0164] In the second section SC2, a first CB winning can be achieved in the same way as in the first section SC1, and a second CB winning can also be achieved. When the first CB winning is achieved in the second section SC2, the first CB state ST2 is entered in the second section SC2, and the second section SC2 is maintained when in the first CB state ST2 and also after the first CB state ST2 ends. Also, when the second CB winning is achieved in the second section SC2, the second CB state ST3 is entered in the second section SC2, and the second section SC2 is maintained when in the second CB state ST3 and also after the second CB state ST3 ends. As already explained, both the first CB state ST2 and the second CB state ST3 are gaming states that reduce the number of gaming media the player owns at the end of the gaming state compared to the number of gaming media the player owns at the start of the gaming state. That is, the first CB state ST2 and the second CB state ST3 are gaming states disadvantageous to the player. On the other hand, the games executed in either the first CB state ST2 or the second CB state ST3 in the second section SC2 are added as the total number of games executed due to the continuation of the second section SC2. That is, although the games executed in the first CB state ST2 and the second CB state ST3 are disadvantageous to the player, the games contribute to the side that satisfies the ending conditions of the second section SC2. Therefore, when the first CB state ST2 or the second CB state ST3 occurs in the second section SC2, it becomes more disadvantageous to the player.
[0165] <Regarding the second section SC2> Next, the second section SC2 will be described. First, the first control process of the gaming section executed by the main MPU 72 will be described with reference to the flowchart of FIG. 20. The first control process of the gaming section is executed in step S411, which is a process executed after the determination of winning or losing of the combination in the combination lottery process (FIG. 13).
[0166] First, it is determined whether "1" is set in the second section flag of the main RAM 74 (step S701). The second section flag is a flag for the main MPU 72 to identify whether the game section is the second section SC2. When "1" is set in the second section flag, it is the second section SC2, and when the value of the second section flag is "0", it is the first section SC1. If "1" is set in the second section flag (step S701: YES), the processing after step S702 is not executed. As a result, in the case of the second section SC2, the direct lottery process in step S706 and the lottery process for the number of release games in step S710 are not executed.
[0167] If "1" is not set in the second section flag (step S701: NO), it is determined whether the current game state is the first CB state ST2 or the second CB state ST3 (step S702). If the current game state is the first CB state ST2 or the second CB state ST3 (step S702: YES), the processing after step S703 is not executed. As a result, even if it is the first section SC1, if it is the first CB state ST2 or the second CB state ST3, the process for setting to the second section SC2 in step S705, the direct lottery process in step S706, and the lottery process for the number of release games in step S710 are not executed.
[0168] If the current game state is neither the first CB state ST2 nor the second CB state ST3 (step S702: NO), it is determined whether the value of the bet number setting counter 74a in the main RAM 74 is "3", thereby determining whether the bet number of this game is "3" (step S703). If the bet number of this game is "2" (step S703: NO), the processing after step S704 is not executed. As a result, even if it is the first section SC1, in a game with a bet number of "2", the process for setting to the second section SC2 in step S705, the direct lottery process in step S706, and the lottery process for the number of release games in step S710 are not executed.
[0169] When the bet number of the current game is "3" (step S703: YES), it is determined whether any index value IV has been won in the lottery process of the current combination (Fig. 13) (step S704). If the lottery process of the current combination (Fig. 13) fails (step S704: NO), the processes after step S705 are not executed. As a result, even if it is the first section SC1, if the lottery process of the combination (Fig. 13) fails, the process for setting to the second section SC2 in step S705, the direct hit lottery process in step S706, and the lottery process for the number of canceled games in step S710 are not executed.
[0170] If any index value IV has been won in the lottery process of the current combination (Fig. 13) (step S704: YES), "1" is set to the second section flag of the main RAM 74, and the continuous game number counter 74c (see Fig. 9) and the total number of acquired points counter 74d (see Fig. 9) provided in the main RAM 74 are each cleared to "0" (step S705). By setting "1" to the second section flag, it becomes the second section SC2.
[0171] The continuous game number counter 74c is a counter for the main MPU 72 to specify the number of executed games from the start of the second section SC2 when the second section SC2 continues without sandwiching the first section SC1. When the value of the continuous game number counter 74c reaches the value corresponding to the upper limit number of games (specifically, 1500 games) in the second section SC2, even in the middle of the AT state ST5, the second section SC2 ends in the reached game, and the situation shifts to the first section SC1 and the normal game state ST1.
[0172] The total number of acquired credits counter 74d is a counter for the main MPU 72 to specify the restricted total net increase number of game media from the start of the second section SC2 when the second section SC2 is continued without sandwiching the first section SC1. Note that the restricted total net increase number of game media is, as already explained, the number obtained by subtracting "the total number of game media given by the game executed in the situation where the second section SC2 is continued (in the situation where no game media is given, it is "0")" from "the total number of game media consumed to execute the game in the situation where the second section SC2 is continued (in the situation where no game is executed, it is "0")" to obtain a predetermined difference number, taking the minimum value of the predetermined difference number as a predetermined reference value, and it is the number of increments of the predetermined difference number from the predetermined reference value. When the value of the total number of acquired credits counter 74d reaches the value corresponding to the upper limit net increase number (specifically, 2400 pieces) in the second section SC2, even in the middle of the AT state ST5, the second section SC2 is ended in the game where the value has been reached, and the process shifts to the first section SC1, which is the normal game state ST1.
[0173] After that, a direct hit lottery process is executed (step S706). In the direct hit lottery process, using a direct hit lottery table provided in the host ROM 73 and a lottery counter that is periodically updated in the host RAM 74, it is determined by lottery whether or not to be a direct hit win in the pseudo bonus state ST4. In the lottery process for the combination in this game (FIG. 13), if the index value IV = 11 is won, there is a 2% probability of a direct hit win in the pseudo bonus state ST4; if the index value IV = 12 is won, there is a 1% probability of a direct hit win in the pseudo bonus state ST4; if the index value IV = 13 is won, there is a 10% probability of a direct hit win in the pseudo bonus state ST4; if the index value IV = 14 is won, there is a 5% probability of a direct hit win in the pseudo bonus state ST4; if the index value IV = 15 is won, there is a 2% probability of a direct hit win in the pseudo bonus state ST4. In this case, the lower the probability of winning for the index value IV in the lottery process for the combination (FIG. 13), the higher the probability of a direct hit win in the pseudo bonus state ST4. Thereby, it becomes possible to increase the advantage of winning for the index value IV with a low winning probability in the lottery process for the combination (FIG. 13).
[0174] If a direct hit win in the pseudo bonus state ST4 is determined in the direct hit lottery process (step S707: YES), a "1" is set in the first transition confirmation flag provided in the host RAM 74 (step S708). The first transition confirmation flag is a flag for the host MPU 72 to identify that a direct hit win to the pseudo bonus state ST4 has occurred in the direct hit lottery process (step S706) executed when transitioning to the second section SC2. When a "1" is set in the first transition confirmation flag, when the game of this time ends, a process for transitioning the game state to the pseudo bonus state ST4 is executed.
[0175] After that, a lighting process of the section display unit 67 is executed (step S709). In the lighting process of the section display unit 67, the section display unit 67 is switched from the off state to the on state. Thereby, the notification that it is the second section SC2 is started by the section display unit 67.
[0176] When the direct hit lottery process does not result in a direct hit win in the pseudo-bonus state ST4 (step S707: NO), a lottery process for the number of release games is executed (step S710). The number of release games refers to the number of games required until a transition to the pseudo-bonus state ST4 occurs. In the lottery process for the number of release games, first, a lottery table for the number of release games pre-stored in the main-side ROM 73 is read out, and numerical information is obtained from a lottery counter that is periodically updated in the main-side RAM 74. Then, the number of release games is selected by collating the numerical information obtained from the lottery counter with the lottery table for the number of release games. In this case, as the number of release games, any one of 50 games, 100 games, 200 games, 300 games, 400 games, 500 games, 600 games, 700 games, and 800 games is selected. Also, the selection probabilities for each of these numbers of release games are the same. After executing the lottery process for the number of release games, the number of release games selected in the lottery process for the number of release games is set in the release game number counter in the main-side RAM 74 (step S711). The release game number counter is a counter for the main-side MPU 72 to identify the remaining number of release games.
[0177] After that, the lighting lottery process for the section display unit 67 is executed (step S712). In the lighting lottery process for the section display unit 67, using the lighting lottery table provided in the main ROM 73 and the lottery counter that is periodically updated in the main RAM 74, it is determined by lottery whether to turn on the section display unit 67 from the beginning when setting the current second section SC2 (i.e., immediate lighting), or whether to turn on the section display unit 67 when transitioning to the subsequent pseudo-bonus state ST4 (i.e., lighting standby). In the lottery process for the winning combination in the current game (Fig. 13), if the index value IV wins any of 1 to 10, immediate lighting is selected with a 50% probability and lighting standby is selected with a 50% probability. If the index value IV wins 11, immediate lighting is selected with a 65% probability and lighting standby is selected with a 35% probability. If the index value IV wins 12, immediate lighting is selected with a 62% probability and lighting standby is selected with a 38% probability. If the index value IV wins 13, immediate lighting is selected with an 80% probability and lighting standby is selected with a 20% probability. If the index value IV wins 14, immediate lighting is selected with a 75% probability and lighting standby is selected with a 25% probability. If the index value IV wins 15, immediate lighting is selected with a 70% probability and lighting standby is selected with a 30% probability. If the index value IV wins 16, immediate lighting is selected with a 40% probability and lighting standby is selected with a 60% probability. If the index value IV wins 17, immediate lighting is selected with a 30% probability and lighting standby is selected with a 70% probability. In this case, the lower the probability of winning for the index value IV in the winning combination lottery process (Fig. 13), the higher the probability of selecting immediate lighting.
[0178] If immediate lighting is selected in the lighting lottery process for the section display unit 67 (step S712) (step S713: YES), the lighting process for the section display unit 67 is executed (step S714). In the lighting process for the section display unit 67, the section display unit 67 is switched from the off state to the on state. As a result, the notification that it is the second section SC2 will be started by the section display unit 67.
[0179] On the other hand, when lighting standby is selected in the lighting lottery process (step S712) of the section display unit 67 (step S713: NO), a "1" is set in the lighting standby flag provided in the main-side RAM 74 (step S715). The lighting standby flag is a flag for the main-side MPU 72 to identify that the section display unit 67 is in a state where it is waiting to be switched from the off state to the on state in the second section SC2.
[0180] Next, the second control process of the game section executed by the main-side MPU 72 will be described with reference to the flowchart of FIG. 21. The second control process of the game section is executed in step S607 in the corresponding process at the end of the game (FIG. 18). As described above, since the corresponding process at the end of the game is executed after all the rotations of the reels 32L, 32M, and 32R in one game have stopped, the second control process of the game section is also executed after all the rotations of the reels 32L, 32M, and 32R in one game have stopped.
[0181] When "1" is set in the second section flag of the main-side RAM 74 and the current game section is the second section SC2 (step S801: YES), it is determined whether the current game state is the end preparation state ST6 by checking the state of the flag in the main-side RAM 74 (step S802). When the pseudo bonus state ST4 ends without a transition to the AT state 5, or when the AT state ST5 ends without the ending condition of the second section SC2 being satisfied, a transition is made to the end preparation state ST6.
[0182] When in the end preparation state ST6 (step S802: YES), it is determined whether "1" is set in the end preparation completion flag provided in the main-side RAM 74 (step S803). The end preparation completion flag is a flag for the main-side MPU 72 to identify whether one game has been executed in the end preparation state ST6. In the pseudo-bonus process (step S605) in the corresponding process at the end of the game (Figure 18), when it is specified that the remaining number of continuous games in the pseudo-bonus state ST4 is 0 games and then a transition to the normal game state ST1 is made, a flag for setting the end preparation state ST6 is set and the end preparation completion flag is cleared to "0". Also, in the AT process (step S606) in the corresponding process at the end of the game (Figure 18), when it is specified that the remaining number of game media to be awarded in the AT state ST5 becomes "0" and a transition to the normal game state ST1 is made, a flag for setting the end preparation state ST6 is set and the end preparation completion flag is cleared to "0".
[0183] When "1" is not set in the end preparation completion flag (step S803: NO), after setting "1" in the end preparation completion flag (step S804), the processes after step S805 are executed. When "1" is set in the end preparation completion flag (step S803: YES), it means that one game has been executed in the end preparation state ST6. In this case, the process for ending the second section SC2 is executed.
[0184] Specifically, first, the initialization process of the second section SC2 is executed (step S814). In the initialization process of the second section SC2, the second section flag in the main-side RAM 74 is cleared to "0". As a result, the game section becomes the first section SC1. Also, in the initialization process of the second section SC2, even if it was staying in the AT state ST5, various data (including the AT state flag) indicating that it is in the AT state ST5 are cleared, including the counter for storing the remaining number of game media to be awarded in the AT state ST5, thereby shifting the game state to the normal game state ST1. Note that even if the initialization process of the second section SC2 is executed while in the middle of the first CB state ST2 and the second CB state ST3, the second section SC2 ends, but the first CB state ST2 and the second CB state ST3 continue without ending.
[0185] After that, if the section display unit 67 is in the lit state, the section display unit 67 is switched from the lit state to the unlit state (step S815). Thereby, the notification that it is the second section SC2 on the section display unit 67 ends. After that, a second section initialization command indicating that the initialization of the second section SC2 has been performed is transmitted to the effect side MPU 92 (step S816). Thereby, the effect side MPU 92 is caused to execute an effect corresponding to the end of the second section SC2.
[0186] If it is not in the end preparation state ST6 (step S802: NO), or if the process of step S804 is executed, the value of the continuous game number counter 74c in the main-side RAM 74 is incremented by 1 (step S805). As described above, the continuous game number counter 74c is a counter for the main-side MPU 72 to specify the number of times the game has been executed since the start of the second section SC2 when the second section SC2 is continued without sandwiching the first section SC1.
[0187] After that, it is determined whether or not the value of the continuous game number counter 74c after adding 1 is 1500 or more, which is the upper limit game number (step S806). If the value of the continuous game number counter 74c is 1500 or more, it means that the ending condition of the second section SC2 is satisfied. In this case, an affirmative determination is made in step S806, and the process for ending the second section SC2 in steps S814 to S816 is executed. The processing contents of steps S814 to S816 are as already described. As a result, the second section SC2 ends and becomes the first section SC1, and even if it was in the middle of the AT state ST5, the AT state ST5 is forcibly ended and becomes the normal game state ST1.
[0188] If the value of the continuous game number counter 74c is less than 1500 (step S806: NO), it is determined whether or not any replay prize such as a first chance replay prize, a second chance replay prize, or a normal replay prize has been established in the current game (step S807). In this case, regardless of whether the bet number of the current game is "2" or "3", it is the subject of the determination in step S807, and regardless of whether the current game is in any of the game states of the normal game state ST1, the first CB state ST2, the second CB state ST3, the pseudo bonus state ST4, and the AT state ST5, it is the subject of the determination in step S807.
[0189] If none of the replay prizes are established (step S807: NO), the bet number of the current game (that is, the value of the bet number setting counter 74a) is subtracted from the total winning number counter 74d of the main side RAM 74 (step S808). In this case, even if a replay prize was established in the previous game and the current game corresponds to a replay game due to the establishment of the replay prize, the bet number of the current game (that is, the value of the bet number setting counter 74a) is subtracted from the total winning number counter 74d.
[0190] The total number of acquired count counter 74d is a counter for specifying, by the main MPU 72, the restricted total net increase number of game media from the start of the second section SC2 when the second section SC2 is continued without sandwiching the first section SC1 as already described. Note that the restricted total net increase number of game media is, as already described, the number obtained by subtracting the total number of game media consumed to execute a game in the situation where the second section SC2 is continued (0 in the situation where no game is executed) from the total number of game media granted by the game executed in the situation where the second section SC2 is continued (0 in the situation where no granting of game media has occurred), and when the minimum value of the resulting difference number is set as a predetermined reference value, it is the number of additional sheets of the difference number from the predetermined reference value.
[0191] Thereafter, it is determined whether or not any minor winning in which game media are granted in the current game (first to ninth supplementary winning, first bell winning, second bell winning, first watermelon winning, second watermelon winning, and cherry winning) has been achieved (step S809). In this case, regardless of whether the bet number of the current game is either "2" or "3", it is subject to the determination in step S809, and regardless of whether the current game is in any of the game states of the normal game state ST1, the first CB state ST2, the second CB state ST3, the pseudo-bonus state ST4, and the AT state ST5, it is subject to the determination in step S809. If an affirmative determination is made in step S809, the number of game media granted in the current game is added to the total number of acquired count counter 74d in the main RAM 74 (step S810).
[0192] If a negative determination is made in step S809, or if the process of step S810 is executed, it is determined whether or not the value of the total number of acquired count counter 74d in the main RAM 74 is 0 or more (step S811). If the value of the total number of acquired count counter 74d is less than 0 (step S811: NO), the total number of acquired count counter 74d is cleared to "0" (step S812).
[0193] As described above, since the bet amount for the current number of games is subtracted from the total number of winnings counter 74d in step S808, for example, if no small winning combination is established in the games in the normal game state ST1 immediately after transitioning to the second section SC2, the value of the total number of winnings counter 74d becomes less than 0. In this case, by making a negative determination in step S811, the total number of winnings counter 74d is cleared to "0" in step S812. As a result, when the value obtained by subtracting "the total number of game media given by the games executed in the situation where the second section SC2 continues (or '0' if no game media is given)" from "the total number of game media consumed to execute the games in the situation where the second section SC2 continues (or '0' if no game is executed)" is defined as the predetermined difference number of tokens, and the minimum value of the predetermined difference number of tokens is defined as the predetermined reference value, it becomes possible to measure the restricted total net increase number of game media, which is the number of additional tokens of the predetermined difference number of tokens from the predetermined reference value, using the total number of winnings counter 74d.
[0194] If an affirmative determination is made in step S807, if an affirmative determination is made in step S811, or if the process of step S812 is executed, it is determined whether the value of the total number of winnings counter 74d exceeds the upper limit net increase number of tokens, which is "2400" (step S813). If the value of the total number of winnings counter 74d exceeds "2400", it means that the ending condition of the second section SC2 is satisfied. In this case, an affirmative determination is made in step S813, and the processes for ending the second section SC2 in steps S814 to S816 are executed. The details of the processes in steps S814 to S816 are as already described. As a result, the second section SC2 ends and becomes the first section SC1, and even if it was in the middle of the AT state ST5, the AT state ST5 is forcibly ended and becomes the normal game state ST1.
[0195] Here, if any replay winning is established, a positive determination is made in step S807, and the processes from step S808 to step S812 are not executed. In a game where a replay winning is established, although the gaming mediums owned by the player at the start of the game are used for bet setting, as a profit due to the establishment of the replay winning, it becomes possible to replay a new game with the same number of bets as the number of bets in the game where the replay winning is established. That is, in the game where the replay winning is established, the number of gaming mediums owned by the player does not change. In this case, by not executing the processes from step S808 to step S812 in the game where the replay winning is established, it becomes possible to omit the execution of the process for changing the value of the total winning count counter 74d in a game where the number of gaming mediums owned by the player does not change, and it becomes possible to omit the execution of unnecessary processes.
[0196] On the other hand, even in a game where a replay winning is established, in step S813, it is determined whether the value of the total winning count counter 74d exceeds the upper limit net increase number "2400". Thereby, even if the initialization process of the second section SC2 was not executed due to causes such as noise in a game before the game where the replay winning is established, although the value of the total winning count counter 74d has actually already exceeded the upper limit net increase number "2400", it becomes possible to identify that the value of the total winning count counter 74d exceeds the upper limit net increase number "2400" in the subsequent game where the replay winning is established, and it becomes possible to ensure that the initialization process of the second section SC2 is executed.
[0197] If a negative determination is made in step S813, ending corresponding processing is executed (step S817). In the ending corresponding processing, on the condition that "1" is not set in the first ending flag provided in the main RAM 74, it is determined whether the sum of the value of the continuous game number counter 74c in the main RAM 74 and the value obtained by dividing the value of the AT continuous counter 74e provided in the main RAM 74 by the acquisition expected value of the game medium in the AT state ST5 is equal to or greater than the upper limit game number of the second section SC2. The AT continuous counter 74e is a counter for specifying, by the main MPU 72, the remaining number of game media to be given in the AT state ST5. The acquisition expected value of the game medium in one game in the AT state ST5 is about 5 sheets. The upper limit game number of the second section SC2 is set to 1500 games as already described. Note that the upper limit game number of the second section SC2 is not limited to 1500 games, and may be a game number less than 1500 games or a game number more than 1500 games.
[0198] When the value of the above sum is equal to or greater than the upper limit game number of the second section SC2, "1" is set in the first ending flag of the main RAM 74. The first ending flag is a flag for the main MPU 72 to specify that there is a high possibility that the number of executions of the game in the second section SC2 measured using the continuous game number counter 74c reaches the upper limit game number. When "1" is set in the first ending flag, no additional addition of the remaining number of given is generated in the AT state ST5. Thereby, in a situation where the ending condition of the second section SC2 is satisfied, it becomes possible to prevent an additional addition of the remaining number of given in the AT state ST5 from occurring.
[0199] In the present slot machine 10, the sum value does not exceed the upper limit number of games in the second section SC2 during the pseudo-bonus state ST4, but it may be configured to exceed the upper limit number of games. In this case, when the sum of the value of the continuous game number counter 74c in the main-side RAM 74, the value of the pseudo-bonus continuous counter provided in the main-side RAM 74, and the value obtained by dividing the value of the AT continuous counter 74e provided in the main-side RAM 74 by the expected acquisition value of the game medium in the AT state ST5 exceeds the upper limit number of games in the second section SC2, the first ending flag is set to "1".
[0200] When the first ending flag is set to "1", the first ending command is transmitted to the effect-side MPU 92. When the effect-side MPU 92 receives the first ending command in a situation where it has not yet started the effect according to the execution mode corresponding to the ending period, if the game state at that time is the AT state ST5, upon receiving the first ending command, the execution modes of the upper lamp 61, the speaker 62, and the image display device 63 are set to the execution modes corresponding to the ending period. On the other hand, when the effect-side MPU 92 receives the first ending command in a situation where it has not yet started the effect according to the execution mode corresponding to the ending period and the game state is not the AT state ST5 or when it transitions to the AT state ST5, the execution modes of the upper lamp 61, the speaker 62, and the image display device 63 are set to the execution modes corresponding to the ending period.
[0201] In the ending corresponding process, on the condition that the "1" is not set in the second ending flag provided in the main-side RAM 74, it is determined whether the sum of the value of the total acquisition number counter 74d in the main-side RAM 74 and the value of the AT continuous counter 74e in the main-side RAM 74 is equal to or greater than the upper limit net increase number in the second section SC2. The upper limit net increase number in the second section SC2 is set to 2400 as already described. Note that the upper limit net increase number in the second section SC2 is not limited to 2400, and it may be a number less than 2400 or a number greater than 2400.
[0202] When the value of the above sum is equal to or greater than the upper limit net increase number of the second section SC2, a "1" is set in the second ending flag of the main-side RAM 74. The second ending flag is a flag for the main-side MPU 72 to identify that it is highly likely that the limited total net increase number of game media measured using the total acquired number counter 74d has reached the upper limit net increase number. When a "1" is set in the second ending flag, no additional giving number occurs in the remaining giving number in the AT state ST5. As a result, in a situation where the ending condition of the second section SC2 is satisfied, it becomes possible to prevent an additional increase in the remaining giving number in the AT state ST5.
[0203] Note that in this slot machine 10, the value of the above sum does not become equal to or greater than the upper limit net increase number of the second section SC2 during the pseudo bonus state ST4, but it may also be configured to be able to become equal to or greater than the upper limit net increase number. In this case, when the sum of the value of the total acquired number counter 74d in the main-side RAM 74, the value obtained by integrating the expected acquisition value of the game media in the pseudo bonus state ST4 with the value of the pseudo bonus continuation counter in the main-side RAM 74, and the value of the AT continuation counter 74e in the main-side RAM 74 is equal to or greater than the upper limit net increase number of the second section SC2, it is preferable to configure the second ending flag to be set to "1".
[0204] When the second ending flag is set to "1", the second ending command is transmitted to the production side MPU92. When the production side MPU92 receives the second ending command in a situation where it has not yet started the production according to the execution mode corresponding to the ending period, if the game state at that time is the AT state ST5, upon receiving the second ending command, the execution modes of the upper lamp 61, the speaker 62, and the image display device 63 are set to the execution modes corresponding to the ending period. On the other hand, when the production side MPU92 receives the second ending command in a situation where it has not yet started the production according to the execution mode corresponding to the ending period, and if the game state is not the AT state ST5 or when it has shifted to the AT state ST5, the execution modes of the upper lamp 61, the speaker 62, and the image display device 63 are set to the execution modes corresponding to the ending period.
[0205] <Regarding the normal game state ST1> Next, the processing content in the normal game state ST1 will be described.
[0206] In the normal game state ST1, in the advantageous lottery process (step S410) at the start of the game in the lottery process of the combination (Fig. 13), it is determined whether or not the index value IV = 11 to 15 is won in the current lottery process of the combination (Fig. 13) on the condition that the second section flag in the main side RAM74 is set to "1", the current game state is not the first CB state ST2 and the second CB state ST3, and the value of the bet number setting counter 74a in the main side RAM74 is "3". If the winning is determined, the transition lottery process is executed. In the transition lottery process, using the transition lottery table provided in the main side ROM73 and the lottery counter that is periodically updated in the main side RAM74, it is determined by lottery whether or not to shift to the pseudo-bonus state ST4. In this case, the lower the index value IV that wins in the lottery process of the combination (Fig. 13), the higher the probability of winning the transition to the pseudo-bonus state ST4. When the winning of the transition to the pseudo-bonus state ST4 is determined in the transition lottery process, the second transition confirmation flag provided in the main side RAM74 is set to "1".
[0207] In the normal game state ST1, in the normal process (step S604) in the response process at the end of the game (Fig. 18), if "1" is set in the first transition confirmation flag or the second transition confirmation flag of the main-side RAM 74, a process for shifting to the pseudo-bonus state ST4 is executed. As described above, the first transition confirmation flag is set to "1" when a direct hit is won in the direct hit lottery process (step S706) in the first control process (Fig. 20) of the game section, and the second transition confirmation flag is set to "1" when a transition win is achieved in the transition lottery process in the advantageous lottery process (step S410) at the start of the game, as already described. When "1" is set in the first transition confirmation flag, the pseudo-bonus continuation counter in the main-side RAM 74 is set to "50", thereby setting it to the pseudo-bonus state ST4 that continues until 50 games with a bet number of "3" are executed. When "1" is set in the second transition confirmation flag, the pseudo-bonus continuation counter in the main-side RAM 74 is set to "20", thereby setting it to the pseudo-bonus state ST4 that continues until 20 games with a bet number of "3" are executed. Also, a command indicating the shift to the pseudo-bonus state ST4 is transmitted to the effect-side MPU 92. By receiving the command, the effect-side MPU 92 causes the effects corresponding to the pseudo-bonus state ST4 to be executed by the upper lamp 61, the speaker 62, and the image display device 63.
[0208] In the normal use process (step S604), when "1" is not set in both the first transition confirmation flag and the second transition confirmation flag of the main-side RAM 74, when "1" is set in the second section flag of the main-side RAM 74, when the current game state is not the first CB state ST2 and the second CB state ST3, and when the value of the bet number setting counter 74a of the main-side RAM 74 is "3", the value of the release game number counter of the main-side RAM 74 is decremented by 1. When the value of the release game number counter after the decrement by 1 is "0", "20" is set in the pseudo-bonus continuation counter of the main-side RAM 74, thereby setting it to the pseudo-bonus state ST4 that continues until 20 games with a bet number of "3" are executed. Also, a command indicating the transition to the pseudo-bonus state ST4 is transmitted to the effect-side MPU 92. By receiving the command, the effect-side MPU 92 causes the effects corresponding to the pseudo-bonus state ST4 to be executed by the upper lamp 61, the speaker 62, and the image display device 63.
[0209] In the normal use process (step S604), when the process for shifting to the pseudo-bonus state ST4 is executed and "1" is set in the lighting standby flag of the main-side RAM 74, the section display unit 67 is switched from the off state to the on state. Thereby, the notification that it is the second section SC2 is started by the section display unit 67.
[0210] <Regarding the pseudo-bonus state ST4> Next, the processing content in the pseudo-bonus state ST4 will be described. FIG. 22 is a flowchart showing the advantageous state use process at the start of a game executed by the main-side MPU 72. The advantageous lottery process at the start of a game is executed in step S410, which is a process executed after the determination of winning or losing of the combination in the combination lottery process (FIG. 13) and before the first control process (step S411) of the game section. And the advantageous state use process at the start of a game is executed when the advantageous lottery process at the start of a game is executed in a situation where it is the pseudo-bonus state ST4 or the AT state ST5.
[0211] First, it is determined whether the value of the bet number setting counter 74a in the main-side RAM 74 is "3" to determine whether the bet number of the current game is "3" (step S901). If the bet number of the current game is "2" (step S901: NO), the processing after step S902 is not executed. As a result, even if it is in the pseudo-bonus state ST4 or the AT state ST5, in a game where the bet number is "2", the processing after step S902 will not be executed.
[0212] If the bet number of the current game is "3" (step S901: YES), it is determined whether the current game state is the first CB state ST2 or the second CB state ST3 (step S902). If the current game state is the first CB state ST2 or the second CB state ST3 (step S902: YES), the processing after step S903 is not executed. As a result, even if the pseudo-bonus state flag or the AT state flag in the main-side RAM 74 is set to "1", if it is in the first CB state ST2 or the second CB state ST3, the processing after step S903 will not be executed.
[0213] If the current game state is not the first CB state ST2 and the second CB state ST3 (step S902: NO), it is determined whether the pseudo-bonus state flag in the main-side RAM 74 is set to "1" to determine whether the current game state is the pseudo-bonus state ST4 (step S903). If the current game state is not the pseudo-bonus state ST4 (step S903: NO), since it means that the current game state is the AT state ST5, the processing for the AT state at the start of the game is executed (step S904). The processing for the AT state at the start of the game will be described later.
[0214] When the current game state is the pseudo-bonus state ST4 (step S903: YES), it is determined whether a "1" is set in the AT transition confirmation flag provided in the main-side RAM 74 (step S905). The AT transition confirmation flag is a flag for the main-side MPU 72 to identify whether the transition condition to the AT state ST5 has already been satisfied in the pseudo-bonus state ST4. If a "1" has already been set in the AT transition confirmation flag (step S905: YES), it means that the transition condition to the AT state ST5 has already been satisfied in the current pseudo-bonus state ST4. Therefore, the process for determining whether to transition to the AT state ST5 after step S906 is not executed.
[0215] If a "1" is not set in the AT transition confirmation flag (step S905: NO), the AT transition lottery process is executed (step S907) on the condition that the winning index value IV is any one of 11 to 15 in the role lottery process (Figure 13) in the current game (step S906: YES). In the AT transition lottery process, using the AT transition lottery table provided in the main-side ROM 73 and the lottery counter that is periodically updated in the main-side RAM 74, it is determined by lottery whether to transition to the AT state ST5 after the end of the current pseudo-bonus state ST4. In the role lottery process (Figure 13) of the current game, if the winning index value IV is 11, the probability of winning the AT transition is 20%. If the winning index value IV is 12, the probability of winning the AT transition is 10%. If the winning index value IV is 13, the probability of winning the AT transition is 40%. If the winning index value IV is 14, the probability of winning the AT transition is 30%. If the winning index value IV is 15, the probability of winning the AT transition is 20%. In this case, the lower the index value IV with a lower winning probability in the role lottery process (Figure 13), the higher the probability of winning the AT transition. This makes it possible to increase the advantage of winning with the index value IV having a low winning probability in the role lottery process (Figure 13).
[0216] When the AT transfer is selected (step S908: YES), a "1" is set in the AT transfer confirmation flag of the main-side RAM 74 (step S909). Then, an AT transfer selection command indicating that the AT transfer has been selected is transmitted to the production-side MPU 92 (step S910). When the production-side MPU 92 receives the AT transfer selection command, a production indicating that the AT transfer has been selected is executed on the upper lamp 61, the speaker 62, and the image display device 63.
[0217] Next, the pseudo-bonus process executed by the main-side MPU 72 will be described with reference to the flowchart of FIG. 23. The pseudo-bonus process is executed in step S605 in the corresponding process at the end of the game (FIG. 18). As described above, since the corresponding process at the end of the game is executed after all the rotations of the reels 32L, 32M, and 32R in one game have stopped, the pseudo-bonus process is also executed after all the rotations of the reels 32L, 32M, and 32R in one game have stopped.
[0218] First, it is determined whether the value of the bet number setting counter 74a in the main-side RAM 74 is "3" to determine whether the bet number in this game is "3" (step S1001). If the bet number in this game is "2" (step S1001: NO), the processes after step S1002 are not executed. As a result, even if a game with a bet number of "2" is executed in the pseudo-bonus state ST4, the remaining number of continuous games in the pseudo-bonus state ST4 is not subtracted.
[0219] Note that in the case of the CB state (the first CB state ST2 or the second CB state ST3), the pseudo-bonus process (FIG. 23) itself is not executed. Therefore, even if the CB state is started during the pseudo-bonus state ST4, the number of games executed in the CB state is not treated as the number of games consumed in the pseudo-bonus state ST4. Therefore, even if the CB state is entered during the pseudo-bonus state ST4, after the end of the CB state, the pseudo-bonus state ST4 will resume from the state of the remaining number of continuous games immediately before entering the CB state.
[0220] When the bet number of the current game is "3" (step S1001: YES), the value of the pseudo-bonus continuation counter in the main-side RAM 74 is decremented by 1 (step S1002). Then, it is determined whether the value of the pseudo-bonus continuation counter is "0" (step S1003). When the value of the pseudo-bonus continuation counter is "0" (step S1003: YES), it is determined whether "1" is set in the AT transition confirmation flag in the main-side RAM 74 (step S1004).
[0221] When "1" is set in the AT transition confirmation flag (step S1004: YES), it means that the transition condition to the AT state ST5 is satisfied in the current pseudo-bonus state ST4. In this case, first, the pseudo-bonus state flag in the main-side RAM 74 is cleared to "0" (step S1005). Then, information corresponding to "200", which is the initial assignment number of the AT state ST5, is set in the AT continuation counter 74e provided in the main-side RAM 74 (step S1006). Also, "1" is set in the AT state flag in the main-side RAM 74 (step S1007). Then, an AT transition command indicating that the transition to the AT state ST5 occurs is transmitted to the production-side MPU 92 (step S1008). When the production-side MPU 92 receives the AT transition command, the production indicating that the transition to the AT state ST5 occurs is executed by the upper lamp 61, the speaker 62, and the image display device 63.
[0222] On the other hand, when "1" is not set in the AT transition confirmation flag (step S1004: NO), the setting process for the end preparation state ST6 is executed (step S1009). In this setting process, the pseudo-bonus state flag in the main-side RAM 74 is cleared to "0". Also, in this setting process, "1" is set in the end preparation state flag provided in the main-side RAM 74. The end preparation state flag is a flag for the main-side MPU 72 to identify that it is the end preparation state ST6. By setting "1" in the end preparation state flag, the game state becomes the end preparation state ST6. Also, the end preparation completion flag in the main-side RAM 74 is cleared to "0" (step S1010). The end preparation completion flag is a flag for the main-side MPU 72 to identify whether one game has been executed in the end preparation state ST6 as already explained.
[0223] As already explained, in the end preparation state ST6, when an affirmative determination is made in step S802 in the second control process (Fig. 21) of the game section and "1" is not set in the end preparation completion flag (step S803: NO), after setting "1" in the end preparation completion flag, a process for identifying the presence or absence of the establishment of the ending condition of the second section SC2 is executed, and the second control process (Fig. 21) of the game section in this game is ended. On the other hand, when "1" is set in the end preparation completion flag (step S803: YES), a process for ending the second section SC2 and shifting to the first section SC1 is executed (steps S814 to S816). As a result, the second section SC2 ends when the next game after the game in which the pseudo-bonus state ST4 has ended ends.
[0224] After executing the process of step S1010, a bonus end command indicating that the pseudo-bonus state ST4 has ended is transmitted to the effect-side MPU 92 (step S1011). When the effect-side MPU 92 receives the bonus end command, an effect indicating that the pseudo-bonus state ST4 has ended is executed by the upper lamp 61, the speaker 62, and the image display device 63.
[0225] <Regarding the AT state ST5> Next, the processing content in the AT state ST5 will be described. FIG. 24 is a flowchart showing the processing for the AT state at the start of the game executed by the main MPU 72. The processing for the AT state at the start of the game is executed in step S904 in the processing for the advantageous state at the start of the game (FIG. 22) as already described.
[0226] First, it is determined whether "1" is set in either the first ending flag or the second ending flag in the main RAM 74 (step S1101). As already described, the first ending flag is a flag for the main MPU 72 to specify that the number of times the game is executed in the second section SC2 measured using the continuous game number counter 74c is likely to reach the upper limit game number. The second ending flag is a flag for the main MPU 72 to specify that the limited total net increase number of game media measured using the total acquired number counter 74d is likely to reach the upper limit net increase number. If "1" is set in either the first ending flag or the second ending flag (step S1101: YES), the processing after step S1102 is not executed. As a result, in a situation where the number of times the game is executed in the second section SC2 is likely to reach the upper limit game number, or in a situation where the limited total net increase number of game media is likely to reach the upper limit net increase number, the processing for adding the remaining number of AT states ST5 after step S1102 will not be executed.
[0227] When "1" is not set in both the first ending flag and the second ending flag (step S1101: NO), and on the condition that the index value IV = 11 to 15 is selected in the role lottery process (Figure 13) in the current game (step S1102: YES), the additional lottery process is executed (step S1103). In the additional lottery process, using the additional lottery table provided in the main ROM 73 and the lottery counter that is periodically updated in the main RAM 74, it is determined by lottery whether to generate an additional that will increase the remaining number of gaming media in the AT state ST5. In this case, as a mode of increasing the remaining number of grants when winning the additional lottery, there are two types: a direct hit mode that immediately increases in the game, and a mode of this premonitory state that increases the remaining number of grants when the number of standby games corresponding to the premonitory state (specifically 10 games) is consumed from the game. Also, in the additional lottery process, even if not winning the additional lottery, it is possible to win the false premonition lottery. When winning the false premonition lottery, a false premonitory state is generated until the number of games of the above standby games (specifically 10 games) is consumed from the game.
[0228] In both the present premonitory state and the pseudo premonitory state, the production content is determined according to a table corresponding to the premonitory state so that a production with a high expectation of an increase in the remaining number of gaming media in the AT state ST5 is likely to be executed as the production content of each game in the image display device 63. In this case, in the present premonitory state and the pseudo premonitory state, a more elaborate production is executed on the final game side than on the start game side. Specifically, in some consecutive games including the final game in the present premonitory state and the pseudo premonitory state, a production in which the same character is displayed between a plurality of games or a production according to a series of stories may be executed. Also, a production with a higher expectation is more likely to be executed in the present premonitory state than in the pseudo premonitory state. In the present premonitory state, a production for allowing the player to recognize that an increase in the remaining number of awards occurs in the final game in the game of the above standby game number is displayed, and in the pseudo premonitory state, a production for allowing the player to recognize that an increase in the remaining number of awards does not occur in the final game in the game of the above standby game number is displayed.
[0229] Specifically for the superposed lottery process, when the index value IV = 11 is selected, a direct win with a grant target number of 30 is selected with a 5% probability, a win in the current precursor state with a grant target number of 30 is selected with a 5% probability, a direct win with a grant target number of 50 is selected with a 5% probability, a win in the current precursor state with a grant target number of 50 is selected with a 5% probability, a win in the false precursor state is selected with a 10% probability, and it is out with a 70% probability. When the index value IV = 12 is selected, a direct win with a grant target number of 20 is selected with a 5% probability, a win in the current precursor state with a grant target number of 20 is selected with a 5% probability, a direct win with a grant target number of 40 is selected with a 5% probability, a win in the current precursor state with a grant target number of 40 is selected with a 5% probability, a win in the false precursor state is selected with a 10% probability, and it is out with a 70% probability. When the index value IV = 13 is selected, a direct win with a grant target number of 30 is selected with a 10% probability, a win in the current precursor state with a grant target number of 30 is selected with a 10% probability, a direct win with a grant target number of 50 is selected with a 10% probability, a win in the current precursor state with a grant target number of 50 is selected with a 10% probability, a direct win with a grant target number of 100 is selected with a 10% probability, a win in the current precursor state with a grant target number of 100 is selected with a 10% probability, a win in the false precursor state is selected with a 20% probability, and it is out with a 20% probability. When the index value IV = 14 is selected, a direct win with a grant target number of 20 is selected with a 10% probability, a win in the current precursor state with a grant target number of 20 is selected with a 10% probability, a direct win with a grant target number of 40 is selected with a 10% probability, a win in the current precursor state with a grant target number of 40 is selected with a 10% probability, a direct win with a grant target number of 90 is selected with a 10% probability, a win in the current precursor state with a grant target number of 90 is selected with a 10% probability, a win in the false precursor state is selected with a 20% probability, and it is out with a 20% probability.When the index value IV = 15 is elected, a direct hit win with 30 awarded items is selected with a 5% probability, a win in this precursor state with 30 awarded items is selected with a 5% probability, a direct hit win with 50 awarded items is selected with a 5% probability, a win in this precursor state with 50 awarded items is selected with a 5% probability, a win in the false precursor state is selected with a 10% probability, and it misses with a 70% probability.
[0230] As described above, the lower the probability of winning for the index value IV in the role lottery process (Figure 13), the higher the probability of a bonus win. Also, the lower the probability of winning for the index value IV in the role lottery process (Figure 13), the larger the expected value of the number of awarded items to be added. Also, the lower the probability of winning for the index value IV in the role lottery process (Figure 13), the higher the probability of a win in the false precursor state. This makes it possible to increase the advantage of winning for the index value IV with a low winning probability in the role lottery process (Figure 13).
[0231] When a direct hit win is selected in the bonus lottery process (step S1103) (step S1104: YES), the value of the number of awarded items selected as the direct hit win in the current bonus lottery process (step S1103) is added to the AT continuous counter 74e of the main side RAM 74 (step S1105). Then, a direct hit win command is transmitted to the production side MPU92 (step S1106). The direct hit win command is a command for the production side MPU92 to recognize that a direct hit win has occurred in the bonus lottery process (step S1103) and the number of awarded items in the direct hit win. When the production side MPU92 receives the direct hit win command, an effect indicating that an additional number of game media has occurred in the remaining number of awarded items in the AT state ST5 is executed by the upper lamp 61, the speaker 62, and the image display device 63.
[0232] If the winning of this precursor state is selected in the overlay lottery process (step S1103) (step S1107: YES), the value of the number of grants selected as the winning of this precursor state in the current overlay lottery process (step S1103) is added to the planned number counter 74f (see FIG. 9) provided in the main RAM 74 (step S1108). The planned number counter 74f is a counter for specifying, by the main MPU 72, the number of grants to be added to the AT continuation counter 74e in the final game of the number of standby games in this precursor state.
[0233] After that, it is determined whether or not "1" is set in the main precursor flag provided in the main RAM 74 (step S1109). The main precursor flag is a flag for the main MPU 72 to specify that the current state is the main precursor state. If "1" is not set in the main precursor flag (step S1109: NO), it is determined whether or not "1" is set in the false precursor flag provided in the main RAM 74 (step S1110). The false precursor flag is a flag for the main MPU 72 to specify that the current state is the false precursor state. If "1" is not set in the false precursor flag (step S1110: NO), "10" is set in the standby counter 74g (see FIG. 9) provided in the main RAM 74 as a value corresponding to the number of standby games in which the main precursor state continues (step S1111). The standby counter 74g is a counter for the main MPU 72 to specify the remaining number of standby games in the case of the main precursor state or the false precursor state.
[0234] In the situation where it is already in the main precursor state, if a win occurs with an index value IV = 11 to 15 in the role lottery process (FIG. 13), the overlay lottery process is executed. And if a direct win occurs in the overlay lottery process, the number of grants selected as the direct win is added to the AT continuation counter 74e in the main RAM 74 even in the middle of the main precursor state.
[0235] In the case where the additional lottery process executed in the situation where it is already in this preliminary state results in a win in this preliminary state, the number of grants selected as the win in this preliminary state is added to the planned number counter 74f of the main-side RAM 74. Therefore, when the current preliminary state ends, the value of the planned number counter 74f after the addition is added to the AT continuation counter 74e. That is, when a win in this preliminary state occurs during the process of this preliminary state, the number of grants added to the AT continuation counter 74e when the current preliminary state ends increases by the number of grants selected in the newly won preliminary state. However, even if a new win in the preliminary state occurs, if the "1" has already been set in the preliminary state flag of the main-side RAM 74, a positive determination is made in step S1109, and the setting of the number of waiting games for the waiting counter 74g in step S1111 is not performed. Therefore, even if a win in the preliminary state occurs during the additional lottery process in the middle of the preliminary state, the number of waiting games in the preliminary state is not extended. This makes it possible to prevent the preliminary state from continuing excessively.
[0236] In the case where the additional lottery process executed in the situation where it is already in the false preliminary state results in a win in this preliminary state, the number of grants selected as the win in this preliminary state is added to the planned number counter 74f of the main-side RAM 74. Therefore, the false preliminary state will be upgraded to this preliminary state in the middle. And when the upgraded preliminary state ends, the value of the planned number counter 74f is added to the AT continuation counter 74e. However, even if a win in this preliminary state occurs during the false preliminary state, if the "1" has already been set in the false preliminary state flag of the main-side RAM 74, a positive determination is made in step S1110, and the setting of the number of waiting games for the waiting counter 74g in step S1111 is not performed. Therefore, even if a win in this preliminary state occurs during the additional lottery process in the middle of the false preliminary state, the upgraded preliminary state ends when the remaining waiting games of the false preliminary state before the upgrade are consumed. This makes it possible to prevent the false preliminary state and the preliminary state from continuing excessively.
[0237] When an affirmative determination is made in step S1109, when an affirmative determination is made in step S1110, or when the process of step S1111 is executed, this preliminary command is transmitted to the production-side MPU92 (step S1112). This preliminary command is a command for causing the production-side MPU92 to recognize that the selection of this preliminary state has been made in the additional lottery process (step S1103) and the number of awards in the selection of this preliminary state. When the production-side MPU92 receives this preliminary command, it causes the production corresponding to this preliminary state to be executed by the upper lamp 61, the speaker 62, and the image display device 63. Then, a "1" is set in the preliminary flag of the main-side RAM74, and the false preliminary flag provided in the main-side RAM74 is cleared to "0" (step S1113).
[0238] When the selection of the false preliminary state is selected in the additional lottery process (step S1103) (step S1114: YES), it is determined whether the value of the standby counter 74g in the main-side RAM74 is 1 or more (step S1115). When the value of the standby counter 74g is "0" (step S1115: NO), "10" is set in the standby counter 74g as a value corresponding to the number of standby games in which the false preliminary state continues (step S1116). Then, a false preliminary command is transmitted to the production-side MPU92 (step S1117). The false preliminary command is a command for causing the production-side MPU92 to recognize that the selection of the false preliminary state has been made in the additional lottery process (step S1103). When the production-side MPU92 receives the false preliminary command, it causes the production corresponding to the false preliminary state to be executed by the upper lamp 61, the speaker 62, and the image display device 63. Then, a "1" is set in the false preliminary flag of the main-side RAM74 (step S1118).
[0239] On the other hand, even if the false premonition state is selected and the value of the standby counter 74g is 1 or more (step S1115: YES), the processes for starting the false premonition state in steps S1116 to S1118 are not executed. Therefore, even if the false premonition state is selected in the additional lottery process (step S1103) in a situation where the true premonition state or the false premonition state already exists, the false premonition state is not newly set, and the number of standby games of the true premonition state or the false premonition state being executed is not increased. As a result, it is possible to prevent the premonition state from continuing excessively.
[0240] FIG. 25 is a flowchart showing the AT process executed by the main MPU 72. The AT process is executed in step S606 in the corresponding process at the end of the game (FIG. 18). As described above, since the corresponding process at the end of the game is executed after the rotations of the reels 32L, 32M, and 32R in one game all stop, the AT process is also executed after the rotations of the reels 32L, 32M, and 32R in one game all stop.
[0241] First, it is determined whether the value of the bet number setting counter 74a in the main RAM 74 is "3" to determine whether the bet number in this game is "3" (step S1201). If the bet number in this game is "2" (step S1201: NO), the processes after step S1202 are not executed. As a result, even if a game with a bet number of "2" is executed in the AT state ST5, the remaining number of grants in the AT state ST5 is not subtracted, and further, if the true premonition state or the false premonition state occurs in the AT state ST5, the number of standby games of the premonition state is not subtracted.
[0242] In the case of the CB state (the first CB state ST2 or the second CB state ST3), since the AT process (Fig. 25) itself is not executed, even if the CB state is started during the AT state ST5, the number of games executed in the CB state is not treated as the number of games completed in the AT state ST5. Therefore, even if the state transitions to the CB state during the AT state ST5, after the end of the CB state, the AT state ST5 resumes from the state of the remaining number of awards immediately before the transition to the CB state.
[0243] When the bet number of the current game is "3" (step S1201: YES), it is determined whether a small winning combination is achieved in the current game and whether the number of gaming media awarded exceeds the bet number "3" (step S1202). Specifically, it is determined whether any of the first bell win, the second bell win, the first watermelon win, and the second watermelon win is achieved. If an affirmative determination is made in step S1202, on the condition that the value of the AT continuation counter 74e in the main side RAM 74 is 1 or more (step S1203: YES), the subtraction process of the AT continuation counter 74e is executed (step S1204). In the subtraction process, the bet number "3" is subtracted from the number of gaming media awarded in the current game, and the value after the subtraction is subtracted from the AT continuation counter 74e.
[0244] Note that the present invention is not limited to the above configuration. When the awarding of gaming media occurs in a situation where the value of the AT continuation counter 74e is 1 or more, the configuration may be such that the number of awards itself is subtracted from the value of the AT continuation counter 74e without subtracting the bet number. In this case, the AT state ST5 ends when the total number of gaming media paid out reaches or exceeds the end reference number. Also, when the awarding of gaming media exceeding the bet number or the replay win is not achieved, the configuration may be such that the number of gaming media of the player decreased by the execution of the game is added to the AT continuation counter 74e. In this case, the AT state ST5 ends when the total net increase number of gaming media reaches or exceeds the end reference number.
[0245] When a negative determination is made in step S1202, when a negative determination is made in step S1203, or when the process of step S1204 is executed, on the condition that the value of the standby counter 74g in the main-side RAM 74 is 1 or more (step S1205: YES), the value of the standby counter 74g is decremented by 1 (step S1206). Then, when the value of the standby counter 74g after the decrement by 1 is "0" (step S1207: YES), it is determined whether "1" is set in the main precursor flag of the main-side RAM 74 (step S1208).
[0246] When "1" is set in the main precursor flag (step S1208: YES), it means that the precursor state to end this time is the main precursor state. In this case, the addition process of the remaining grant number is executed (step S1209). In the addition process, the value set in the planned number counter 74f of the main-side RAM 74 is added to the AT continuation counter 74e. As a result, when the final game of the main precursor state ends, the number of game media granted in the main precursor state is added to the remaining number of game media to be granted in the AT state ST5.
[0247] When a negative determination is made in step S1208 or when the process of step S1209 is executed, each of the main precursor flag and the false precursor flag in the main-side RAM 74 is cleared to "0" (step S1210). As a result, if the current state is the main precursor state, the main precursor state ends, and if the current state is the false precursor state, the false precursor state ends.
[0248] When a negative determination is made in step S1205, when a negative determination is made in step S1207, or when the process of step S1210 is executed, it is determined whether the value of the AT continuation counter 74e in the main-side RAM 74 is "0" (step S1211). If the value of the AT continuation counter 74e is "0" (step S1211: YES), it means that the remaining number of game media in the current AT state ST5 has become "0". In this case, by determining whether the value of the standby counter 74g in the main-side RAM 74 is "0", it is determined whether the current state is the true premonitory state or the false premonitory state (step S1212).
[0249] If the current state is neither the true premonitory state nor the false premonitory state and the value of the standby counter 74g in the main-side RAM 74 is "0" (step S1212: YES), the setting process for the end preparation state ST6 is executed (step S1213). In the setting process, the AT state flag in the main-side RAM 74 is cleared to "0". Also, in the setting process, "1" is set in the end preparation state flag in the main-side RAM 74. The end preparation state flag is a flag for the main-side MPU 72 to identify that it is the end preparation state ST6. When "1" is set in the end preparation state flag, the game state becomes the end preparation state ST6. Then, the end preparation completion flag in the main-side RAM 74 is cleared to "0" (step S1214). The end preparation completion flag is a flag for the main-side MPU 72 to identify whether one game has been executed in the end preparation state ST6 as already described.
[0250] In the end preparation state ST6, as already described, if an affirmative determination is made in step S802 of the second control process (Fig. 21) in the game section and the end preparation completion flag is not set to "1" (step S803: NO), after setting "1" to the end preparation completion flag, a process for specifying whether the ending condition of the second section SC2 is satisfied is executed, and the second control process (Fig. 21) in the game section of the current game is ended. On the other hand, if the end preparation completion flag is set to "1" (step S803: YES), a process for ending the second section SC2 and shifting to the first section SC1 is executed (steps S814 to S816). As a result, the second section SC2 will end when the next game in which the AT state ST5 has ended ends.
[0251] Thereafter, an AT end command is transmitted to the effect side MPU92 (step S1215). The AT end command is a command for causing the effect side MPU92 to recognize that the AT state ST5 has ended. When the effect side MPU92 receives the AT end command, the upper lamp 61, the speaker 62, and the image display device 63 are controlled so that an effect corresponding to the normal game state ST1 is started after an effect indicating that the AT state ST5 has ended is executed.
[0252] On the other hand, when the current state is this premonitory state or false premonitory state and the value of the standby counter 74g of the main-side RAM 74 is 1 or more (step S1212: NO), even if the value of the AT continuation counter 74e is "0" and the remaining number of game media to be awarded in the current AT state ST5 is "0", the processes for ending the AT state ST5 in steps S1213 to S1215 are not executed. As a result, even if the remaining number of game media to be awarded in the AT state ST5 becomes "0", when it is in this premonitory state or false premonitory state, the AT state ST5 continues without ending. When it is in this premonitory state, since the value of the planned number counter 74f of the main-side RAM 74 is added to the AT continuation counter 74e in the final game of this premonitory state, the AT state ST5 continues even after this premonitory state ends. When it is in the false premonitory state, although the value of the AT continuation counter 74e is not added in the final game of this false premonitory state, if a direct hit win occurs in the additional lottery process (step S1103) during the false premonitory state, the awarded number selected becomes added to the AT continuation counter 74e, so the AT state ST5 can continue even after the false premonitory state ends.
[0253] FIG. 26 is a flowchart showing the AT effect control process executed by the effect-side MPU 92. The AT effect control process is repeatedly executed by the effect-side MPU 92 at a relatively short cycle (for example, a 4-millisecond cycle).
[0254] When receiving an AT transition command from the main-side MPU 72 (step S1301: YES), the AT base table pre-stored in the effect-side ROM 93 is read into the effect-side RAM 94 (step S1302). By performing execution control of the effect according to the AT base table, a light emission effect corresponding to the base effect of the AT state ST5 is performed on the upper lamp 61, a sound output effect corresponding to the base effect of the AT state ST5 is performed on the speaker 62, and a display effect corresponding to the base effect of the AT state ST5 is performed on the image display device 63.
[0255] FIG. 27(a) is an explanatory diagram for explaining an example of the base effect in the AT state ST5 in the image display device 63. As shown in FIG. 27(a), in the base effect for the AT state ST5, video display of the base image G11 by the base character image is performed. Further, a remaining award number display image G12 for notifying the remaining number of game media in the AT state ST5 is displayed, and a winning number display image G13 for notifying the number of game media acquired in the AT state ST5 is displayed. The effect side MPU 92 can grasp the remaining number of game media in the AT state ST5 and the number of game media acquired in the AT state ST5 based on the command received from the main side MPU 72, and appropriately updates the display contents of the remaining award number display image G12 and the winning number display image G13 according to the grasped information.
[0256] When receiving a direct winning command from the main side MPU 72 (step S1303: YES), the number of awards in the current direct winning is grasped from the information included in the direct winning command (step S1304), and a direct winning table corresponding to the grasped number of awards is read from the effect side ROM 93 to the effect side RAM 94 (step S1305). By performing execution control of the effect according to the direct winning table, a light emission effect corresponding to the direct winning is performed on the upper lamp 61, a sound output effect corresponding to the direct winning in the AT state ST5 is performed on the speaker 62, and a display effect corresponding to the direct winning is performed on the image display device 63. In this case, on the image display device 63, an image for notifying the number of awards in the current direct winning is displayed over a part of the base effect in the AT state ST5, and after the display is performed, a display is performed in which the number of awards is added to the number in the remaining award number display image G12. In the remaining award number display image G12, a number as a result of adding the number of awards in the current direct winning to the previous remaining number of awards is displayed. Thereby, the player can grasp that the remaining number of awards has increased due to the direct winning.
[0257] Here, even when a direct hit win occurs in this preliminary state or false preliminary state, in the game where the direct hit win has occurred, on the image display device 63, an image for notifying the number of awards in this direct hit win is displayed over a part of the presentation of the preliminary state or false preliminary state, and after the display is performed, a display is performed in which the number of awards is added to the number in the remaining award display image G12. Therefore, even in the middle of the preliminary state or false preliminary state, the player can grasp that the remaining number of awards has increased due to a direct hit win.
[0258] When the slave MPU 72 has received a false preliminary command (step S1306: YES), the false preliminary table is read from the effect side ROM 93 to the effect side RAM 94 (step S1307). By performing execution control of the effect according to the false preliminary table, a light emission effect corresponding to the false preliminary state is performed on the upper lamp 61, a sound output effect corresponding to the false preliminary state is performed on the speaker 62, and a display effect corresponding to the false preliminary state is performed on the image display device 63.
[0259] FIG. 27(b) is an explanatory diagram for explaining an example of a display effect corresponding to a false precursor state or a true precursor state in the image display device 63. As shown in FIG. 27(b), in the display effect corresponding to the false precursor state or the true precursor state, the remaining number display image G12 and the acquired number display image G13 are displayed in the same manner as the base effect for the AT state ST5. Further, in the display effect corresponding to the false precursor state or the true precursor state, a moving image display of the precursor effect image G14 by the precursor effect character image is performed. In the precursor effect image G14, an effect in which there is a high expectation that the remaining number of game media in the AT state ST5 will increase is likely to be executed. Also, a more elaborate effect is executed on the final game side than on the start game side of the false precursor state or the true precursor state. Specifically, in some consecutive games including the final game, an effect in which the same character is displayed between a plurality of games or an effect according to a series of stories may be executed. Further, in the final game of the false precursor state, an image is displayed that enables the player to recognize that the remaining number of game media in the AT state ST5 does not increase. Note that in the situation shown in FIG. 27(b), since the remaining number of game media in the AT state ST5 has become "0" in the middle of the false precursor state, "0 remaining" is displayed on the remaining number display image G12. However, since it is in the middle of the false precursor state, the AT state ST5 continues without ending.
[0260] When the main MPU 72 has received the true precursor command (step S1308: YES), the number of awards selected by the true precursor state winning that triggered the transmission of the current true precursor command is grasped from the information included in the true precursor command, and the grasped planned number is added to the award planned number counter provided in the effect side RAM 94 (step S1309). Then, it is determined whether or not the current state is during the execution of the effect of the true precursor state or the false precursor state (step S1310).
[0261] When it is not during the execution of the production of the present premonitory state or the pseudo-premonitory state (step S1310: NO), the present premonitory table is read from the production-side ROM 93 to the production-side RAM 94 (step S1311). By performing execution control of the production according to the present premonitory table, a light emission production corresponding to the present premonitory state is performed on the upper lamp 61, a sound output production corresponding to the present premonitory state is performed on the speaker 62, and a display production corresponding to the present premonitory state is performed on the image display device 63. The content of the display production of the image display device 63 corresponding to the present premonitory state is the same as the content of the display production corresponding to the pseudo-premonitory state except for the final game, and video displays of the remaining award number display image G12, the acquired number display image G13, and the premonitory production image G14 are performed as shown in FIG. 27(b). In the final game of the present premonitory state, an image for notifying the award number corresponding to the value of the award scheduled number counter in the production-side RAM 94 is displayed, and after the display is performed, a display is performed in which the award number is added to the number in the remaining award number display image G12. In the remaining award number display image G12, the number as a result of adding the award number at the end of the present premonitory state to the remaining award number until then is displayed. Thereby, the player can grasp that the remaining award number has increased due to the present premonitory state.
[0262] When it is during the execution of the production of the present premonitory state or the pseudo-premonitory state (step S1310: YES), correction processing is executed (step S1312). In the correction processing, if the current state is in the middle of the pseudo-premonitory state, the data corresponding to the production of the final game in the pseudo-premonitory table read into the production-side RAM 94 is changed to data that enables the execution of a production corresponding to an increase in the remaining award number of the game medium in the AT state ST5 and enables the notification of the award number corresponding to the value of the award constant counter in the production-side RAM 94. Also, if the current state is in the middle of the present premonitory state, the data corresponding to the production of the final game in the present premonitory table read into the production-side RAM 94 is changed to data that enables the notification of the award number corresponding to the value of the award constant counter in the production-side RAM 94 after the addition in step S1309.
[0263] As described above, even if the main winning of the main premonitory state occurs during the false premonitory state or in the middle of the main premonitory state, the value of the standby counter 74g of the main-side RAM 74 is not changed. Therefore, the remaining number of standby games in the current premonitory state is not changed, and after the main winning of the main premonitory state, the main premonitory state ends by consuming the remaining number of standby games. Therefore, even if the main winning of the main premonitory state occurs during the false premonitory state or in the middle of the main premonitory state in the effect-side MPU 92, only the data of the final game in the premonitory state table for executing the effect corresponding to the current premonitory state is corrected, and the process of increasing the number of games in which the effect corresponding to the premonitory state is executed is not performed. As a result, it becomes possible to notify the player of the number of additional games to be added to the AT continuation counter 74e of the main-side RAM 74 in the game in which the value of the planned number counter 74f of the main-side RAM 74 is added to the AT continuation counter 74e of the main-side RAM 74 in the main-side MPU 72.
[0264] When the main-side MPU 72 has received the AT end command (step S1313: YES), the AT end table is read from the effect-side ROM 93 to the effect-side RAM 94 (step S1314). By performing the execution control of the effect according to the AT end table, a light emission effect corresponding to the end of the AT state ST5 is performed on the upper lamp 61, a sound output effect corresponding to the end of the AT state ST5 is performed on the speaker 62, and a display effect corresponding to the end of the AT state ST5 is performed on the image display device 63.
[0265] FIG. 27(c) is an explanatory diagram for explaining an example of the display effect corresponding to the end of the AT state ST5 in the image display device 63. As shown in FIG. 27(c), in the display effect corresponding to the end of the AT state ST5, a moving image display of the end image G15 by the end character image is performed. In addition, a character image G16 of "END" for clearly indicating that the AT state ST5 has ended is displayed, and a total game medium number image G17 for notifying the total number of game media obtained in the current AT state ST5 is displayed.
[0266] In the effect control process for AT (Fig. 26), in addition to the above-mentioned processes, other processes are executed (step S1315). In the other processes, data to be referred to in various tables is updated as the game progresses, and a process for updating the effect content is executed. Also, when the granting of game media occurs, a process for updating the display content of the remaining grant number display image G12 and the winning number display image G13 accordingly is executed. Further, when a first ending command or a second ending command is received from the main MPU 72, a process for performing an ending effect is executed.
[0267] Next, the state of the effect corresponding to the precursor state progressing will be described with reference to the time chart of Fig. 28. Fig. 28(a) shows the period of the AT state ST5, Fig. 28(b) shows the value of the AT continuation counter 74e in the main RAM 74, Fig. 28(c) shows the value of the standby counter 74g in the main RAM 74, Fig. 28(d) shows the timing of a direct hit win in the additional draw lottery process (step S1103), Fig. 28(e) shows the period of this precursor state, and Fig. 28(f) shows the period of the false precursor state.
[0268] First, the case where the AT state ST5 ends when the value of the AT continuation counter 74e becomes "0" in the middle of the false precursor state and the false precursor state ends will be described.
[0269] At the timing of t1, as shown in Fig. 28(a), the AT state ST5 is started. In this case, as shown in Fig. 28(b), "200", which is the initial grant number of the AT state ST5, is set in the AT continuation counter 74e. In the AT state ST5, the game is repeatedly executed, and when a game medium is granted in excess of the bet number in the game, the value of the AT continuation counter 74e gradually decreases as shown in Fig. 28(b).
[0270] After that, at the timing of t2, as shown in Fig. 28(d), a direct hit win occurs in the additional draw lottery process (step S1103). Therefore, at the timing of t2, the value of the AT continuation counter 74e increases as shown in Fig. 28(b).
[0271] Thereafter, at the timing of t3, when winning in the additional lottery process (step S1103) of this preliminary state, as shown in FIG. 28(e), this preliminary state is started and, as shown in FIG. 28(c), "10" corresponding to the number of standby games is set in the standby counter 74g. Even in this preliminary state, the game is executed and a gaming medium exceeding the bet number is awarded, so that the value of the AT continuation counter 74e gradually decreases as shown in FIG. 28(b). Also, when the game is executed in this preliminary state, the value of the standby counter 74g gradually decreases as shown in FIG. 28(c).
[0272] Thereafter, at the timing of t4, when the value of the standby counter 74g becomes "0" as shown in FIG. 28(c), this preliminary state ends as shown in FIG. 28(e). In this case, the number of awards set in the planned number counter 74f of the main-side RAM 74 when this preliminary state was started is added to the AT continuation counter 74e, so that the value of the AT continuation counter 74e increases as shown in FIG. 28(b).
[0273] Thereafter, at the timing of t5, when winning in the additional lottery process (step S1103) of the false preliminary state, as shown in FIG. 28(f), the false preliminary state is started and, as shown in FIG. 28(c), "10" corresponding to the number of standby games is set in the standby counter 74g. Even in the false preliminary state, the game is executed and a gaming medium exceeding the bet number is awarded, so that the value of the AT continuation counter 74e gradually decreases as shown in FIG. 28(b). Also, when the game is executed in the false preliminary state, the value of the standby counter 74g gradually decreases as shown in FIG. 28(c). Thereafter, at the timing of t6, when the value of the standby counter 74g becomes "0" as shown in FIG. 28(c), the false preliminary state ends as shown in FIG. 28(f). Since no addition of the number of awards occurs in the false preliminary state, no increase in the AT continuation counter 74e occurs as shown in FIG. 28(b).
[0274] After that, at the timing of t7, in the additional lottery process (step S1103), when winning the false precursor state, as shown in FIG. 28(f), the false precursor state is started, and as shown in FIG. 28(c), "10" corresponding to the number of standby games is set in the standby counter 74g. Even in the false precursor state, the game is executed and the gaming medium is given in excess of the bet amount, so that the value of the AT continuation counter 74e gradually decreases as shown in FIG. 28(b). Also, when the game is executed in the false precursor state, the value of the standby counter 74g gradually decreases as shown in FIG. 28(c).
[0275] After that, at the timing of t8 during the false precursor state, as shown in FIG. 28(b), the value of the AT continuation counter 74e becomes "0". However, at the timing of t8, as shown in FIG. 28(c), since the value of the standby counter 74g is 1 or more and it is during the false precursor state, even if the value of the AT continuation counter 74e becomes "0", the AT state ST5 continues without ending. After that, at the timing of t9, as shown in FIG. 28(c), when the value of the standby counter 74g becomes "0", the false precursor state ends as shown in FIG. 28(f). Since no addition of the given number occurs in the false precursor state, no increase in the AT continuation counter 74e occurs as shown in FIG. 28(b). Also, at the timing of t9, as shown in FIG. 28(b), the value of the AT continuation counter 74e has already become "0". Therefore, at the timing of t9, the AT state ST5 ends as shown in FIG. 28(a).
[0276] Next, a case where the value of the AT continuation counter 74e becomes "0" during the false precursor state and a direct hit win occurs during the false precursor state will be described.
[0277] As shown in FIG. 28(a), at the timing of t10 in the AT state ST5, by winning the false precursor state in the additional lottery process (step S1103), as shown in FIG. 28(f), the false precursor state is started and, as shown in FIG. 28(c), "10" corresponding to the number of standby games is set in the standby counter 74g. Even in the false precursor state, the game is executed and the game medium exceeding the bet number is given, so that the value of the AT continuation counter 74e gradually decreases as shown in FIG. 28(b). Also, by executing the game in the false precursor state, the value of the standby counter 74g gradually decreases as shown in FIG. 28(c).
[0278] Thereafter, at the timing of t11 in the middle of the false precursor state, as shown in FIG. 28(b), the value of the AT continuation counter 74e becomes "0". However, at the timing of t11, since the value of the standby counter 74g is 1 or more as shown in FIG. 28(c) and it is in the middle of the false precursor state, even if the value of the AT continuation counter 74e becomes "0", the AT state ST5 continues without ending.
[0279] Thereafter, at the timing of t12 in the middle of the false precursor state, as shown in FIG. 28(d), a direct hit win is obtained in the additional lottery process (step S1103). Therefore, at the timing of t12, as shown in FIG. 28(b), the number of given values selected in the direct hit win is added to the AT continuation counter 74e, so that the value of the AT continuation counter 74e becomes 1 or more. When the value of the AT continuation counter 74e becomes 1 or more, the game is executed in the false precursor state and the game medium exceeding the bet number is given, so that the value of the AT continuation counter 74e is subtracted as shown in FIG. 28(b).
[0280] Thereafter, at the timing of t13, as shown in FIG. 28(c), when the value of the standby counter 74g becomes "0", the false precursor state ends as shown in FIG. 28(f). Since the addition of the number of grants does not occur in the false precursor state, as shown in FIG. 28(b), the increase in the AT continuation counter 74e does not occur. However, at the timing of t13, as shown in FIG. 28(b), since the number of grants increased at the timing of t12 is not "0", the value of the AT continuation counter 74e is 1 or more. Therefore, even if the false precursor state ends, the AT state ST5 continues. Thereafter, at the timing of t14, as shown in FIG. 28(b), when the value of the AT continuation counter 74e becomes "0", the AT state ST5 ends as shown in FIG. 28(a).
[0281] Next, a case where the value of the AT continuation counter 74e becomes "0" during the false precursor state and the main precursor state is elected during the false precursor state will be described.
[0282] At the timing of t15 which is the AT state ST5 as shown in FIG. 28(a), when the false precursor state is elected in the overlaid lottery process (step S1103), the false precursor state starts as shown in FIG. 28(f) and "10" corresponding to the number of standby games is set in the standby counter 74g as shown in FIG. 28(c). Even in the false precursor state, the game is executed and the grant of the game medium exceeding the bet number is performed, so that the value of the AT continuation counter 74e gradually decreases as shown in FIG. 28(b). Also, since the game is executed in the false precursor state, the value of the standby counter 74g gradually decreases as shown in FIG. 28(c).
[0283] Thereafter, at the timing of t16 which is during the false precursor state, as shown in FIG. 28(b), the value of the AT continuation counter 74e becomes "0". However, at the timing of t16, as shown in FIG. 28(c), since the value of the standby counter 74g is 1 or more and it is during the false precursor state, even if the value of the AT continuation counter 74e becomes "0", the AT state ST5 continues without ending.
[0284] Thereafter, at the timing of t17 which is in the middle of the false precursor state, by winning in the additional lottery process (step S1103) of this precursor state, it is promoted from the false precursor state to this precursor state as shown in FIGS. 28(e) and 28(f). However, as shown in FIG. 28(c), the remaining number of waiting games is carried over as it is without resetting the number of waiting games to the waiting counter 74g.
[0285] At the timing of t18, when the value of the waiting counter 74g becomes "0" as shown in FIG. 28(c), this precursor state ends as shown in FIG. 28(e). In this case, when this precursor state is started, the number of grants set in the planned number counter 74f of the main side RAM 74 is added to the AT continuation counter 74e, so that the value of the AT continuation counter 74e increases as shown in FIG. 28(b). Therefore, even if this precursor state ends, the AT state ST5 continues. Thereafter, at the timing of t19, when the value of the AT continuation counter 74e becomes "0" as shown in FIG. 28(b), the AT state ST5 ends as shown in FIG. 28(a).
[0286] According to the present embodiment described in detail above, the following excellent effects are obtained.
[0287] When it is in this precursor state or the false precursor state in the AT state ST5, even if the value of the AT continuation counter 74e becomes "0", that is, even if the remaining number of game media grants in the AT state ST5 becomes "0", the AT state ST5 does not end but continues. Thereby, it is possible to create a situation in which the AT state ST5 can continue even if the remaining number of game media grants in the AT state ST5 becomes "0". In addition, it is possible to prevent the execution of the effect in this precursor state or the false precursor state from ending halfway due to the end of the AT state ST5.
[0288] In particular, in the case of a false precursor state that does not trigger an increase in the remaining number of gaming media to be awarded in the AT state ST5, even if the remaining number of gaming media to be awarded in the AT state ST5 becomes "0", the AT state ST5 continues without ending. As a result, a false precursor state that only serves as an effect that does not cause fluctuations in the player's profit when the remaining number of gaming media to be awarded is not "0" can be made into a state for continuing the AT state ST5 when the remaining number of gaming media to be awarded is "0", and it becomes possible to increase the player's attention to the false precursor state.
[0289] If the AT state ST5 continues even when the remaining number of gaming media to be awarded in the AT state ST5 is "0" because it is a false precursor state, the AT state ST5 also ends when the false precursor state ends with the remaining number of gaming media remaining "0". This makes it possible to prevent the AT state ST5 from continuing excessively.
[0290] When a direct hit win occurs in the AT state ST5 in the bonus draw process, since the remaining number of gaming media to be awarded in the AT state ST5 increases, the player will expect a direct hit win to occur in the AT state ST5. In this case, if the AT state ST5 continues even when the remaining number of gaming media to be awarded is "0" because it is a false precursor state, and a direct hit win occurs in this continued situation, the remaining number of gaming media to be awarded increases. As a result, it becomes possible to make the player expect a direct hit win even in a situation where the AT state ST5 continues because it is a false precursor state.
[0291] Even if a true precursor win or a false precursor win occurs in the true precursor state or the false precursor state, the remaining number of games in the precursor state is maintained without increasing. This makes it possible to prevent the false precursor state from continuing excessively.
[0292] <Second Embodiment> In this embodiment, the establishment mode of replay winning and the content of the game in the pseudo-bonus state ST4 are different from those in the first embodiment. Hereinafter, the configuration different from the first embodiment will be described. Note that the description of the same configuration as that in the first embodiment will basically be omitted.
[0293] FIG. 29 is an explanatory diagram for explaining the combination of symbols that result in a normal replay win, a first special replay win, and a second special replay win.
[0294] As shown in FIG. 29, in this embodiment, when the stop symbol of the left reel 32L on the main line ML is the "replay" symbol, the stop symbol of the middle reel 32M is the "replay" symbol, and the stop symbol of the right reel 32R is the "replay" symbol; when the stop symbol of the left reel 32L on the main line ML is the "replay" symbol, the stop symbol of the middle reel 32M is the "replay" symbol, and the stop symbol of the right reel 32R is the "red 7" symbol; when the stop symbol of the left reel 32L on the main line ML is the "replay" symbol, the stop symbol of the middle reel 32M is the "red 7" symbol, and the stop symbol of the right reel 32R is the "red 7" symbol; when the stop symbol of the left reel 32L on the main line ML is the "red 7" symbol, the stop symbol of the middle reel 32M is the "replay" symbol, and the stop symbol of the right reel 32R is the "red 7" symbol; when the stop symbol of the left reel 32L on the main line ML is the "replay" symbol, the stop symbol of the middle reel 32M is the "replay" symbol, and the stop symbol of the right reel 32R is the "BAR" symbol; when the stop symbol of the left reel 32L on the main line ML is the "replay" symbol, the stop symbol of the middle reel 32M is the "BAR" symbol, and the stop symbol of the right reel 32R is the "BAR" symbol; or when the stop symbol of the left reel 32L on the main line ML is the "BAR" symbol, the stop symbol of the middle reel 32M is the "replay" symbol, and the stop symbol of the right reel 32R is the "BAR" symbol, a normal replay win is achieved.
[0295] In this embodiment, in addition to the normal replay prize, the first chance replay prize, and the second chance replay prize as replay prizes, a first special replay prize and a second special replay prize are set. When the stop symbol of the left reel 32L on the main line ML is the "red 7" symbol, the stop symbol of the middle reel 32M is the "red 7" symbol, and the stop symbol of the right reel 32R is the "red 7" symbol, it becomes the first special replay prize. When the stop symbol of the left reel 32L on the main line ML is the "BAR" symbol, the stop symbol of the middle reel 32M is the "BAR" symbol, and the stop symbol of the right reel 32R is the "BAR" symbol, it becomes the second special replay prize.
[0296] In this slot machine 10, when in the non-CB state as in the first embodiment, reel control that allows the reels 32L, 32M, and 32R to slide up to a maximum of four symbols after the stop buttons 42 to 44 are operated is performed for each of the reels 32L, 32M, and 32R. In other words, reel control to stop the reels 32L, 32M, and 32R is performed until a specified time (190 milliseconds) elapses after the stop buttons 42 to 44 are operated. By performing such reel control, it becomes possible to easily establish a winning corresponding to the winning combination, and it also becomes possible to avoid a winning corresponding to a non-winning combination from being established. However, since the rotation amount of the reels 32L, 32M, and 32R that can be slid is limited as described above, in one of the reels 32L, 32M, and 32R, if there are five or more symbols between the constituent symbols that form the symbol combination for establishing a winning, depending on the operation timing of the corresponding stop buttons 42 to 44, the said constituent symbols may not stop on the main line ML. The first special replay prize and the second special replay prize are winning modes that may not be established depending on the stop operation timing of the stop buttons 42 to 44 with respect to the rotational positions of the reels 32L, 32M, and 32R.
[0297] FIG. 30 is an explanatory diagram for explaining the winning combination lottery table for three bets in the present embodiment selected when the set value is "3" and the number of bets is "3". In the following description, the explanatory diagram of FIG. 31 will be referred to as appropriate.
[0298] For index values IV = 1 to 16, the same winning data and point value PV as those in the winning combination lottery table (FIG. 14) for three bets in the first embodiment are set. Also, for index value IV = 19, the same winning data and point value PV as those of index value IV = 17 in the winning combination lottery table (FIG. 14) for three bets in the first embodiment are set.
[0299] For index value IV = 17, normal replay winning data and first special replay winning data are set. When winning occurs with index value IV = 17, as shown in FIG. 31, when the first stop is on the left reel 32L or the middle reel 32M, the normal replay winning is surely established regardless of the types of the second and third stop target reels 32L, 32M, 32R and the operation timing of the stop buttons 42 to 44. On the other hand, when the first stop is on the right reel 32R, either the first special replay winning or the normal replay winning is surely established regardless of the types of the second and third stop target reels 32L, 32M, 32R. In this case, if the operation timing of each stop button 42 to 44 with respect to the rotational positions of the reels 32L, 32M, 32R is a timing that can establish the first special replay winning, the establishment of the first special replay winning is prioritized, and if the operation timing is a timing that cannot establish the first special replay winning, the normal replay winning is established.
[0300] For the index value IV = 18, normal replay winning data, first special replay winning data, and second special replay winning data are set. When winning occurs with the index value IV = 18, as shown in Fig. 31, if the first stop is on the left reel 32L or the middle reel 32M, the normal replay winning is surely established regardless of the types of the reels 32L, 32M, and 32R as the second stop target and the third stop target and the operation timing of the stop buttons 42 to 44. On the other hand, if the first stop is on the right reel 32R, any one of the first special replay winning, the second special replay winning, and the normal replay winning is surely established regardless of the types of the reels 32L, 32M, and 32R as the second stop target and the third stop target. In this case, if the operation timing of each stop button 42 to 44 with respect to the rotational positions of the reels 32L, 32M, and 32R is the timing at which the first special replay winning can be established, the establishment of the first special replay winning is prioritized. If the operation timing is the timing at which the second special replay winning can be established, the establishment of the second special replay winning is prioritized. If the operation timing is the timing at which it is impossible to establish the first special replay winning and the second special replay winning, the normal replay winning is established.
[0301] Here, the symbol arrangements of the respective reels 32L, 32M, and 32R in the present embodiment are the same as those of the respective reels 32L, 32M, and 32R in the first embodiment shown in FIG. 4. In the configuration where it is necessary to stop the right reel 32R as the first stop in order to establish the first special replay winning or the second special replay winning when the index value IV = 18 is won as described above, as shown in FIG. 4, in the right reel 32R, there are more than 4 symbols, which is the number of symbols corresponding to the maximum slippage number, between the "red 7" symbol and the "BAR" symbol. Therefore, when the right stop button 44 is operated to stop such that the "red 7" symbol stops on the main line ML of the right reel 32R aiming to establish the first special replay winning when the index value IV = 18 is won, the "BAR" symbol does not stop on the main line ML, and the second special replay winning does not occur because the "BAR" symbol does not stop. Also, when the right stop button 44 is operated to stop such that the "BAR" symbol stops on the main line ML of the right reel 32R aiming to establish the second special replay winning when the index value IV = 18 is won, the "red 7" symbol does not stop on the main line ML, and the first special replay winning does not occur because the "red 7" symbol does not stop. That is, when the right reel 32R is stopped for the first time when the index value IV = 18 is won, in the configuration where stop control of the respective reels 32L, 32M, and 32R is performed so that the first special replay winning and the second special replay winning are prioritized over the normal replay winning, the priority between the first special replay winning and the second special replay winning is not set in the stop control, and it is possible to select which of the first special replay winning and the second special replay winning to establish depending on the operation timing of the stop buttons 42 to 44 by the player.
[0302] As shown in FIG. 30, since “600” is set as the point value PV for the index value IV = 17 and “200” is set as the point value PV for the index value IV = 18, the probability of winning with the index value IV = 17 is about 1 / 109, and the probability of winning with the index value IV = 18 is about 1 / 328. That is, the index value IV = 18 for which both the first special replay winning and the second special replay winning can be established has a lower winning probability than the index value IV = 17 for which only the first special replay winning can be established among the first special replay winning and the second special replay winning.
[0303] When winning with the index value IV = 17 in the role lottery process (FIG. 13) in the pseudo-bonus state ST4, a notification prompting the establishment of the first special replay winning is made on the main line ML. Also, when winning with the index value IV = 18 in the role lottery process (FIG. 13) in the pseudo-bonus state ST4, if it is the first half situation of the pseudo-bonus state ST4, a notification prompting the establishment of the first special replay winning is made on the main line ML, and if it is the second half situation of the pseudo-bonus state ST4, a notification prompting the establishment of the second special replay winning is made on the main line ML. These notifications will be explained with reference to the explanatory diagrams in FIGS. 32(a) and 32(b). FIG. 32(a) is an explanatory diagram for explaining the state where a notification prompting the establishment of the first special replay winning is made on the main line ML, and FIG. 32(b) is an explanatory diagram for explaining the state where a notification prompting the establishment of the second special replay winning is made on the main line ML. Note that the first half situation of the pseudo-bonus state ST4 refers to the situation until half of the initial continuous game number (20 games or 50 games) is consumed when the pseudo-bonus state ST4 is started, and the second half situation of the pseudo-bonus state ST4 refers to the situation after half of the initial continuous game number is consumed.
[0304] When winning with an index value IV = 17 in the role lottery process (Fig. 13) in the suspected bonus state ST4 or winning with an index value IV = 18 in the role lottery process (Fig. 13) in the first half situation of the suspected bonus state ST4, in the image display device 63, as shown in Fig. 32(a1), the first stop is the right reel 32R, and a display corresponding to a stop order where the types of the reels 32L, 32M, 32R for the second stop target and the third stop target are arbitrary is performed. At the same time, a display indicating that the "Red 7" symbol should be aimed at is performed on each of the reels 32L, 32M, 32R. Also, in the combined display unit 66, as shown in Fig. 32(a2), the first stop is the right reel 32R, and a display corresponding to a stop order where the types of the reels 32L, 32M, 32R for the second stop target and the third stop target are arbitrary is performed. Then, the rotation of the reels 32L, 32M, 32R is stopped in the order according to the said notification, and by performing a stop operation on the stop buttons 42 to 44 aiming at the "Red 7" symbol on each of the reels 32L, 32M, 32R, as shown in Fig. 32(a3), a combination of "Red 7" symbols, "Red 7" symbols, and "Red 7" symbols is stopped and displayed on the main line ML.
[0305] When winning with an index value IV = 17 in the suspected bonus state ST4 or winning with an index value IV = 18 in the first half situation of the suspected bonus state ST4, it will be determined that a transition to the AT state ST5 will occur after the end of the said suspected bonus state ST4. In this case, in such a situation, the right reel 32R is stopped first, and a notification indicating that the "Red 7" symbol should be aimed at on each of the reels 32L, 32M, 32R on the main line ML is given. By stopping the rotation of the reels 32L, 32M, 32R in the order according to the said notification and performing a stop operation on the stop buttons 42 to 44 aiming at the "Red 7" symbol on each of the reels 32L, 32M, 32R on the main line ML, as shown in Fig. 32(a3), a combination of "Red 7" symbols, "Red 7" symbols, and "Red 7" symbols is stopped and displayed on the main line ML. Thereby, it becomes possible to notify the player that the transition to the AT state ST5 has been determined using the stop results of the reels 32L, 32M, 32R.
[0306] In the pseudo-bonus state ST4, even when winning in the lottery process (Fig. 13) for the index value IV = 16 where only normal replay winning data is set, with a predetermined probability (e.g., 20%), the right reel 32R is first stopped and a notification is given to aim for the "Red 7" symbol on the main line ML for each of the reels 32L, 32M, and 32R. In this case, even if the rotation of the reels 32L, 32M, and 32R is stopped in the order according to the said notification and the stop buttons 42 to 44 are stopped and operated aiming for the "Red 7" symbol on the main line ML for each of the reels 32L, 32M, and 32R, although the "Red 7" symbol stops on the main line ML for the reels 32L, 32M, and 32R up to the second stop, the "Red 7" symbol does not stop on the main line ML for the reels 32L, 32M, and 32R at the third stop. Thereby, it becomes possible to perform an effect that anticipates the transition to the AT state ST5 by using the notification to aim for the "Red 7" symbol as described above.
[0307] When winning for the index value IV = 17 in the pseudo-bonus state ST4 or when winning for the index value IV = 18 in the first half situation of the pseudo-bonus state ST4, even when the notification to aim for the "Red 7" symbol as described above occurs, if the rotation of the reels 32L, 32M, and 32R is not stopped in the order according to the said notification, or if the stop buttons 42 to 44 are not stopped and operated at the timing when the "Red 7" symbol stops on the main line ML for each of the reels 32L, 32M, and 32R, the combination of the "Red 7" symbol, the "Red 7" symbol, and the "Red 7" symbol will not stop and be displayed on the main line ML, and a normal replay winning is established. However, even in this case, after the pseudo-bonus state ST4 ends, the transition to the AT state ST5 occurs. Thereby, it becomes possible to prevent the benefit of the transition to the AT state ST5 from being lost depending on the player's stop operation mode.
[0308] When winning with an index value IV = 18 in the role lottery process (Fig. 13) in the latter half of the suspected bonus state ST4, in the image display device 63, as shown in Fig. 32(b1), the first stop is the right reel 32R, and the types of the reels 32L, 32M, 32R for the second stop target and the third stop target are arbitrary. A display corresponding to the stop order is performed, and a display indicating that the "BAR" symbol should be aimed at on each of the reels 32L, 32M, 32R is performed. Also, in the combined display unit 66, as shown in Fig. 32(b2), the first stop is the right reel 32R, and the types of the reels 32L, 32M, 32R for the second stop target and the third stop target are arbitrary. A display corresponding to the stop order is performed. Then, the rotation of the reels 32L, 32M, 32R is stopped in the order according to the notification, and by aiming at the "BAR" symbol on each of the reels 32L, 32M, 32R and performing a stop operation on the stop buttons 42 to 44, a combination of "BAR" symbols, "BAR" symbols, and "BAR" symbols is stopped and displayed on the main line ML as shown in Fig. 32(b3).
[0309] When winning with an index value IV = 18 in the latter half of the suspected bonus state ST4, it is determined that the state will shift to the AT state ST5 after the end of the suspected bonus state ST4, and it will shift to an AT state ST5 that is more advantageous than when winning with an index value IV = 17 in the suspected bonus state ST4 and when winning with an index value IV = 18 in the first half of the suspected bonus state ST4. Specifically, the initial grant number of the AT state ST5 will be larger than when shifting to the AT state ST5 under other conditions. In this case, in such a situation, the right reel 32R is first stopped, and notification is given that the "BAR" symbol should be aimed at on the main line ML on each of the reels 32L, 32M, 32R. The rotation of the reels 32L, 32M, 32R is stopped in the order according to the notification, and the stop buttons 42 to 44 are operated to stop aiming at the "BAR" symbol on the main line ML on each of the reels 32L, 32M, 32R. As a result, as shown in FIG. 32(b3), a combination of the "BAR" symbol, the "BAR" symbol, and the "BAR" symbol is stopped and displayed on the main line ML. Thereby, it becomes possible to notify the player that the shift to a more advantageous AT state ST5 has been determined by utilizing the stop results of the reels 32L, 32M, 32R.
[0310] In the latter half of the pseudo-bonus state ST4, even when winning in the lottery process (Figure 13) for the index value IV = 16 where only normal replay winning data is set, with a predetermined probability (e.g., 10%), the right reel 32R is first stopped and a notification is given to aim for the "BAR" symbol on the main line ML for each of the reels 32L, 32M, and 32R. In this case, even if the rotation of the reels 32L, 32M, and 32R is stopped in the order according to the said notification and the stop buttons 42 to 44 are stopped and operated aiming for the "BAR" symbol on the main line ML for each of the reels 32L, 32M, and 32R, although the "BAR" symbol stops on the main line ML for the reels 32L, 32M, and 32R up to the second stop, the "BAR" symbol does not stop on the main line ML for the reels 32L, 32M, and 32R at the third stop. Thereby, it becomes possible to perform an effect that anticipates a transition to a more advantageous AT state ST5 by using the notification that makes the player aim for the "BAR" symbol as described above.
[0311] In the case of winning for the index value IV = 18 in the latter half of the pseudo-bonus state ST4, even when the above-mentioned notification that makes the player aim for the "BAR" symbol occurs, if the rotation of the reels 32L, 32M, and 32R is not stopped in the order according to the said notification, or if the stop buttons 42 to 44 are not stopped and operated at the timing when the "BAR" symbol stops on the main line ML for each of the reels 32L, 32M, and 32R, the combination of the "BAR" symbol, the "BAR" symbol, and the "BAR" symbol will not be stopped and displayed on the main line ML, and a normal replay winning is established. However, even in this case, after the pseudo-bonus state ST4 ends, a transition is made to a more advantageous AT state ST5. Thereby, it becomes possible to prevent the benefit of transitioning to a more advantageous AT state ST5 from being lost depending on the player's stop operation mode.
[0312] Here, the first special replay winning data is set for the index value IV = 17, and the first special replay winning data and the second special replay winning data are set for the index value IV = 18. In the first half of the pseudo-bonus state ST4, when winning for the index value IV = 17 or 18, notifications are made to stop the combinations of the "Red 7" symbol, the "Red 7" symbol, and the "Red 7" symbol on the main line ML. On the other hand, in the second half of the pseudo-bonus state ST4, when winning for the index value IV = 18, notifications are made to stop the combinations of the "BAR" symbol, the "BAR" symbol, and the "BAR" symbol on the main line ML. Thereby, by using the index value IV = 18 for stopping the combinations of the "BAR" symbol, the "BAR" symbol, and the "BAR" symbol on the main line ML in the second half of the pseudo-bonus state ST4, it becomes possible to increase the probability that the combinations of the "Red 7" symbol, the "Red 7" symbol, and the "Red 7" symbol stop on the main line ML in the first half of the pseudo-bonus state ST4.
[0313] When the index value IV = 17 is selected and the right reel 32R is stopped for the first time, and the stop buttons 42 to 44 are operated to stop aiming at the "Red 7" symbol on the main line ML on each of the reels 32L, 32M, and 32R, even in a gaming state that is not the pseudo-bonus state ST4, combinations of the "Red 7" symbol, the "Red 7" symbol, and the "Red 7" symbol will be stopped and displayed on the main line ML. Even if combinations of the "Red 7" symbol, the "Red 7" symbol, and the "Red 7" symbol are stopped and displayed on the main line ML in a gaming state that is not the pseudo-bonus state ST4, no profit other than re-play will be given to the player. In this case, in a configuration where the first special replay winning data is not set for the index value IV = 18, if we try to make the probability of the combinations of the "Red 7" symbol, the "Red 7" symbol, and the "Red 7" symbol being stopped and displayed on the main line ML in the first half situation of the pseudo-bonus state ST4 the same, it becomes necessary to increase the winning probability of the index value IV = 17. However, if the winning probability of the index value IV = 17 is increased, the probability of the combinations of the "Red 7" symbol, the "Red 7" symbol, and the "Red 7" symbol being stopped and displayed on the main line ML in a gaming state that is not the pseudo-bonus state ST4 will also increase. On the other hand, as described above, by setting not only the second special replay winning data but also the first special replay winning data for the index value IV = 18 and making it so that when the index value IV = 18 is selected in the first half situation of the pseudo-bonus state ST4, a notification for stopping the combinations of the "Red 7" symbol, the "Red 7" symbol, and the "Red 7" symbol on the main line ML is given, it is possible to make the probability of the combinations of the "Red 7" symbol, the "Red 7" symbol, and the "Red 7" symbol being stopped and displayed on the main line ML in the first half situation of the pseudo-bonus state ST4 a predetermined probability while preventing the winning probability of the index value IV = 17 from becoming too high.
[0314] Also, as already described, on the right reel 32R, there are more than 4 symbols, which is the number of symbols corresponding to the maximum slippage number, between the "Red 7" symbol and the "BAR" symbol. Therefore, when aiming to establish the first special replay winning when the index value IV = 18 and the right stop button 44 is operated to stop the "Red 7" symbol on the main line ML of the right reel 32R, the "BAR" symbol will not stop on the main line ML, and the second special replay winning will not be established because the "BAR" symbol does not stop. Also, when aiming to establish the second special replay winning when the index value IV = 18 and the right stop button 44 is operated to stop the "BAR" symbol on the main line ML of the right reel 32R, the "Red 7" symbol will not stop on the main line ML, and the first special replay winning will not be established because the "Red 7" symbol does not stop. That is, when the right reel 32R is stopped first when the index value IV = 18, in the configuration where the stop control of each of the reels 32L, 32M, and 32R is performed so that the first special replay winning and the second special replay winning are prioritized over the normal replay winning, the priority between the first special replay winning and the second special replay winning is not set in the stop control, and it becomes possible to select which of the first special replay winning and the second special replay winning to establish depending on the operation timing of the stop buttons 42 to 44 by the player. As a result, when the index value IV = 18 is won, in the first half situation of the pseudo-bonus state ST4, notification is given to stop a combination of the "Red 7" symbol, the "Red 7" symbol, and the "Red 7" symbol on the main line ML, and in the second half situation of the pseudo-bonus state ST4, notification is given to stop a combination of the "BAR" symbol, the "BAR" symbol, and the "BAR" symbol on the main line ML. In the configuration where the first special replay winning data and the second special replay winning data are set for the index value IV = 18, it becomes possible to have a symbol combination suitable for each situation stop and be displayed on the main line ML.
[0315] FIG. 33 is a flowchart showing the stop order notification control process in the present embodiment executed by the main MPU 72. The stop order notification control process is executed in step S412 of the role lottery process (FIG. 13).
[0316] First, it is determined whether the value of the bet number setting counter 74a in the main RAM 74 is "3" to determine whether the bet number of the current game is "3" (step S1401). If the bet number of the current game is "2" (step S1401: NO), the processes after step S1402 are not executed. If the bet number of the current game is "3" (step S1401: YES), if the current game state is the AT state ST5 (step S1402: YES), the notification control process for the advantageous state is executed (step S1403). In the notification control process for the advantageous state, when winning any of the index values IV = 1 to 6 in the role lottery process (FIG. 13), a display corresponding to the stop order of the reels 32L, 32M, 32R that enables the establishment of the first bell winning is performed on the shared display unit 66, and a command for notifying the stop order of the reels 32L, 32M, 32R that enables the establishment of the first bell winning by the image display device 63 is transmitted to the effect side MPU 92. Also, in the notification control process for the advantageous state, when winning any of the index values IV = 7 to 9 in the role lottery process (FIG. 13), a display corresponding to the stop order of the reels 32L, 32M, 32R that enables the establishment of the second bell winning is performed on the shared display unit 66, and a command for notifying the stop order of the reels 32L, 32M, 32R that enables the establishment of the second bell winning by the image display device 63 is transmitted to the effect side MPU 92.
[0317] When the current gaming state is the pseudo-bonus state ST4 (step S1404: YES), if the index value IV = 17 is won in the winning combination lottery process (Fig. 13) (step S1405: YES), the setting process for the display data for the first right stop is executed (step S1406). As a result, the display corresponding to the stop order where the first stop is the right reel 32R and the types of the reels 32L, 32M, 32R for the second and third stop targets are arbitrary is started on the shared display unit 66. The display is started before the stop operations of the reels 32L, 32M, 32R become effective, and ends when stop commands are generated for all of the reels 32L, 32M, 32R in the game for which the display is to be executed.
[0318] Thereafter, a red 7 notification command is transmitted to the effect side MPU92 (step S1407). Fig. 34 is a flowchart showing the notification control process executed by the effect side MPU92. The notification control process is repeatedly executed by the effect side MPU92 at a relatively short cycle (for example, a cycle of 4 milliseconds). When the effect side MPU92 receives the red 7 notification command (step S1501: YES), the red 7 notification table is read from the effect side ROM93 to the effect side RAM94 (step S1502). As a result, the display corresponding to the stop order where the first stop is the right reel 32R and the types of the reels 32L, 32M, 32R for the second and third stop targets are arbitrary, and the display indicating that the "red 7" symbol should be aimed at on the main line ML in each of the reels 32L, 32M, 32R are started on the image display device 63. The display is started before the stop operations of the reels 32L, 32M, 32R become effective, and ends when stop commands are generated for all of the reels 32L, 32M, 32R in the game for which the display is to be executed.
[0319] Returning to the description of the stop sequence notification control process (Fig. 33), when the current gaming state is the pseudo-bonus state ST4 (step S1404: YES), and when the index value IV = 18 is won in the symbol drawing process (Fig. 13) (step S1408: YES), it is determined whether the current situation is the first half of the pseudo-bonus state ST4 (step S1409). As already described, the first half of the pseudo-bonus state ST4 refers to the situation until half of the initial continuous game count (20 games or 50 games) is completed when the pseudo-bonus state ST4 is started, and the second half of the pseudo-bonus state ST4 refers to the situation after half of the initial continuous game count is completed.
[0320] If it is the first half of the pseudo-bonus state ST4 (step S1409: YES), the setting process of the display data for the first right stop is executed (step S1410). As a result, the display corresponding to the stop order in which the first stop is the right reel 32R and the types of the second and third stop target reels 32L, 32M, 32R are arbitrary is started on the shared display unit 66. The display is started before the stop operations of the reels 32L, 32M, 32R become effective, and ends when stop commands are generated for all the reels 32L, 32M, 32R in the game for which the display is to be executed.
[0321] Thereafter, a command for notifying the red 7 is transmitted to the effect side MPU92 (step S1411). When the effect side MPU92 receives the command for notifying the red 7, as already described, the display corresponding to the stop order in which the first stop is the right reel 32R and the types of the second and third stop target reels 32L, 32M, 32R are arbitrary, and the display indicating that the "red 7" symbol should be aimed at on the main line ML in each of the reels 32L, 32M, 32R are started on the image display device 63. The display is started before the stop operations of the reels 32L, 32M, 32R become effective, and ends when stop commands are generated for all the reels 32L, 32M, 32R in the game for which the display is to be executed.
[0322] When it is the latter half situation of the suspected bonus state ST4 (step S1409: NO), the setting process of the display data for the first right stop is executed (step S1412). As a result, the display corresponding to the stop order where the first stop is the right reel 32R and the types of the reels 32L, 32M, and 32R for the second and third stop targets are arbitrary is started on the shared display unit 66. The said display is started before the stop operations of the reels 32L, 32M, and 32R become effective, and ends when stop commands are generated for all of the reels 32L, 32M, and 32R in the game targeted for the said display.
[0323] After that, the BAR notification command is transmitted to the effect side MPU92 (step S1413). When the effect side MPU92 receives the BAR notification command in the notification control process (Figure 34) (step S1503: YES), the BAR notification table is read from the effect side ROM93 to the effect side RAM94 (step S1504). As a result, the display corresponding to the stop order where the first stop is the right reel 32R and the types of the reels 32L, 32M, and 32R for the second and third stop targets are arbitrary, and the display indicating that the "BAR" symbol should be aimed at on the main line ML in each of the reels 32L, 32M, and 32R are started on the image display device 63. The said display is started before the stop operations of the reels 32L, 32M, and 32R become effective, and ends when stop commands are generated for all of the reels 32L, 32M, and 32R in the game targeted for the said display.
[0324] Returning to the description of the stop sequence notification control process (Fig. 33), when the current game state is the pseudo-bonus state ST4 (step S1404: YES), and if the index values IV = 17 and 18 are not won in the winning combination drawing process (Fig. 13) (step S1408: NO), other processes are executed (step S1414). In the other processes, when the index value IV = 1 to 6 is won in the winning combination drawing process (Fig. 13), a display corresponding to the stop order of the reels 32L, 32M, 32R that enables the establishment of the first bell winning is performed on the shared display unit 66, and a command for notifying the stop order of the reels 32L, 32M, 32R that enables the establishment of the first bell winning by the image display device 63 is transmitted to the effect side MPU92. Further, in the other processes, when the index value IV = 7 to 9 is won in the winning combination drawing process (Fig. 13), a display corresponding to the stop order of the reels 32L, 32M, 32R that enables the establishment of the second bell winning is performed on the shared display unit 66, and a command for notifying the stop order of the reels 32L, 32M, 32R that enables the establishment of the second bell winning by the image display device 63 is transmitted to the effect side MPU92.
[0325] In other processes, when winning in the lottery process (Figure 13) for the index value IV = 16 where only normal replay winning data is set, the notification lottery process is executed. When winning the "Red 7" notification (the winning probability is, for example, 20%) in the notification lottery process, a command for Red 7 notification is transmitted to the production-side MPU 92. When the production-side MPU 92 receives the command for Red 7 notification, as already explained, the display corresponding to the stop order where the first stop is the right reel 32R and the types of the reels 32L, 32M, and 32R for the second and third stop targets are arbitrary, and the display indicating that the "Red 7" symbol should be aimed at on the main line ML in each of the reels 32L, 32M, and 32R is started on the image display device 63. The display is started before the stop operations of the reels 32L, 32M, and 32R become effective, and ends when stop commands are generated for all of the reels 32L, 32M, and 32R in the game targeted for the execution of the display. In this case, the setting process for the display data for the first right stop is not executed, and the display corresponding to the stop order where the first stop is the right reel 32R and the types of the reels 32L, 32M, and 32R for the second and third stop targets are arbitrary is not performed on the shared display unit 66.
[0326] In the latter half of the pseudo bonus state ST4, when the index value IV=16, in which only the normal replay winning data is set, wins in the lottery process (FIG. 13), the notification lottery process is executed, and when the "BAR" notification wins (the winning probability is, for example, 10%) in the notification lottery process, a BAR notification command is sent to the production side MPU 92. When the production side MPU 92 receives the BAR notification command, as already explained, the image display device 63 starts a display corresponding to the stop order in which the first stop is the right reel 32R and the second and third stop targets are of any type, and a display indicating that the "BAR" symbol should be aimed for on the main line ML on each of the reels 32L, 32M, and 32R. The display starts before the stop operation of the reels 32L, 32M, and 32R is enabled, and ends when a stop command is issued for all the reels 32L, 32M, and 32R in the game in which the display is executed. In this case, the process of setting the display data for the right first stop is not executed, and no display is made in the combined display unit 66 corresponding to a stop order in which the first stop is the right reel 32R and the second and third stop targets are of any type for the reels 32L, 32M, 32R.
[0327] 35 is a flowchart showing the pseudo bonus process in this embodiment executed by the master MPU 72. The pseudo bonus process is executed in step S605 in the process at the end of the game (FIG. 18).
[0328] First, it is determined whether the value of the bet number setting counter 74a in the main RAM 74 is "3" to determine whether the bet number for the current game is "3" (step S1601). If the bet number for the current game is "2" (step S1601: NO), the processing from step S1602 onwards is not executed. As a result, even if a game with the bet number of "2" is executed in the pseudo bonus state ST4, the remaining number of continued games in the pseudo bonus state ST4 is not subtracted.
[0329] In the case of the CB state (the first CB state ST2 or the second CB state ST3), since the pseudo-bonus process (Fig. 35) itself is not executed, even if the CB state starts during the pseudo-bonus state ST4, the number of games executed in the CB state is not treated as the number of games consumed in the pseudo-bonus state ST4. Therefore, even if the state transitions to the CB state during the pseudo-bonus state ST4, after the end of the CB state, the pseudo-bonus state ST4 resumes from the state of the remaining number of continuous games immediately before the transition to the CB state.
[0330] When the bet amount of the current game is "3" (step S1601: YES), the value of the pseudo-bonus continuation counter in the main-side RAM 74 is decremented by 1 (step S1602). Then, it is determined whether or not the index value IV = 17 is won in the role lottery process (Fig. 13) of the current game (step S1603). When the index value IV = 17 is won (step S1603: YES), the value of the transition advantageous counter provided in the main-side RAM 74 is incremented by 1 (step S1604). The transition advantageous counter is a counter for specifying whether or not to transition to the AT state ST5 after the pseudo-bonus state ST4 ends, and for specifying the degree of advantage of the AT state ST5 when transitioning to the AT state ST5 by the main-side MPU 72. The transition advantageous counter is cleared to "0" when transitioning to the pseudo-bonus state ST4. Also, in step S1604, the value of the transition advantageous counter is incremented by 1, and the larger the value of the transition advantageous counter, the larger the initial grant number of the AT state ST5 after the end of the pseudo-bonus state ST4. Therefore, the more times the index value IV = 17 is won in the role lottery process (Fig. 13) in the pseudo-bonus state ST4, the more advantageous the subsequent AT state ST5 will occur.
[0331] Thereafter, a first advantageous occurrence command including information that the advantageous counter at transition has been incremented by 1 and the value of the advantageous counter at transition after the increment is transmitted to the rendering side MPU 92 (step S1605). When the rendering side MPU 92 receives the first advantageous occurrence command in the rendering control process (Fig. 34), in other processes (step S1513), a table corresponding to the information of the first advantageous occurrence command is read from the rendering side ROM 93 to the rendering side RAM 94. As a result, if the value of the advantageous counter at transition becomes "1" after the increment, an effect indicating that the transition to the AT state ST5 has been determined is executed by the upper lamp 61, the speaker 62, and the image display device 63. If the value of the advantageous counter at transition becomes 2 or more after the increment, an effect indicating that the already determined AT state ST5 has become more advantageous is executed by the upper lamp 61, the speaker 62, and the image display device 63.
[0332] Returning to the description of the pseudo-bonus process (Fig. 35), if the index value IV = 18 is won in the role lottery process (Fig. 13) in the current game (step S1606: YES), and the current situation is not the first half situation of the pseudo-bonus state ST4 (step S1607: NO), the value of the advantageous counter at transition in the main side RAM 74 is incremented by 1 (step S1608). If the value of the advantageous counter at transition is "0" and is incremented by 1 in step S1608, it means that the transition to the AT state ST5 has been determined. If the value of the advantageous counter at transition is 1 or more and is incremented by 1 in step S1608, it means that the already determined AT state ST5 has become more advantageous.
[0333] Thereafter, a first advantageous occurrence command including information that the advantageous counter at the time of transition has been incremented by 1 and the value of the advantageous counter at the time of transition after the increment is transmitted to the rendering side MPU 92 (step S1609). When the rendering side MPU 92 receives the first advantageous occurrence command in the rendering control process (Fig. 34), in other processes (step S1513), a table corresponding to the information of the first advantageous occurrence command is read from the rendering side ROM 93 to the rendering side RAM 94. As a result, if the value of the advantageous counter at the time of transition becomes "1" after the increment, an effect indicating that the transition to the AT state ST5 has been determined is executed by the upper lamp 61, the speaker 62, and the image display device 63. If the value of the advantageous counter at the time of transition becomes 2 or more after the increment, an effect indicating that the already determined AT state ST5 has become more advantageous is executed by the upper lamp 61, the speaker 62, and the image display device 63.
[0334] Returning to the description of the pseudo-bonus process (Fig. 35), when winning the index value IV = 18 in the role lottery process (Fig. 13) in the current game (step S1606: YES) and the current situation is the latter half of the pseudo-bonus state ST4 (step S1607: YES), the value of the advantageous counter at the time of transition in the main side RAM 74 is incremented by 2 (step S1610). If the value of the advantageous counter at the time of transition is "0" and is incremented by 2 in step S1610, it means that the transition to the advantageous AT state ST5 has been determined. If the value of the advantageous counter at the time of transition is 1 or more and is incremented by 2 in step S1610, it means that the already determined AT state ST5 has become more advantageous.
[0335] Thereafter, a second advantageous occurrence command including information that the advantageous counter at transition has been incremented by 2 and the value of the advantageous counter at transition after the increment by 2 is transmitted to the rendering side MPU 92 (step S1611). When the rendering side MPU 92 receives the second advantageous occurrence command in the rendering control process (Fig. 34), in other processes (step S1513), a table corresponding to the information of the second advantageous occurrence command is read from the rendering side ROM 93 to the rendering side RAM 94. As a result, if the value of the advantageous counter at transition becomes "2" after the increment by 2, an effect indicating that the transition to the advantageous AT state ST5 has been determined is executed by the upper lamp 61, the speaker 62, and the image display device 63. If the value of the advantageous counter at transition becomes 3 or more after the increment by 2, an effect indicating that the already determined AT state ST5 has become more advantageous is executed by the upper lamp 61, the speaker 62, and the image display device 63.
[0336] When the process of step S1605 is executed, when a negative determination is made in step S1606, when the process of step S1609 is executed, or when the process of step S1611 is executed, it is determined whether or not the value of the pseudo bonus continuation counter in the main side RAM 74 is "0" (step S1612). When the value of the pseudo bonus continuation counter is "0" (step S1612: YES), it is determined whether or not the value of the advantageous counter at transition in the main side RAM 74 is 1 or more (step S1613).
[0337] When the value of the favorable counter at the time of transition is 1 or more (step S1613: YES), it means that the condition for the transition to the AT state ST5 is satisfied in the current pseudo-bonus state ST4. In this case, first, the pseudo-bonus state flag in the main-side RAM 74 is cleared to "0" (step S1614). Then, the setting process for the AT continuation counter 74e is executed (step S1615). In this setting process, the initial grant number corresponding to the value of the favorable counter at the time of transition in the main-side RAM 74 is selected, and the selected initial grant number is set in the AT continuation counter 74e of the main-side RAM 74. Specifically, if the value of the favorable counter at the time of transition is "1", "200" is selected as the initial grant number, if the value of the favorable counter at the time of transition is "2", "300" is selected as the initial grant number, and if the value of the favorable counter at the time of transition is "3", "400" is selected as the initial grant number. In this way, with "200" as the minimum value of the initial grant number, the initial grant number is increased by "100" every time the value of the favorable counter at the time of transition increases by 1. As a result, the larger the value of the favorable counter at the time of transition, the more favorable the AT state ST5 will occur.
[0338] After that, "1" is set in the AT state flag of the main-side RAM 74 (step S1616). Then, an AT transition command indicating that the transition to the AT state ST5 has occurred is transmitted to the production-side MPU 92 (step S1617). When the production-side MPU 92 receives the AT transition command, it causes the production indicating that the transition to the AT state ST5 has occurred to be executed by the upper lamp 61, the speaker 62, and the image display device 63.
[0339] On the other hand, when the value of the advantageous counter at the time of transition of the main-side RAM 74 is "0" (step S1613: NO), the setting process for the end preparation state ST6 is executed (step S1618). In this setting process, the pseudo-bonus state flag in the main-side RAM 74 is cleared to "0". Also, in this setting process, "1" is set in the end preparation state flag provided in the main-side RAM 74. The end preparation state flag is a flag for the main-side MPU 72 to identify that it is the end preparation state ST6. When "1" is set in the end preparation state flag, the game state becomes the end preparation state ST6. Also, the end preparation completion flag in the main-side RAM 74 is cleared to "0" (step S1619). Also, a bonus end command indicating that the pseudo-bonus state ST4 has ended is transmitted to the effect-side MPU 92 (step S1620). When the effect-side MPU 92 receives the bonus end command, an effect indicating that the pseudo-bonus state ST4 has ended is executed on the upper lamp 61, the speaker 62, and the image display device 63.
[0340] FIG. 36 is a flowchart showing the winning determination process in the present embodiment executed by the main-side MPU 72. The winning determination process is executed in step S512 of the reel control process (FIG. 17).
[0341] If the first special replay winning (a combination of "red 7" symbols, "red 7" symbols, and "red 7" symbols stops on the main line ML) is established in the current game (step S1701: YES), and the current state is the pseudo-bonus state ST4 (step S1702: YES), a first special establishment command is transmitted to the effect-side MPU 92 (step S1703). When the effect-side MPU 92 receives the first special establishment command in the effect control process (FIG. 34) (step S1505: YES), the first special establishment table is read from the effect-side ROM 93 to the effect-side RAM 94 (step S1506). As a result, an effect indicating that the first special replay winning has been established, that is, a combination of "red 7" symbols, "red 7" symbols, and "red 7" symbols has stopped and is displayed on the main line ML, is executed on the upper lamp 61, the speaker 62, and the image display device 63.
[0342] As described above, when winning with an index value IV = 17 in the pseudo-bonus state ST4, regardless of the stop results of the reels 32L, 32M, and 32R, after the rotation and stop of the reels 32L, 32M, and 32R, based on the fact that the first advantageous generation command is transmitted from the main MPU 72 to the effect MPU 92 in step S1605 of the pseudo-bonus process (Fig. 35), if the value of the advantageous counter at the time of transition becomes "1" after adding 1, an effect indicating that the transition to the AT state ST5 is determined is executed by the upper lamp 61, the speaker 62, and the image display device 63. If the value of the advantageous counter at the...
Claims
【Claim 1】 Predetermined game progress means for progressing a predetermined game based on the operation of a player; Information update means for updating the end opportunity information in the end opportunity storage means closer to the end target information based on the occurrence of an update opportunity in a favorable game state advantageous to the player; Means for ending the favorable game state after the end opportunity information has become the end target information; Predetermined privilege granting means for granting a predetermined privilege to the player when a predetermined update opportunity occurs and a granting corresponding operation is performed by the player, and not granting the predetermined privilege to the player when the predetermined update opportunity occurs and the granting corresponding operation is not performed by the player; Caution event control means for enabling a predetermined caution event for prompting a player with a predetermined caution to be executed when the favorable game state ends; Predetermined execution means for enabling a predetermined caution event for prompting a player with a predetermined caution to be executed in a predetermined situation where the favorable game state continues; Comprising: The predetermined execution means is configured not to execute the predetermined caution event when the predetermined game is started before the predetermined caution event is started in the predetermined situation; The information update means updates the end opportunity information by a common numerical information amount closer to the end target information regardless of whether the predetermined update opportunity occurs, the granting corresponding operation is performed by the player, or the granting corresponding operation is not performed by the player. A gaming machine characterized by this.
Citation Information
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