Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANYO BUSSAN KK
- Filing Date
- 2023-06-09
- Publication Date
- 2026-05-21
AI Technical Summary
【0008】 本発明によれば、遊技内容を好適なものとすることが可能となる。
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Pachinko machines and slot machines are known as gaming machines. For example, a pachinko machine has a storage section for storing gaming balls. The gaming balls stored in the storage section are guided to a gaming ball launcher and launched toward a gaming area in response to a player's launch operation. Then, for example, when a gaming ball enters a ball entry section provided in the gaming area, a lottery process is executed, or a process is executed to increase the number of gaming balls available to the player.
[0003] In a slot machine, when a start lever is operated to start a new game while gaming value such as medals has been bet, a lottery process is executed by a control means. Furthermore, when the lottery process is executed, the control means executes a rotation start control to start the reels, and when a stop button is operated during the rotation of the reels, the control means executes a rotation stop control to stop the rotation of the reels. If the stop result after the rotation of the reels has stopped corresponds to a winning combination in the lottery process, a bonus corresponding to the winning combination is awarded to the player (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Publication No. 2020-044062 Summary of the Invention [Problem to be solved by the invention]
[0005] Here, in gaming machines such as those exemplified above, it is necessary to provide suitable game content, and there is still room for improvement in this regard.
[0006] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that can provide suitable game content. [Means for solving the problem]
[0007] In order to solve the above problem, the invention of claim 1 comprises a target game setting means for generating a specific target game when a specific event based on a player's operation occurs, When a game is played as the specific target game, the game is played under conditions that are less advantageous to the player than when the game is played as a game that is not the specific target game, The game in which the specific event occurs is not the specific target game, and games subsequent to the game in which the specific event occurred are played as the specific target games. [Effects of the Invention]
[0008] According to the present invention, it is possible to provide suitable game content. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. 1 is a front view of a slot machine according to a first embodiment. [Figure 2] 1 is a perspective view of the slot machine with the front door open. FIG. [Figure 3] FIG. [Figure 4] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 5] 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the combination lines. FIG. [Figure 6] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 7]FIG. 10A is a front view of the common display area, and FIG. 10B is an explanatory diagram for explaining the contents of information corresponding to the stop order displayed on the common display section. [Figure 8] 10A and 10B are explanatory diagrams for explaining the relationship between the notification content of the stop order in the image display device and the display content of the stop order in the multi-purpose display unit. [Figure 9] FIG. 2 is an electrical configuration diagram of the slot machine. [Figure 10] FIG. 2 is an explanatory diagram for explaining how programs and data are set in a main ROM. [Figure 11] FIG. 10 is an explanatory diagram for explaining the setting mode of each area in the main RAM. [Figure 12] 10 is an explanatory diagram for explaining various storage areas provided in a work area for in-region processing and various storage areas provided in a work area for out-region processing; FIG. [Figure 13] 10 is a flowchart showing main processing executed by a main MPU. [Figure 14] 10 is a flowchart showing a timer interrupt process executed by the main MPU. [Figure 15] 10 is a flowchart showing normal processing executed by the main MPU. [Figure 16] 10 is a flowchart showing the lottery process for determining winning combinations executed by the main MPU. [Figure 17] FIG. 10 is an explanatory diagram for explaining the role lottery table when betting three coins. [Figure 18] FIG. 10 is an explanatory diagram for explaining a role lottery table when two coins are bet. [Figure 19] FIG. 10 is an explanatory diagram for explaining the relationship between the order in which the reels stop and the winning patterns that are achieved. [Figure 20] FIG. 10 is an explanatory diagram for explaining the game state and game section. [Figure 21] 10 is a flowchart showing the processing executed by the main MPU at the start of a game. [Figure 22] 10 is a flowchart showing a reel control process executed by the main MPU. [Figure 23] 10 is a flowchart showing the response process executed by the main MPU when a game ends. [Figure 24] 10 is a flowchart showing a normal start-up process executed by the main MPU. [Figure 25] 10 is a flowchart showing normal processing executed by the main MPU. [Figure 26] This is a flowchart showing the base AT start processing executed by the main MPU. [Figure 27] 10 is a flowchart showing the base AT processing executed by the main MPU. [Figure 28] This is a flowchart showing the game area control processing executed by the main MPU. [Figure 29] (a) An explanatory diagram for explaining the electrical configuration for communication between the main MPU and the production side MPU, and (b) an explanatory diagram for explaining commands sent from the main MPU to the production side MPU. [Figure 30] FIG. 10A is an explanatory diagram for explaining information included in rotation reception command A, and FIG. 10B is an explanatory diagram for explaining information included in rotation reception command B. [Figure 31] FIG. 10A is an explanatory diagram for explaining information included in a game end command A, and FIG. 10B is an explanatory diagram for explaining information included in a game end command B. [Figure 32] 10 is a flowchart showing a command setting process executed by the main MPU. [Figure 33] (a) to (d) are explanatory diagrams for explaining the contents of the display effects executed by the image display device when transition to the AT state is awaited. [Figure 34] 10 is a flowchart showing the normal performance control processing executed by the performance side MPU. [Figure 35] 10 is a flowchart showing the performance adjustment process executed by the performance side MPU. [Figure 36](a) to (c) are explanatory diagrams for explaining the execution content of the continuous display performance when an abnormality occurs in a signal path group after the opening section of the continuous display performance has started in a situation where transition to the base AT state is awaited, and the abnormality in the signal path group is resolved when the showdown result section starts. [Figure 37] (a) and (b) are explanatory diagrams for explaining the execution of the continuous display effect when an abnormality occurs in the signal path group after the opening section of the continuous display effect has started in a situation where transition to the base AT state is being waited for, and the abnormality in the signal path group is resolved just before the end of the last game in the waiting situation. [Figure 38] (a) and (b) are explanatory diagrams for explaining the execution of the continuous display effect when an abnormality in the signal path group occurs after the opening section of the continuous display effect has started in a situation where transition to the base AT state is awaited, and the abnormality in the signal path group is resolved in a game later than the game in which control of the awaiting state in the main MPU ends and control of the base AT state begins. [Figure 39] (a) to (i) are time charts showing the progress of a display performance when a temporary abnormality occurs in a signal path group while a continuous display performance is being performed on an image display device. [Figure 40] (a) is an explanatory diagram for explaining the display content of the image display device in the base AT state, and (b) is an explanatory diagram for explaining the display content of the image display device in the ending AT state. [Figure 41] This is an explanatory diagram to explain the contents of the memory area of the production side RAM for storing information for displaying various images in the base AT state and the ending AT state. [Figure 42] This is a flowchart showing the AT performance control processing executed by the performance side MPU. [Figure 43] 10 is a flowchart showing the remaining number counter adjustment process executed by the production side MPU. [Figure 44](a) An explanatory diagram showing how the reel stopping order is displayed on the image display device in the base AT state; (b) An explanatory diagram for explaining the display content of the image display device when the reel stopping order is inconsistent in the base AT state; (c) An explanatory diagram for explaining the display content of the image display device when the reel stopping order is correct in the base AT state. [Figure 45] 10A to 10G are time charts showing the progress of the display effects when a temporary abnormality occurs in the signal path group while the reel stop order is being notified. [Figure 46] (a) to (e) are time charts showing how the remaining number of gaming media to be awarded displayed in the remaining number to be awarded image on the image display device is corrected to display the accurate number to be awarded as the remaining number of gaming media to be awarded is added in the base AT state. [Figure 47] 10A to 10C are explanatory diagrams for explaining how the image display device executes an effect of adding on the number of awards. [Figure 48] 10 is a flowchart showing a first initialization process for out-of-area use executed by the main MPU. [Figure 49] 10 is a flowchart showing a second initialization process for out-of-area use executed by the main MPU. [Figure 50] 10 is a flowchart showing an end monitoring process executed by the main MPU. [Figure 51] 10 is a flowchart showing a monitoring execution process executed by a main MPU. [Figure 52] 10 is a flowchart showing a termination setting process executed by the main MPU. [Figure 53](a) An explanatory diagram for explaining the content of the image that notifies that the ending conditions are approaching to be met in the ending AT state; (b) An explanatory diagram for explaining the content of the image that notifies that the ending conditions have been met and the ending AT state has ended; (c) An explanatory diagram for explaining the content of the image that notifies that the forced termination of the game is approaching; (d) An explanatory diagram for explaining the content of the image that notifies that the game has been forced to be terminated. [Figure 54] 10 is a flowchart showing the pre-end notification processing executed by the production side MPU. [Figure 55] 10 is a flowchart showing a monitoring execution process executed by a main MPU in the second embodiment. [Figure 56] 10 is a flowchart showing a termination setting process executed by the main MPU. [Figure 57] 11 is a flowchart showing the pre-end notification processing executed by the production-side MPU in the third embodiment. [Figure 58] FIG. 13(a) is a flowchart showing the reference reach control process executed by the production-side MPU in the fourth embodiment, and FIG. 13(b) is an explanatory diagram for explaining the contents of a reference reach image. [Figure 59] FIG. 13 is a diagram showing the arrangement of each reel in the fifth embodiment. [Figure 60] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 61] FIG. 2 is an explanatory diagram for explaining the configuration of a main MPU. [Figure 62] 10 is a flowchart showing the lottery process for determining winning combinations executed by the main MPU. [Figure 63] FIG. 10A is an explanatory diagram for explaining a non-internal utility lottery table, and FIG. 10B is an explanatory diagram for explaining an internal utility lottery table. [Figure 64] FIG. 10 is an explanatory diagram for explaining the relationship between the order in which the reels stop and the winning patterns that are achieved. [Figure 65] FIG. 10 is an explanatory diagram for explaining the game state and game section. [Figure 66]10 is a flowchart showing the response process executed by the main MPU when a game ends. [Figure 67] 10 is a flowchart showing a bonus process executed by the main MPU. [Figure 68] (a) and (b) are explanatory diagrams for explaining the content of the AT transition lottery presentation. [Figure 69] 10 is a flowchart showing advantageous lottery processing executed by the main MPU at the start of a game. [Figure 70] (a) is an explanatory diagram to explain the probability of winning the AT transition lottery when there is no BB, and (b) is a flowchart showing the processing for the AT transition lottery when there is no BB, which is executed by the main MPU. [Figure 71] (a) is an explanatory diagram for explaining the probability of an additional win occurring in the additional lottery when there is no BB, and (b) is a flowchart showing the processing for the additional lottery when there is no BB, which is executed by the main MPU. [Figure 72] This is a flowchart showing the control processing for AT effects executed by the effect side MPU. [Figure 73] (a) and (b) are explanatory diagrams for explaining how the stop operation notification and the additional challenge performance are performed. [Figure 74] 10 is a flowchart showing a stop operation notification control process executed by a main MPU. [Figure 75] 10 is a flowchart showing a stop operation notification process executed by the production side MPU. [Figure 76] 10 is a flowchart showing normal processing executed by the main MPU. [Figure 77] 10 is a flowchart showing the bonus end processing executed by the main MPU. [Figure 78] 10 is a flowchart showing the AT processing executed by the main MPU. [Figure 79] 10 is a flowchart showing the achievement response processing executed by the main MPU. [Figure 80] 10 is a flowchart showing the post-achievement top-up processing executed by the main MPU. [Figure 81] This is a flowchart showing the processing for the additional challenge presentation executed by the presentation side MPU. [Figure 82] FIG. 13 is a diagram showing the arrangement of each reel in the sixth embodiment. [Figure 83] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 84] FIG. 10A is an explanatory diagram for explaining a non-internal utility lottery table, and FIG. 10B is an explanatory diagram for explaining an internal utility lottery table. [Figure 85] FIG. 10 is an explanatory diagram for explaining the relationship between the order in which the reels stop and the winning patterns that are achieved. [Figure 86] (a) and (b) are explanatory diagrams for explaining how the stop operation notification and additional challenge performance are performed, and (c) is an explanatory diagram for explaining the configuration of the main RAM. [Figure 87] 10 is a flowchart showing the achievement response processing executed by the main MPU. [Figure 88] 10 is a flowchart showing the post-achievement top-up processing executed by the main MPU. [Figure 89] FIG. 13(a) is an explanatory diagram for explaining the configuration of the main ROM in the seventh embodiment, and FIG. 13(b) is a flowchart showing the lottery process for winning combinations executed by the main MPU. [Figure 90] 13(a) to 13(d) are explanatory diagrams illustrating the display content of a notification before a forced termination in an image display device according to an eighth embodiment. [Figure 91] 10 is a flowchart showing the pre-end notification processing executed by the production side MPU. [Figure 92] 10 is a flowchart showing pre-end control processing executed by the production side MPU. [Figure 93] 10 is a flowchart showing a demonstration performance control process executed by the performance-side MPU. [Figure 94] 13 is a flowchart showing normal processing executed by a main MPU in the ninth embodiment. [Figure 95]10 is a flowchart showing the response process executed by the main MPU when a game ends. [Figure 96] 10 is a flowchart showing the base AT processing executed by the main MPU. [Figure 97] 10 is a flowchart showing a BB control process executed by the main MPU. [Figure 98] 10 is a flowchart showing a freeze setting process executed by a main MPU. [Figure 99] 10 is a flowchart showing an external output setting process executed by the main MPU. [Figure 100] 13 is a flowchart showing the lottery process for winning roles executed by the main MPU in the tenth embodiment. [Figure 101] 10 is a flowchart showing the processing executed by the main MPU at the start of a game. [Figure 102] FIG. 23 is a front view of a slot machine and a card unit according to an eleventh embodiment. [Figure 103] 1 is a perspective view of the slot machine and card unit with the front door of the slot machine open. FIG. [Figure 104] FIG. 2 is an electrical configuration diagram of the slot machine. [Figure 105] (a) An explanatory diagram for explaining the message that the value number side MPU sends to the card unit and the message that the value number side MPU receives from the card unit, (b) An explanatory diagram for explaining the information set in the data section of the gaming machine information notification, and (c) An explanatory diagram for explaining gaming machine performance information, gaming machine installation information, and hall control / fraud monitoring information. [Figure 106] 10(a) to 10(d) are time charts showing how messages are sent and received between the value side MPU and the card unit. [Figure 107] 10(a) to 10(c) are time charts showing how three types of gaming machine information notifications are set in the value number side transmission buffer. [Figure 108] 10 is a flowchart showing normal processing executed by the main MPU. [Figure 109]10 is a flowchart showing a timer interrupt process executed by the main MPU. [Figure 110] FIG. 10A is an explanatory diagram for explaining the configuration of the value number side RAM, and FIG. 10B is a flowchart showing the value number side main processing executed by the value number side MPU. [Figure 111] 10 is a flowchart showing value number side timer interrupt processing executed by the value number side MPU. [Figure 112] (a) An explanatory diagram for explaining the configuration of a work area for in-region processing, (b) an explanatory diagram for explaining the configuration of a current external signal area, and (c) an explanatory diagram for explaining the configuration of a reserved external signal area. [Figure 113] 10 is a flowchart showing an external output process executed by the main MPU. [Figure 114] 10(a) to 10(g) are time charts showing how the state of the game start signal output from the main MPU to the value number MPU changes. [Figure 115] 10(a) to 10(g) are time charts showing how the state of the base AT signal output from the main side MPU to the value side MPU changes. [Figure 116] (a) An explanatory diagram for explaining errors recognized by the main MPU and the error information corresponding to the error; (b) An explanatory diagram for explaining the error display corresponding to "limit of granted amount reached"; (c) An explanatory diagram for explaining the error display corresponding to "unit connection abnormality"; (d) An explanatory diagram for explaining the initial screen display. [Figure 117] 10 is a flowchart showing a start waiting process executed by the main MPU. [Figure 118] 10 is a flowchart showing an error information update process executed by the main MPU. [Figure 119] FIG. 10A is an explanatory diagram for explaining the data structure of an error command, and FIG. 10B is a flowchart showing an error information transmission process executed by the main MPU. [Figure 120]FIG. 10A is an explanatory diagram illustrating the configuration of the production-side RAM, and FIG. 10B is a flowchart illustrating the error handling process executed by the production-side MPU. [Figure 121] 10 is a flowchart showing the production-side main processing executed by the production-side MPU. [Figure 122] (a) to (i) are time charts showing how an error message corresponding to "upper limit reached" is displayed. [Figure 123] (a) An explanatory diagram for explaining the configuration of the work area for in-area processing in the 12th embodiment, (b) an explanatory diagram for explaining the configuration of the current external signal area, and (c) an explanatory diagram for explaining the configuration of the reserved external signal area. [Figure 124] 10 is a flowchart showing the base AT processing executed by the main MPU. [Figure 125] 10 is a flowchart showing a second zone transition process executed by the main MPU. [Figure 126] 10 is a flowchart showing normal processing executed by the main MPU. [Figure 127] 10 is a flowchart showing an external output process executed by the main MPU. [Figure 128] (a) to (g) are time charts showing how the state of the AT initial hit signal changes. [Figure 129] (a) An explanatory diagram for explaining the configuration of the work area for in-area processing in the 13th embodiment, (b) an explanatory diagram for explaining the configuration of the current external signal area, and (c) an explanatory diagram for explaining the configuration of the reserved external signal area. [Figure 130] 10 is a flowchart showing normal processing executed by the main MPU. [Figure 131] 10 is a flowchart showing an external output process executed by the main MPU. [Figure 132] 10(a) to 10(i) are time charts showing how the state of a signal changes during a game. [Figure 133]FIG. 23(a) is an explanatory diagram for explaining the configuration of a work area for in-area processing in the fourteenth embodiment, and FIG. 23(b) is a flowchart showing reel stop processing executed by the main MPU. [Figure 134] 10 is a flowchart showing the response process executed by the main MPU when a game ends. [Figure 135] 10 is a flowchart showing the processing executed by the main MPU at the start of a game. [Figure 136] 10 is a flowchart showing normal processing executed by the main MPU. [Figure 137] (a) An explanatory diagram for explaining the effects executed by the image display device in normal game mode, (b) An explanatory diagram for explaining the color navigation effects executed by the image display device, (c) An explanatory diagram for explaining the state in which monochrome display is being performed on the image display device, and (d) An explanatory diagram for explaining the configuration of the effect-side RAM. [Figure 138] 10 is a flowchart showing the performance control processing executed by the performance side MPU. [Figure 139] 10(a) to 10(h) are time charts showing how monochrome display is performed on an image display device. [Figure 140] 15 is a flowchart showing the performance control processing executed by the performance side MPU in the 15th embodiment. [Figure 141] 10(a) to 10(i) are time charts showing how monochrome display is performed on an image display device. [Figure 142] 16 is a flowchart showing the processing at the start of a game executed by the main MPU in the sixteenth embodiment. [Figure 143] 10 is a flowchart showing the response process executed by the main MPU when a game ends. [Figure 144] 10 is a flowchart showing a base AT compatible process executed by the main MPU. [Figure 145] 10 is a flowchart showing a normal response process executed by the main MPU. [Figure 146](a) An explanatory diagram explaining how the number of continuing games is displayed on the image display device, (b) An explanatory diagram explaining the configuration of the presentation side RAM, and (c) An explanatory diagram explaining how the CZ expectation presentation is performed on the image display device. [Figure 147] 10 is a flowchart showing the performance control processing executed by the performance side MPU. [Figure 148] 10 is a flowchart showing the game number display process executed by the production side MPU. [Figure 149] This is a flowchart showing the processing for CZ expectation presentation executed by the presentation side MPU. [Figure 150] 10(a) to 10(j) are time charts showing how the value of the display game number counter is updated. [Figure 151] 10(a) to 10(i) are time charts showing how the image display device displays the image of the number of games played. [Figure 152] (a) An explanatory diagram for explaining the configuration of the presentation-side RAM in the 17th embodiment, and (b) a flowchart showing the game number display process executed by the presentation-side MPU. [Figure 153] FIG. 20 is a perspective view of a pachinko machine and a management unit according to the eighteenth embodiment. [Fig. 154] FIG. 1 is an exploded perspective view showing the main components of a pachinko machine. [Figure 155] FIG. 2 is a front view showing the configuration of the game board. [Figure 156] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Figure 157] An explanatory diagram for explaining the detailed configuration of the main control device and the dispensing control device. [Figure 158] FIG. 2 is an explanatory diagram for explaining the configuration of a main CPU. [Figure 159] FIG. 10A is an explanatory diagram for explaining a memory area used by the main MPU, and FIGS. 10B and 10C are explanatory diagrams for explaining the initial values of registers for addressing. [Figure 160] FIG. 2 is an explanatory diagram for explaining the contents of various counters and various storage areas. [Figure 161] 10 is a flowchart showing main processing in a main MPU. [Figure 162] FIG. 10 is an explanatory diagram for explaining the configuration for discharging game balls that have flowed down the game area. [Figure 163] FIG. 10A is an explanatory diagram for explaining the configuration of a main ROM, and FIG. 10B is a flowchart showing a register setting process in a main MPU. [Fig. 164] 10 is a flowchart showing an initial setting process for non-specific control in the main MPU. [Figure 165] 10 is a flowchart showing a random number initial value update process in the main MPU. [Figure 166] (a) An explanatory diagram for explaining the configuration of a main MPU used to start timer interrupt processing; (b) An explanatory diagram for explaining a start address table of interrupt processing; (c) An explanatory diagram for explaining the data configuration of a start address pointer; and (d) A flowchart showing interrupt start processing in the main MPU. [Figure 167] 10 is a flowchart showing a timer interrupt process in the main MPU. [Figure 168] 10 is a flowchart showing the normal map / normal power control processing in the main MPU. [Figure 169] 10 is a flowchart showing the special chart special power control processing in the main MPU. [Figure 170] 10 is a flowchart showing a power outage monitoring process in the main MPU. [Figure 171] 10 is an explanatory diagram for explaining various storage areas provided in a work area for specific control and various storage areas provided in a work area for non-specific control. FIG. [Fig. 172] This is a flowchart showing the ball entry detection process executed by the main MPU. [Figure 173] This is a flowchart showing the 10 prize ball corresponding processing executed by the main MPU. [Fig. 174] 10 is a flowchart showing a fraud detection process in the main MPU. [Figure 175] 10 is a flowchart showing an external output setting process executed by the main MPU. [Figure 176] 10 is a flowchart showing a magnetic monitoring process executed by the main MPU. [Figure 177] 10 is a flowchart showing a second management process executed by the main MPU. [Figure 178] 10 is a flowchart showing the management process of the total acquisition number in the main MPU. [Figure 179] 10 is a flowchart showing a base value calculation setting process in a main MPU. [Figure 180] (a) An explanatory diagram for explaining the power monitored by the power outage monitoring board and the voltage monitoring circuit, (b) An explanatory diagram for explaining various voltages, (c) An explanatory diagram for explaining the conditions for starting the power outage signal, the first reset signal, and the second reset signal, and (d) An explanatory diagram for explaining the conditions for falling the power outage signal, the first reset signal, and the second reset signal. [Figure 181] (a) Functional block diagram for explaining the configuration for controlling the power outage signal and the first reset signal in the power outage monitoring board, and (b) Functional block diagram for explaining the configuration for resetting the main MPU. [Figure 182] FIG. 10A is an explanatory diagram for explaining the relationship between the first reset signal and the second reset signal input to the reset circuit and the state of the main MPU, and FIG. 10B is a flowchart showing the main reset release process in the main MPU. [Figure 183] 10(a) to 10(e) are time charts showing how the main CPU is reset after the supply of operating power to the pachinko machine starts. [Figure 184] 10(a) to 10(g) are time charts showing how the main MPU is reset when the reset signal input to the reset circuit goes to a low level. [Figure 185] An explanatory diagram for explaining the electrical configuration of the dispensing control board. [Figure 186](a) is an explanatory diagram to explain the data that the dispensing side MPU receives from the main side MPU and management unit via asynchronous serial communication, and (b) is a flowchart showing the dispensing side main processing in the dispensing side MPU. [Figure 187] 10 is a flowchart showing the payout side reset release processing in the payout side MPU. [Figure 188] (a)~(h) are time charts showing how the payout side MPU stops operating after the reset release condition of the payout side MPU is met, and how reception of gaming machine information sent from the main side MPU is avoided during the payout side release waiting period. [Figure 189] 23 is a flowchart showing the main processing of the main MPU in the nineteenth embodiment. [Figure 190] This is a flowchart showing the special chart change start processing in the main MPU. [Figure 191] (a) An explanatory diagram for explaining the data structure of the low probability first win / loss table, and (b) an explanatory diagram for explaining the data structure of the first jackpot allocation table. [Figure 192] This is a flowchart showing the process for determining whether a result is correct or incorrect, which is executed by the main MPU. [Figure 193] 10 is a flowchart showing a process for determining distribution executed by the main MPU. [Figure 194] FIG. 13(a) is an explanatory diagram for explaining the contents of resetting the main MPU in the twentieth embodiment, and FIG. 13(b) is an explanatory diagram for explaining the configuration of the main MPU. [Figure 195] FIG. 10 is a functional block diagram showing a configuration for resetting a main MPU. [Figure 196] 10 is a flowchart showing a main-side reset release process executed by the main-side MPU. [Figure 197] FIG. 21 is a functional block diagram showing a configuration for controlling a first reset execution signal and a second reset execution signal output from a reset circuit according to a twenty-first embodiment. [Figure 198]10(a) to 10(f) are time charts showing how the reset of the main MPU is released after the supply of operating power to the main MPU has started. [Figure 199] FIG. 22 is a functional block diagram showing a configuration for controlling a first reset execution signal and a second reset execution signal output from a reset circuit according to a 22nd embodiment. [Figure 200] 10(a) to 10(f) are time charts showing how the reset of the main MPU is released after the supply of operating power to the main MPU has started. [Figure 201] 23 is a flowchart showing the payout side reset release processing of the main MPU in the 23rd embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0010] First Embodiment A first embodiment of the present invention applied to a slot machine 10, which is a type of gaming machine, will be described in detail below 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 open, and Fig. 3 is a front view of the cabinet 11.
[0011] 2 and 3, the slot machine 10 has a housing 11 that forms its outer shell. The housing 11 is formed by fixing a plurality of wooden panels so that the overall shape is a box that is open to the front.
[0012] 1 and 2, a front door 12 is attached to the front side of the housing 11. The front door 12 is supported by the housing 11 around a pivot 15 provided on the left side of the housing 11 so as to be able to open and close the interior space of the housing 11. The front door 12 is locked so that it cannot be opened by a locking device 13 provided on the back side of the front door 12, and this locked state is released by an unlocking operation using a predetermined key in a key cylinder 14.
[0013] 1, a gaming panel 20 is provided near the upper center of the front door 12. Three vertically long display windows 21L, 21M, and 21R are formed side by side on the gaming panel 20. The display windows 21L, 21M, and 21R are made of a transparent or translucent material, and the interior of the slot machine 10 can be seen through each of the display windows 21L, 21M, and 21R.
[0014] As shown in FIGS. 2 and 3, the interior of the housing 11 is divided into two sections, upper and lower, 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 center reel 32M, and a right reel 32R, each of which is cylindrical. Each reel 32L, 32M, and 32R is rotatably supported so that its central axis coincides with the rotation axis of the reel 32L, 32M, and 32R. The rotation axes of the reels 32L, 32M, and 32R are arranged on the same axis extending substantially horizontally, and each reel 32L, 32M, and 32R corresponds one-to-one to each display window 21L, 21M, and 21R. Therefore, a portion of the surface of each reel 32L, 32M, and 32R is visible through the corresponding display window 21L, 21M, and 21R. Furthermore, when the reels 32L, 32M, and 32R rotate forward, the surfaces of the reels 32L, 32M, and 32R are projected through the display windows 21L, 21M, and 21R as if they are moving from top to bottom.
[0015] 1, a start lever 41 is provided on the lower left side of the game panel 20. The start lever 41 is operated to start the rotation of the reels 32L, 32M, and 32R. When a predetermined number or more of game media (or game values), which are either medals or virtual medals, have been bet, the reels 32L, 32M, and 32R all start to rotate at the same time.
[0016] Stop buttons 42, 43, and 44 are provided on the right side of the start lever 41. These stop buttons 42, 43, and 44 are operated to individually stop the spinning reels 32L, 32M, and 32R. Each stop button 42, 43, and 44 is located directly below the display window 21L, 21M, and 21R corresponding to the reel 32L, 32M, and 32R to be stopped. Each stop button 42, 43, and 44 is ready to stop the left reel 32L after a predetermined time has elapsed since the reel started spinning.
[0017] One game (playing session) corresponds to the time when each reel 32L, 32M, 32R starts to rotate based on the operation of the start lever 41, and when each reel 32L, 32M, 32R stops to rotate based on the operation of each stop button 42, 43, 44, and when various processes such as the awarding of game media and management of the game status are completed.
[0018] A medal insertion slot 45 for inserting medals is provided below and to the right of the display windows 21L, 21M, and 21R. As shown in FIG. 2, medals inserted through the medal insertion slot 45 are guided by a selector 52 provided on the back of the front door 12 to a hopper device 53 if reception is permitted, or to a medal receiving tray 59 through a medal discharge port 58 provided at the bottom front of the front door 12 if reception is prohibited (see FIG. 1). The hopper device 53 has the function of dispensing medals stored in a storage tank through the medal discharge port 58 to the medal receiving tray 59 when a winning combination corresponding to the awarding of game media is achieved on the main line ML (described later). As shown in FIG. 1, a return button 46 is provided below the medal insertion slot 45, which is pressed when a medal inserted into the medal insertion slot 45 becomes stuck in the selector 52.
[0019] On the lower left side of the display windows 21L, 21M, 21R, there are provided a first credit insertion button 47 for inserting the maximum number of credited virtual medals that can be bet at one time, and a second credit insertion button 48 for inserting two virtual medals at one time. In this slot machine 10, there are two situations in which the number of gaming media (medals or virtual medals) that can be bet (i.e., bet setting) at one time is "3" and "2".
[0020] When the first credit insertion button 47 is operated in a situation where the number of bets that can be made at one time is "3," the current number of bets is "0," and three or more virtual medals are stored and stored, the number of bets decreases by three virtual medals and becomes "3." When the first credit insertion button 47 is operated in a situation where the number of bets that can be made at one time is "3," the current number of bets is "1," and two or more virtual medals are stored and stored, the number of bets decreases by two virtual medals and becomes "3." When the first credit insertion button 47 is operated in a situation where the number of bets that can be made at one time is "3," the current number of bets is "2," and one or more virtual medals are stored and stored, the number of bets decreases by one virtual medal and becomes "3." When the first credit insertion button 47 is operated in a situation where the number of bets that can be made at one time is "2," the current number of bets is "0," and two or more virtual medals are stored and stored, the number of bets decreases by two virtual medals and becomes "2." When the first credit insertion button 47 is operated in a situation where the number of bets that can be made at one time is "2", the current number of bets is "1", and one or more virtual medals are stored and stored, one virtual medal is decreased and the number of bets becomes "2".
[0021] In addition, if the first credit insertion button 47 is operated when the number of stored virtual medals is less than the difference between the number of bets that can be made and the current number of bets, the number of bets will increase by the number of virtual medals, and the number of virtual medals will become zero.
[0022] When the second credit insertion button 48 is operated in a situation where the number of bets that can be placed at one time is "3," the current number of bets is "0," and two or more virtual medals are stored and stored, the number of bets will decrease by two virtual medals and become "2." When the second credit insertion button 48 is operated in a situation where the number of bets that can be placed at one time is "3," the current number of bets is "1," and one or more virtual medals are stored and stored, the number of bets will decrease by one virtual medal and become "2." When the second credit insertion button 48 is operated in a situation where the number of bets that can be placed at one time is "2," the current number of bets is "0," and two or more virtual medals are stored and stored, the number of bets will decrease by two virtual medals and become "2." When the second credit insertion button 48 is operated in a situation where the number of bets that can be placed at one time is "2," the current number of bets is "1," and one or more virtual medals are stored and stored, the number of bets will decrease by one virtual medal and become "2."
[0023] In addition, if the second credit insertion button 48 is operated when the number of stored virtual medals is 1 and the current number of bets is "0", the number of bets will become "1" and the number of virtual medals will become 0.
[0024] The first credit insertion button 47 has a larger pressing surface that is pressed when a player operates the button than the second credit insertion button 48. This improves the operability of the first credit insertion button 47.
[0025] A settlement button 51 is provided to the left of the start lever 41. This slot machine 10 has a credit function that stores and stores, as virtual medals, any surplus medals inserted up to a predetermined maximum value (equivalent to 50 medals) and medals paid out when a prize is won. When the settlement button 51 is operated while virtual medals are stored and stored, the virtual medals are paid out from a medal outlet 58 as real medals.
[0026] 2 and 3, a power supply unit 54 is provided inside the cabinet 11 to the left of the hopper unit 53. The power supply unit 54 is provided with a power switch 55 that is operated when powering 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 amusement hall manager is inserted and operated to change the setting value of the slot machine 10 within the range of "1" to "6."
[0027] Next, the symbols on the reels 32L, 32M, and 32R will be described.
[0028] 4 shows the arrangement of symbols on the left reel 32L, center reel 32M, and right reel 32R. As shown in the figure, 21 symbols are arranged in a row on each of the reels 32L, 32M, and 32R. Furthermore, numbers ranging from "0" to "20" are assigned to correspond to the reels 32L, 32M, and 32R. However, these numbers are used by the main control device 70 (described later) to identify the symbols visible through the display windows 21L, 21M, and 21R, and are not actually assigned to the reels 32L, 32M, and 32R. However, these numbers will be used in the following explanation.
[0029] There are seven types of symbols: "Bell" symbol (for example, the 20th symbol on the left reel 32L), "Replay" symbol (for example, the 19th symbol on the left reel 32L), "Watermelon" symbol (for example, the 18th symbol on the left reel 32L), "Red 7" symbol (for example, the 15th symbol on the left reel 32L), "BAR" symbol (for example, the 10th symbol on the left reel 32L), "Cherry" symbol (for example, the 9th symbol on the left reel 32L), and "White 7" symbol (for example, the 5th symbol on the left reel 32L). The number and arrangement order of each symbol differs on each of the reels 32L, 32M, and 32R.
[0030] 5 is a front view of the display window portions 21L, 21M, and 21R. Each display window portion 21L, 21M, and 21R is formed so that only three of the 21 symbols on the corresponding reel 32L, 32M, and 32R are visible in their entirety. Therefore, when each reel 32L, 32M, and 32R is stopped, 3 x 3 = 9 symbols are visible through the display window portion 21L, 21M, and 21R.
[0031] In the slot machine 10, one main line ML is set so as to connect positions where symbols on each of the reels 32L, 32M, and 32R are visible. The main line ML is a line connecting the middle symbols on the left reel 32L, the middle symbols on the middle reel 32M, and the middle symbols on the right reel 32R. When a predetermined number or more of gaming media have been bet, the reels 32L, 32M, and 32R start to rotate, and a winning combination is achieved on the main line ML, one of the following is awarded: a benefit in the form of gaming media, a benefit in the form of a replay, or a transition to a gaming state.
[0032] In other words, in the slot machine 10, only one main line ML is set as a line on which a win can be achieved. The main line ML is set as a line extending in a straight line. Therefore, even if a winning combination of symbols is achieved on a line extending in a straight line, such as a subline SL1 connecting the upper symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the lower symbol on the right reel 32R, a subline SL2 connecting the upper symbol on the left reel 32L, the upper symbol on the middle reel 32M, and the upper symbol on the right reel 32R, a subline SL3 connecting the lower symbol on the left reel 32L, the lower symbol on the middle reel 32M, and the lower symbol on the right reel 32R, and a subline SL4 connecting the lower symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the upper symbol on the right reel 32R, no winning combination will be achieved.
[0033] The following describes the relationship between winning symbol combinations and the benefits that will be awarded when a prize is won, with reference to Figure 6. Figure 6 is an explanatory diagram for explaining the relationship between winning symbol combinations and the benefits that will be awarded when a prize is won.
[0034] The minor winning combinations that award gaming media include the first supplementary winning combination, the second supplementary winning combination, the third supplementary winning combination, the fourth supplementary winning combination, the fifth supplementary winning combination, the sixth supplementary winning combination, the seventh supplementary winning combination, the eighth supplementary winning combination, the ninth supplementary winning combination, the first bell winning combination, the second bell winning combination, the first watermelon winning combination, the second watermelon winning combination, and the cherry winning combination. Specifically, the first supplementary winning combination occurs when the left reel 32L, the center reel 32M, and the right reel 32R stop on the main line ML with a "bell" symbol, a "bell" symbol, and a "red 7" symbol, respectively. The second supplementary winning combination occurs when the left reel 32L, the center reel 32M, and the right reel 32R stop on the main line ML with a "bell" symbol, a "red 7" symbol, and a "bell" symbol, respectively. If the stopping symbol on the left reel 32L is a "red 7" symbol, the stopping symbol on the middle reel 32M is a "bell" symbol, and the stopping symbol on the right reel 32R is a "bell" symbol on the main line ML, it will be the third supplementary win. If the stopping symbol on the left reel 32L is a "bell" symbol, the stopping symbol on the middle reel 32M is a "bell" symbol, and the stopping symbol on the right reel 32R is a "bar" symbol on the main line ML, it will be the fourth supplementary win. If the stopping symbol on the left reel 32L is a "bell" symbol, the stopping symbol on the middle reel 32M is a "bar" symbol, and the stopping symbol on the right reel 32R is a "bell" symbol on the main line ML, it will be the fifth supplementary win. If the stopping symbol on the left reel 32L on the main line ML is a "BAR" symbol, the stopping symbol on the middle reel 32M is a "BELL" symbol, and the stopping symbol on the right reel 32R is a "BELL" symbol, then the 6th supplementary win will be awarded. If the stopping symbol on the left reel 32L on the main line ML is a "BELL" symbol, the stopping symbol on the middle reel 32M is a "BELL" symbol, and the stopping symbol on the right reel 32R is a "WHITE 7" symbol, then the 7th supplementary win will be awarded. If the stopping symbol on the left reel 32L on the main line ML is a "BELL" symbol, the stopping symbol on the middle reel 32M is a "WHITE 7" symbol, and the stopping symbol on the right reel 32R is a "BELL" symbol, then the 8th supplementary win will be awarded. On the main line ML, if the stopped symbol on the left reel 32L is a "white 7" symbol, the stopped symbol on the center reel 32M is a "bell" symbol, and the stopped symbol on the right reel 32R is a "bell" symbol, the 9th supplementary win will be awarded. If any of the 1st to 9th supplementary wins is awarded, the number of gaming media to be awarded will be "1".
[0035] If the stopped symbol on the left reel 32L on the main line ML is a "bell" symbol, the stopped symbol on the middle reel 32M is a "bell" symbol, and the stopped symbol on the right reel 32R is a "bell" symbol, a first bell win will occur. If the stopped symbol on the left reel 32L on the main line ML is a "bell" symbol, the stopped symbol on the middle reel 32M is a "bell" symbol, and the stopped symbol on the right reel 32R is a "replay" symbol, a second bell win will occur. If either the first bell win or the second bell win occurs, the number of gaming media to be awarded will be "15".
[0036] If the stopping symbol on the left reel 32L, the stopping symbol on the middle reel 32M, and the stopping symbol on the right reel 32R on the main line ML are a "watermelon" symbol, the first watermelon win will be awarded. If the stopping symbol on the left reel 32L, the stopping symbol on the middle reel 32M, and the stopping symbol on the right reel 32R are a "watermelon" symbol on the main line ML, the second watermelon win will be awarded. If either the first watermelon win or the second watermelon win is awarded, the number of game media to be awarded will be "5". If the stopping symbol on the left reel 32L on the main line ML is a "cherry" symbol, a cherry win will be awarded regardless of the stopping symbol on the middle reel 32M and the right reel 32R. If a cherry win is awarded, the number of game media to be awarded will be "4".
[0037] The winnings that give a special privilege of replaying the next game without betting gaming media include the normal replay winning, the first chance replay winning, and the second chance replay winning. In detail, when the stopped symbols on the left reel 32L on the main line ML are "replay" symbols, the stopped symbols on the center reel 32M are "replay" symbols, and the stopped symbols on the right reel 32R are "replay" symbols, when the stopped symbols on the left reel 32L on the main line ML are "red 7" symbols, the stopped symbols on the center reel 32M are "red 7" symbols, and the stopped symbols on the right reel 32R are "BAR" symbols, when the stopped symbols on the left reel 32L on the main line ML are "replay" symbols, and the stopped symbols on the center reel 32M are "red 7" symbols, and the stopped symbols on the right reel 32R are "BAR" symbols, If the stopping symbol is a "Red 7" and the stopping symbol on the right reel 32R is a "Replay" symbol, if the stopping symbol on the left reel 32L on the main line ML is a "Replay" symbol, the stopping symbol on the middle reel 32M is a "Red 7" symbol, and the stopping symbol on the right reel 32R is a "BAR" symbol, or if the stopping symbol on the left reel 32L on the main line ML is a "Watermelon" symbol, the stopping symbol on the middle reel 32M is a "Red 7" symbol, and the stopping symbol on the right reel 32R is a "Bell" symbol, a Regular Replay win will be awarded. If the stopping symbol on the left reel 32L on the main line ML is a "Replay" symbol, the stopping symbol on the middle reel 32M is a "Cherry" symbol, and the stopping symbol on the right reel 32R is a "Bell" symbol, a First Chance Replay win will be awarded. On the main line ML, if the stopping symbol on the left reel 32L is a "watermelon" symbol, the stopping symbol on the middle reel 32M is a "bell" symbol, and the stopping symbol on the right reel 32R is a "replay" symbol, the second chance replay will be won.
[0038] If any of the above replay wins are achieved, a replay benefit will be awarded, which will allow the player to play the next game without having to bet any gaming media. Specifically, if any of the replay wins are achieved in a game where "3" gaming media is bet, the player will be able to start the next game with "3" gaming media betted, without having to bet any gaming media. Also, if any of the replay wins are achieved in a game where "2" gaming media is bet, the player will be able to start the next game with "2" gaming media betted, without having to bet any gaming media.
[0039] The state transition winning events that only result in a transition of the game state include the first CB winning event and the second CB winning event. Specifically, when the stopped symbols on the left reel 32L, the center reel 32M, and the right reel 32R on the main line ML are a "red 7" symbol, a first CB winning event occurs. When the stopped symbols on the left reel 32L, the center reel 32M, and the right reel 32R on the main line ML are a "white 7" symbol, a second CB winning event occurs. When the first CB winning event occurs, the game state transitions to the first CB state ST2, and when the second CB winning event occurs, the game state transitions to the second CB state ST3 (see Figure 20).
[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 small win stops on the main line ML, a win is achieved and medals are paid out regardless of whether a winning combination is achieved. For example, even if the win flag corresponding to the first bell win is not set to "1," when a combination of symbols corresponding to the first bell win stops on the main line ML, game media is awarded to the player. On the other hand, a replay win is achieved only if the corresponding combination is won in a lottery.
[0041] In the first CB state ST2 and the second CB state ST3, reel control different from that in the non-CB state is performed. In the non-CB state, reel control that allows each reel 32L, 32M, and 32R to slide up to four symbols after the stop buttons 42 to 44 are operated is performed for each reel. In other words, in the non-CB state, reel control that stops each reel 32L, 32M, and 32R within a specified time (190 milliseconds) after the stop buttons 42 to 44 are operated is performed for each reel. On the other hand, in the first CB state ST2 and the second CB state ST3, the above-mentioned reel control is performed for the center reel 32M and the right reel 32R, i.e., reel control similar to that in the base game, but the above-mentioned reel control is not performed for the left reel 32L. For the left reel 32L, reel control that allows only one symbol to slide up to one symbol after the left stop button 42 is operated is performed. In other words, in the first CB state ST2 and the second CB state ST3, reel control is performed on the left reel 32L to stop it within a predetermined time (75 msec) that is shorter than the above-mentioned specified time after the left stop button 42 is operated.
[0042] In the first CB state ST2 and the second CB state ST3, the reel control that allows a reel to slide up to one symbol is not limited to the left reel 32L, but may be performed on the reel corresponding to the first operated stop button up to one symbol, or may be performed on a predetermined reel only. Furthermore, reel control that allows a reel corresponding to a stop button operated in a certain order to slide up to one symbol may be performed, such as reel control that allows a reel corresponding to the second or last operated stop button to slide up to one symbol.
[0043] In the first CB state ST2 and the second CB state ST3, if a combination corresponding to a replay win is won, the replay win takes priority, and if a replay win is not possible, the first bell win may be achieved. Also, the first bell win may be achieved even if a combination corresponding to a replay win is not won.
[0044] Both the first CB state ST2 and the second CB state ST3 are game states that do not increase the number of game media owned by the player. Furthermore, both the first CB state ST2 and the second CB state ST3 are game states that reduce the number of game media owned by the player at the end of the game state compared to the number of game media owned by the player at the start of the game state.
[0045] Next, the devices for executing various notifications and various effects will be described.
[0046] As shown in FIG. 1 , an upper lamp 61 and a speaker 62 are provided on the upper part of the front door 12, as well as an image display device 63. When an abnormality occurs in the slot machine 10, the upper lamp 61 is controlled to emit light in a manner corresponding to the abnormality, and is also controlled to emit light in a manner corresponding to the winning result. Furthermore, the upper lamp 61 is controlled to emit light so as to produce a light-emitting effect corresponding to the display effect on the image display device 63. The speakers 62 are provided as a pair on the left and right, and are controlled to output sound or audio corresponding to the abnormality when an abnormality occurs in the slot machine 10, and are also controlled to output sound or audio corresponding to the winning result. Furthermore, the speakers 62 are controlled to output sound so as to produce a sound output effect corresponding to the display effect on the image display device 63.
[0047] The image display device 63 has a display surface and is configured as a liquid crystal display device equipped with 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 device. If 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. Furthermore, the image display device 63 is display controlled so that images corresponding to the winning combination results in the internal lottery and the winning results in each game are displayed on the display surface. In other words, a display effect is executed on the image display device 63.
[0048] The gaming panel 20 of the front door 12 is provided, below the display windows 21L, 21M, and 21R, with a credit display unit 65 that displays the number of stored virtual medals, a dual-purpose display unit 66 that displays the number of gaming media that will be awarded when a small winning combination is achieved and, when the image display device 63 notifies the player of the stopping order of the reels 32L, 32M, and 32R, displays a message corresponding to the message and also displays the results of game history management, and a zone display unit 67 that displays a message indicating that the gaming zone is the second zone. The credit display unit 65 is made up of a 7-segment display, and each segment uses a single-color LED, such as green.
[0049] Fig. 7(a) is a front view of a common display area 68 provided with a combined display unit 66 and a section display unit 67. In the common display area 68, as shown in Fig. 7(a), the combined display unit 66, which has two 7-segment displays 66a, 66b arranged side by side in the horizontal direction, and the section display unit 67, which is made up of one light-emitting element, are aggregated.
[0050] When any of the small winning combinations (first to ninth supplementary winning combinations, first bell winning combination, second bell winning combination, first watermelon winning combination, second watermelon winning combination, or cherry winning combination) corresponding to the awarding of gaming media is achieved, the number of gaming media awarded corresponding to that small winning combination is displayed on the dual-purpose display unit 66 at the end of the game in which that 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 indicator 66a becomes non-displayable and the right 7-segment indicator 66b displays "1," thereby indicating that "1" gaming media has been awarded. When either the first bell winning combination or the second bell winning combination is achieved in the non-CB state, the left 7-segment indicator 66a displays "1," while the right 7-segment indicator 66b displays "5," thereby indicating that "15" gaming media have been awarded. In addition, when either the first watermelon winning or the second watermelon winning is achieved in the non-CB state, the left 7-segment display 66a becomes non-displaying and the right 7-segment display 66b displays "5", thereby notifying that "5" gaming media have been awarded. In addition, when a cherry winning is achieved in the non-CB state, the left 7-segment display 66a becomes non-displaying and the right 7-segment display 66b displays "4", thereby notifying that "4" gaming media have been awarded.
[0051] In the first CB state ST2 and the second CB state ST3, the number of game media awarded in response to a win of a small winning combination is "1." Therefore, when a win of a small winning combination is achieved in the first CB state ST2 or the second CB state ST3, the left 7-segment display 66a is turned off and "1" is displayed on the right 7-segment display 66b, thereby notifying that "1" game medium has been awarded.
[0052] On the other hand, even if a win that does not award game media, such as any of the replay wins and any of the CB wins, occurs, no display corresponding to that win is made on the dual-purpose display unit 66, and in this case the 7-segment indicators 66a, 66b remain in a non-display state. The display of the number of awarded game media on the dual-purpose display unit 66 ends when game media are bet to start the next game after that display, and the 7-segment indicators 66a, 66b go into a non-display state at the time this bet is made.
[0053] When the stop order of the reels 32L, 32M, and 32R is notified on 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 contents of the information corresponding to the stop order displayed on the combined display unit 66. As shown in FIG. 7(b), in the slot machine 10, the stop order of the reels 32L, 32M, and 32R notified on the image display device 63 includes a stop order in which the first stop is on the left reel 32L, the second stop is on the center reel 32M, and the third stop is on the right reel 32R, a stop order in which the first stop is on the left reel 32L, the second stop is on the right reel 32R, and the third stop is on the center reel 32M, a stop order in which the first stop is on the center reel 32M, the second stop is on the left reel 32L, and the third stop is on the right reel 32R, and a stop order in which the first stop is on the center reel 32M, the second stop is on the left reel 32L, and the third stop is on the right reel 32R. There are stop orders in which the second stop is on the right reel 32R and the third stop is on the left reel 32L, stop orders in which the first stop is on the right reel 32R, the second stop is on the left reel 32L and the third stop is on the center reel 32M, stop orders in which the first stop is on the right reel 32R, the second stop is on the center reel 32M and the third stop is on the left reel 32L, stop orders in which the first stop is on the left reel 32L and the rest are optional, stop orders in which the first stop is on the center reel 32M and the rest are optional, and stop orders in which the first stop is on the right reel 32R and the rest are optional.
[0054] The notification of the stop order on the image display device 63 may be executed when a winning combination including the first bell winning data and any one of the first through sixth compensation winning data is won during the lottery process for winning combinations in the non-CB state, or when a winning combination including the second bell winning data and any one of the seventh through ninth compensation winning data is won. Specifically, when a winning combination including the first bell winning data and any one of the first through sixth compensation winning data is won, the first bell win is achieved if the reels 32L, 32M, and 32R stop in the stop order corresponding to the winning combination. If the reels 32L, 32M, and 32R do not stop in the stop order corresponding to the winning combination, one of the first through sixth compensation wins may be achieved. If the first bell win is achieved, the player is awarded 15 gaming media as explained above. If one of the first through sixth compensation wins is achieved, the player is awarded 1 gaming media as explained above.
[0055] If a winning combination includes the second bell winning data and any of the seventh to ninth supplementary winning data, the second bell win will be achieved if the reels 32L, 32M, and 32R stop in the stopping order corresponding to the winning combination, and any of the seventh to ninth supplementary winning combinations may be achieved if the reels 32L, 32M, and 32R do not stop in the stopping order corresponding to the winning combination. If the second bell win is achieved, the player will be awarded 15 gaming media as explained above, and if any of the seventh to ninth supplementary winning combinations is achieved, the player will be awarded 1 gaming media as explained above.
[0056] When any of the above stop orders is notified by the image display device 63, the left 7-segment display 66a of the dual-purpose display unit 66 remains in a non-display state, while the right 7-segment display 66b displays a message corresponding to the stop order of the item to be notified. This display content is as shown in Fig. 7(b), and the display content of the stop order on the dual-purpose display unit 66 is set in a one-to-one correspondence with the notification content of the stop order on the image display device 63. However, this is not limitative, and a configuration may be adopted in which multiple types of display content on the dual-purpose display unit 66 are set in correspondence with some or all of the notification content of the stop order on the image display device 63.
[0057] The display content of the stop order on the dual-purpose display unit 66 is different from the display content that is displayed when a display corresponding to the awarding of game media is made on the dual-purpose display unit 66. This makes it easier to distinguish whether the content displayed on the dual-purpose display unit 66 corresponds to the number of game media awarded or the stop order of the reels 32L, 32M, and 32R.
[0058] 8(a) and 8(b) are explanatory diagrams for explaining the relationship between the notification content of the stop order on the image display device 63 and the display content of the stop order on the dual-purpose display unit 66. FIG.
[0059] 8(a), when the stopping order of the reels 32L, 32M, and 32R is notified on the image display device 63, the same number of unit display images G1 to G3 as the number of stopping operations required to end the game are displayed on the image display device 63, and an image display corresponding to the stopping order of the reels 32L, 32M, and 32R is performed on each of the unit display images G1 to G3. Specifically, a left unit display image G1 corresponding to the left reel 32L, a middle unit display image G2 corresponding to the center reel 32M, and a right unit display image G3 corresponding to the right reel 32R are displayed. Figure 8(a) shows how the stop order is announced 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, so the left unit display image G1 displays an image of "2" corresponding to the stop order of the left reel 32L, the middle unit display image G2 displays an image of "1" corresponding to the stop order of the middle reel 32M, and the right unit display image G3 displays an image of "3" corresponding to the stop order of the right reel 32R.
[0060] As described above, the image display device 63 displays an image notifying the stop order of the reels 32L, 32M, and 32R, whereas the combined display unit 66 displays "L" corresponding to the stop order of the reels 32L, 32M, and 32R, as shown in FIG. 8(b). That is, the image display device 63 displays unit display images G1 to G3 corresponding to the number of reels 32L, 32M, and 32R, and displays an image corresponding to the stop order of the corresponding reels 32L, 32M, and 32R in each unit display image G1 to G3, whereas the combined display unit 66 displays an image unrelated to the number of reels 32L, 32M, and 32R. This makes it possible to draw the player's attention to the display content on the image display device 63, even if the combined display unit 66 displays a display corresponding to the notification content of the stop order of the reels 32L, 32M, and 32R.
[0061] The display range of the dual-purpose display unit 66 is narrower than that of the image display unit 63. This also makes it possible to reduce the player's attention to the dual-purpose display unit 66 compared to the image display unit 63. Furthermore, the dual-purpose display unit 66 is located on the opposite side of the display windows 21L, 21M, and 21R, which allow the reels 32L, 32M, and 32R to be viewed, from the image display unit 63. This means that the dual-purpose display unit 66 is disposed at a distance from the image display unit 63, which also makes it possible to reduce the player's attention to the dual-purpose display unit 66.
[0062] When the stop order of reels 32L, 32M, and 32R is notified, the display corresponding to the stop order of reels 32L, 32M, and 32R on the combined display unit 66 and the display corresponding to the stop order of reels 32L, 32M, and 32R on the image display unit 63 start after the lottery process for winning combinations has been performed and before the stop operation for reels 32L, 32M, and 32R is validated. In this case, the display corresponding to the stop order of reels 32L, 32M, and 32R on the combined display unit 66 starts before the display corresponding to the stop order of reels 32L, 32M, and 32R on the image display unit 63, but these displays may be configured to start simultaneously or approximately simultaneously, or the display start order may be reversed. Furthermore, the display corresponding to the stop order of reels 32L, 32M, and 32R on the combined display unit 66 and the image display unit 63 ends when a stop command is issued for all of the reels 32L, 32M, and 32R in the game in which the display is executed.
[0063] The dual-purpose display unit 66 is disposed on the central side of the common display area 68, whereas the section display unit 67 is disposed on a corner side of the common display area 68. The section display unit 67 is a display unit for notifying that the gaming section is the second section SC2 of the first section SC1 and the second section SC2 (see FIG. 20). The second section SC2 is a section in which an advantageous gaming state (specifically, a base AT state ST4 and an ending AT state ST5) can be initiated and the advantageous gaming state can be continued, in which the expected number of gaming media to be acquired in one game (the value obtained by subtracting the number of gaming media bet in one game from the expected number of gaming media to be awarded in one game) can exceed "0" by notifying the stopping order of the reels 32L, 32M, and 32R, which enables the establishment of an advantageous winning combination for the player, when the winning combination to be established is different depending on the stopping order of the reels 32L, 32M, and 32R. On the other hand, the first section SC1 is a section in which an advantageous gaming state does not start and does not continue.
[0064] The interval display unit 67 lights up when an advantageous gaming state is achieved in which the expected value of game media acquisition exceeds "0" by notifying the player of the stopping order of the reels 32L, 32M, and 32R, which allows for the establishment of an advantageous winning combination for the player when the player wins a combination in which the winning combination to be achieved varies depending on the stopping order of the reels 32L, 32M, and 32R, or a combination in which the winning combination to be achieved varies depending on the stopping order of the reels 32L, 32M, and 32R. When the interval display unit 67 lights up, it remains lit until the second interval SC2 ends, and turns off when the second interval SC2 ends and the first interval SC1 begins.
[0065] In the above-described configuration in which the section display unit 67 is turned on once in the second section SC2 and remains turned on until the end of the second section SC2, the dual-purpose display unit 66 provided in the common display area 68 is turned on when a game medium is awarded and turned off when the next game starts, and is turned on when the stop order of the reels 32L, 32M, and 32R is displayed on the image display device 63 and turned off when the game ends. Therefore, in a configuration in which the section display unit 67 is not too noticeable to players by being placed in the common display area 68, it is possible to actively create a situation in which only the section display unit 67 is turned on in the common display area 68 during the second section SC2, making it easier for the amusement hall manager to check the section display unit 67.
[0066] Note that instead of maintaining the lighting state of the section display unit 67 during the second section SC2, the section display unit 67 may blink at a predetermined cycle during the second section SC2. Furthermore, other displays such as a liquid crystal display device may be used as the combined display unit 66 and the section display unit 67.
[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 of the cabinet 11. The main control device 70 is configured by housing a main control board 71 in a board box 81. An MPU 72 is mounted on one of the board surfaces, which is the device mounting surface. The board box 81 is formed transparent so that the MPU 72 housed therein can be visually observed from outside the board box 81. Note that the board box 81 is formed colorless and transparent, but it may be formed colored and transparent as long as the MPU 72 housed therein can be visually observed from outside the board box 81. The main control device 70 is mounted on the back plate 11b of the cabinet 11 so that an opposing wall portion 82 of the board box 81 that faces the device mounting surface of the main control board 71 faces the front of the slot machine 10. Therefore, by opening the front door 12 toward the front of the slot machine 10 relative to the cabinet 11 and exposing the internal space of the cabinet 11, it becomes possible to visually observe the opposing wall portion 82 of the base box 81 and also to visually observe the MPU 72 through the opposing wall portion 82.
[0068] The board box 81 is formed by combining multiple case bodies, one behind the other. These multiple case bodies are provided with connecting portions 83 that prevent separation of the case bodies and leave traces of separation when the case bodies are separated. The connecting portions 83 are arranged side by side along one side of the roughly rectangular board box 81. This allows for separation of the case bodies by destroying some of the connecting portions 83, allowing the case bodies to be separated. By subsequently connecting other connecting portions 83, it becomes possible to prevent separation of the case bodies again. Furthermore, since the connecting portions 83 are destroyed when the case bodies are separated, leaving traces, it becomes possible to visually check the connecting portions 83 to determine whether the case bodies have been separated fraudulently. Furthermore, a sealing sticker 84 is affixed to another side of the board box 81, other than the side where the connecting portions 83 are arranged, spanning the boundary between the case bodies. When the sealing sticker 84 is peeled off, an adhesive layer remains on the case body. This makes it possible to leave a trace if the sealing seal 84 is peeled off when the case body is separated.
[0069] As shown in Fig. 2, the slot machine 10 is provided with a performance control device 90 in addition to the main control device 70. The performance control device 90 is arranged behind the image display device 63 on the front door 12. The performance control device 90 controls the upper lamp 61, the speaker 62, and the image display device 63 based on commands received from the main control device 70. Note that, like the main control device 70, the performance control device 90 is configured by housing a control board in a board box.
[0070] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagram of FIG.
[0071] As already explained, the main control board 71 of the main control device 70 is equipped with an 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 the control programs stored in the ROM 73 are executed, 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. The MPU 72 also incorporates an interrupt circuit, a data input / output circuit, and the like. It is not essential that the ROM 73 and RAM 74 be integrated into a single chip for the MPU 72; they may each be integrated into a separate chip.
[0072] The MPU 72 is provided with an input port and an output port. Connected to the input side of the MPU 72 are various sensors, such as the reel unit 31, a start detection sensor 41a that detects operation of the start lever 41, stop detection sensors 42a, 43a, and 44a that individually detect operation of each stop button 42, 43, and 44, an inserted medal detection sensor 45a that detects medals inserted through a medal insertion slot 45, credit insertion detection sensors 47a and 48a that individually detect operation of each credit insertion button 47 and 48, a settlement detection sensor 51a that detects operation of the settlement button 51, a payout detection sensor of the hopper device 53, a reset detection sensor that detects operation of a reset button 56 provided on the power supply device 54, and a setting key detection sensor that detects insertion of a setting key into the setting key insertion hole 57. Signals from each of these sensors are input to the MPU 72.
[0073] The output side of the MPU 72 is connected to the reel unit 31, the selector drive unit 52a provided in the selector 52, the payout motor of the hopper device 53, the dual-purpose display unit 66, the section display unit 67, the performance control device 90, etc. In each game, the rotation drive control of each of the reels 32L, 32M, and 32R of the reel unit 31 is performed by the MPU 72. The selector 52 has the function of detecting a medal inserted through the medal insertion slot 45 with the inserted medal detection sensor 45a and then guiding it to the hopper device 53 if acceptance is permitted, or discharging it to the medal tray 59 without being detected by the inserted medal detection sensor 45a if acceptance is prohibited. The selector drive unit 52a has the function of switching the state of the selector 52 between an acceptance permit state and an acceptance prohibit state, and specifically operates a path switching piece provided in the selector 52 between an acceptance permit position and an acceptance prohibit position. The MPU 72 switches the state of the selector 52 between an acceptance permission state and an acceptance prohibition state by switching between an output state and a stop state of the drive signal to the selector drive unit 52a.
[0074] The MPU 72 executes drive control of the hopper device 53 when a small winning combination is achieved and medals are paid out. Furthermore, when game media are awarded, the MPU 72 controls the display of the dual-purpose display unit 66 so that the number of game media that have been awarded is displayed. Furthermore, when an alert start trigger occurs in the second interval SC2, the MPU 72 controls the display of the interval display unit 67 so that an alert is issued that the second interval SC2 is being reached. Furthermore, the MPU 72 controls the display of the dual-purpose display unit 66 so that an indication corresponding to the game management result is displayed.
[0075] The MPU 72 transmits commands to the effect control device 90 at each timing of each game, and when transmitting a command to the effect control device 90 to cause the image display device 63 to notify the stop order of the reels 32L, 32M, and 32R, the MPU 72 controls the display of the combined display unit 66 so that a display corresponding to the content to be notified is displayed. 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. In other words, the direct display control of the image display device 63, which is the target of relatively complex display control, is performed by the effect control device 90, and the direct display control of the combined display unit 66, which is the target of relatively simple display control, is performed by the MPU 72. This makes it possible to perform both a display that emphasizes increasing attention to the effect and a display that emphasizes reliability, while reducing the processing load on the MPU 72.
[0076] A power outage monitoring circuit (not shown) provided in the power supply 54 is connected to the input side of the MPU 72. The power supply 54 is equipped with a power supply unit and a power outage monitoring circuit that supply drive power to the main control unit 70 and other electronic devices in the slot machine 10. The power outage monitoring circuit monitors the voltage applied to the power supply unit from an external power source and outputs a power outage signal to the MPU 72 when the voltage drops below a reference voltage. The MPU 72 executes power outage processing upon receiving the power outage signal and enables the device to return to the processing state before the power outage after power is restored. The power supply 54 also includes a power outage power supply unit that supplies backup power to the RAM 74 as power during power outage when the supply of operating power from the external power source is interrupted. This allows data to be stored and maintained in the RAM 74 even when the supply of operating power from the external power source is interrupted as long as the power outage power supply unit can supply backup power (e.g., for one or two days).
[0077] The performance control device 90 is equipped with a performance control board 91 for controlling the execution of various notifications and various performances. The performance control board 91 is equipped with an MPU 92. The MPU 92 has built-in ROM 93 that stores various control programs and fixed value data executed by the MPU 92, and RAM 94, which is memory for temporarily storing various data when the control programs stored in the ROM 93 are executed, as well as a clock circuit that outputs a rectangular wave of a predetermined frequency, an interrupt circuit, a data input / output circuit, a random number generating circuit, and the like.
[0078] It is not essential that the ROM 93 and RAM 94 be integrated into a single chip for the MPU 92, and each may be integrated into a separate chip. Furthermore, when the supply of operating power from the external power source is cut off, the RAM 94 is not supplied with backup power from the power-off power supply unit of the power supply device 54.
[0079] The MPU 92 is provided with an input port and an output port. As already explained, the MPU 72 of the main control device 70 is connected to the input side of the MPU 92, and various commands are received from the MPU 72. The upper lamp 61, the speaker 62, and the image display device 63 are connected to the output side of the MPU 92. Based on the commands received from the MPU 72 of the main control device 70, the MPU 92 controls the light emission of the upper lamp 61, the sound output of the speaker 62, and the display of the image display device 63, thereby enabling various notifications and various effects to be performed.
[0080] Although not shown, the performance control board 91 is equipped with a video display processor (VDP), character ROM, video RAM, and other components in addition to the MPU 92. The VDP is a type of drawing circuit that directly operates an image processing device (LCD driver) built into the image display device 63. The VDP is involved in reading and writing data from the video RAM and reads image data stored in the video RAM from the character ROM at predetermined timings to display it on the image display device 63. The character ROM serves as an image data library for storing character data such as designs to be displayed on the image display device 63. This character ROM stores bitmap image data of various display designs and a color palette table referenced when determining the color of each dot in the bitmap image. The video RAM is a memory for storing display data to be displayed on the image display device 63. When the MPU 92 determines the performance content based on commands received from the MPU 72 of the main control device 70, it outputs a drawing list to the VDP specifying the image content corresponding to each update timing in accordance with the determined performance content. The VDP reads image data from the character ROM according to the drawing list, and creates display data in the video RAM using the read image data. The VDP then outputs an image signal corresponding to the created display data to the image display device 63, causing the image display device 63 to display an image corresponding to the display data.
[0081] For the sake of convenience, in the following explanation, the MPU72, ROM73 and RAM74 of the main control device 70 will be referred to as the main MPU72, main ROM73 and main RAM74, respectively, and the MPU92, ROM93 and RAM94 of the performance control device 90 will be referred to as the performance MPU92, performance ROM93 and performance RAM94, respectively.
[0082] <In-area processing and out-of-area processing> Next, the contents of various controls executed by the main MPU 72 will be described.
[0083] Various control processes executed by the main MPU 72 using programs are divided into in-area processes and out-area processes. Specifically, processes for managing game history and processes related to monitoring whether the total number of acquired game media has reached a number corresponding to forced termination of gameplay are considered out-area processes. Processes other than the out-area processes, including control for progressing gameplay based on game operations by the player, are considered in-area processes. Specifically, the main process (FIG. 13) executed when the supply of operating power to the main MPU 72 begins includes all processes other than the first out-area initialization process and the second out-area initialization process described below as in-area processes, and the first out-area initialization process and the second out-area initialization process are considered out-area processes. Furthermore, the timer interrupt process (FIG. 14), which is periodically initiated as an interrupt, includes all processes other than the management process described below as in-area processes, and the management process is considered out-area processes. Furthermore, the normal process (FIG. 15) executed to control one game includes all processes other than the end monitoring process described below as in-area processes, and the end monitoring process is considered out-area processes.
[0084] Figure 10 is an explanatory diagram for explaining how programs and data are set in the main ROM 73. In response to the fact that the processing executed by the main MPU 72 is divided into in-area processing and out-area processing, as shown in Figure 10, in the main ROM 73, the addresses of the areas storing the programs and data for in-area processing and the programs and data for out-area processing are clearly distinguished.
[0085] Specifically, programs for in-region processing are collectively stored in the areas of consecutive addresses within the range of address X(1) to address X(k+2). Addresses X(k+3) to X(k+5), which are consecutive to address X(1) to address X(k+2), are unused addresses where no data is stored, and data for in-region processing are collectively stored in the areas of consecutive addresses within the range of address X(k+6) to address X(m+2). Addresses X(m+3) to X(m+5), which are consecutive to address X(k+6) to address X(m+2), are unused addresses where no data is stored, and programs for out-region processing are collectively stored in the areas of consecutive addresses within the range of address X(m+6) to address X(n+2). Furthermore, addresses X(n+3) to X(n+5), which are consecutive to addresses X(m+6) to X(n+2), are unused area addresses where no data is stored, and data for out-of-area processing is collectively stored in the consecutive address areas within the range of addresses X(n+6) to X(p+2). The relationship between the programs and data and addresses as described above is set both in terms of physical addresses in the main ROM 73 and logical addresses on the memory map recognized by the main MPU 72.
[0086] As described above, the programs and data for in-region processing and the programs and data for out-region processing are stored in areas with different address ranges, regardless of the execution order of the processes for executing the corresponding controls. Therefore, when checking only the programs and data for in-region processing, it is necessary to check only the areas in the address ranges where these programs and data for in-region processing are stored. When checking only the programs and data for out-region processing, it is necessary to check only the areas in the address ranges where these programs and data for out-region processing are stored. Therefore, it is possible to efficiently check programs and data for in-region processing and out-region processing separately. This also makes it possible to efficiently correct programs and data for in-region processing and out-region processing separately.
[0087] By setting an address range of an unused area in which no data is stored between the address range of the area in which the program for in-area processing and the data for in-area processing are stored and the address range of the area in which the program for out-area processing and the data for out-area processing are stored, it becomes easier to grasp the boundary between the address range for in-area processing and the address range for out-area processing when checking.
[0088] In each of the address ranges for in-area processing and the address range for out-area processing, programs and data are stored in areas with different ranges of addresses regardless of the execution order of the processes for executing the corresponding controls, which makes it possible to efficiently perform work when checking programs and data separately.In addition, by setting an address range of an unused area in which no data is stored between the address range of the area in which the program is stored and the address range of the area in which the data is stored, it becomes easier to grasp the boundary between the address range of the program and the address range of the data when checking.
[0089] Figure 11 is an explanatory diagram for explaining how each area is set in the main RAM 74. In response to the fact that the processing executed using a program in the main MPU 72 is divided into in-area processing and out-area processing, as shown in Figure 11, the address ranges of the work area 96 for in-area processing and the stack area 97 for in-area processing are clearly divided into the address ranges of the work area 98 for out-area processing and the stack area 99 for out-area processing in the main RAM 74.
[0090] Specifically, the area of each successive address within the range of address Y(1) to address Y(r+2) is set as a work area 96 for intra-region processing. Addresses Y(r+3) to Y(r+5), which are successive to address Y(1) to address Y(r+2), are unused addresses, and the area of each successive address within the range of address Y(r+6) to address Y(s+2) is set as a stack area 97 for intra-region processing. Addresses Y(s+3) to Y(s+5), which are successive to address Y(r+6) to address Y(s+2), are unused addresses, and the area of each successive address within the range of address Y(s+6) to address Y(t+2) is set as a work area 98 for extra-region processing. Furthermore, addresses Y(t+3) to Y(t+5), which are successive to addresses Y(s+6) to Y(t+2), are unused area addresses, and the areas of successive addresses within the range of addresses Y(t+6) to Y(u+2) are set as stack areas for out-of-area processing 99. The relationship between each area and address as described above is set both as a physical address in the primary RAM 74 and as a logical address on the memory map recognized by the primary MPU 72.
[0091] As described above, by separately setting the work area 96 for in-region processing and the work area 98 for out-region processing, different areas of the main RAM 74 are used when performing various calculations, etc., when performing in-region processing and when performing out-region processing in the main MPU 72. This makes it less likely that information in the main RAM 74 required for one of the in-region processing and out-region processing will be erased when the other is being performed. Incidentally, a load command is issued by the main MPU 72 when writing information to each work area 96, 98 and when reading information from each work area 96, 98.
[0092] By separately defining the stack area 97 for in-region processing and the stack area 99 for out-region processing, different areas of the main RAM 74 are used to save information stored in the main MPU 72's registers and to store program return address information when the main MPU 72 is executing in-region processing and out-region processing. This makes it less likely that information used in the other process will be erased when saving information stored in the main MPU 72's registers or storing program return address information while one of the other processes is being executed. Incidentally, the main MPU 72 issues a push command to write information to each stack area 97, 99, and a pop command to read information from each stack area 97, 99. Furthermore, when reading information from each stack area 97, 99, the write order to the stack area 97, 99 is such that the last information is read first.
[0093] Here, when the main MPU 72 executes in-region processing, the main MPU 72 can write information to the work area 96 for in-region processing and the stack area 97 for in-region processing, and can read information from the work area 96 for in-region processing and the stack area 97 for in-region processing. On the other hand, when the main MPU 72 executes in-region processing, the main MPU 72 can read information from the work area 98 for out-region processing and the stack area 99 for out-region processing, but cannot write information to the work area 98 for out-region processing and the stack area 99 for out-region processing. This makes it possible to prevent information used in out-region processing from being accidentally erased while in-region processing is being executed.
[0094] Furthermore, when the main MPU 72 executes out-of-area processing, the main MPU 72 can write information to the work area 98 for out-of-area processing and the stack area 99 for out-of-area processing, and can read information from the work area 98 for out-of-area processing and the stack area 99 for out-of-area processing. On the other hand, when the main MPU 72 executes out-of-area processing, the main MPU 72 can read information from the work area 96 for in-area processing and the stack area 97 for in-area processing, but cannot write information to the work area 96 for in-area processing and the stack area 97 for in-area processing. This makes it possible to prevent information used in in-area processing from being accidentally erased while out-of-area processing is being executed.
[0095] Note that backup power is supplied to the main RAM 74 even after power to the slot machine 10 is cut off, and this backup power is supplied to all of the work area 96 for intra-area processing, the stack area 97 for intra-area processing, the work area 98 for extra-area processing, and the stack area 99 for extra-area processing. As a result, the information stored in the work area 96 for intra-area processing, the stack area 97 for intra-area processing, the work area 98 for extra-area processing, and the stack area 99 for extra-area processing is retained as long as backup power is being supplied, even after power to the slot machine 10 is cut off.
[0096] FIG. 12 is an explanatory diagram for explaining various storage areas provided in the work area 96 for intra-region processing and various storage areas provided in the work area 98 for extra-region processing.
[0097] The work area 96 for processing within the area includes a bet number setting counter 96a, a credit counter 96b, a continued game count counter 96c, a total number of wins counter 96d, an AT difference number counter 96e, a standby counter 96f, a release game count counter 96g, a CZ status counter 96h, various flag areas 96i, a start status area 96j, and an end status area 96k. The bet number setting counter 96a is a counter used by the main MPU 72 to determine the number of bets on the game to be executed. The credit counter 96b is a counter used by the main MPU 72 to determine the number of virtual medals stored and accumulated. The continued game count counter 96c is a counter used by the main MPU 72 to determine the number of games executed from the start of the second section SC2 when the second section SC2 is continued without the first section SC1 in between. The total acquisition number counter 96d is a counter for determining the total acquisition number of game media from the start of the second section SC2 when the second section SC2 is continued without the first section SC1 in between, in the main MPU 72. The AT difference number counter 96e is a counter for determining the remaining number of game media awarded in the base AT state ST4 in the main MPU 72.
[0098] The standby counter 96f is a counter used by the main MPU 72 to determine the number of games remaining until the base AT state ST4 or CZ state is initiated in the normal gaming state ST1. The release game number counter 96g is a counter used by the main MPU 72 to determine the maximum number of games required until the base AT state ST4 is initiated in the normal gaming state ST1. The CZ state counter 96h is a counter used by the main MPU 72 to determine the number of games remaining until the CZ state ends. The various flag area 96i is an area in which multiple flags are provided to determine the gaming state in the main MPU 72. The start status area 96j is an area for storing the gaming state and gaming section of the current game at the start of the game. The end status area 96k is an area for storing the gaming state and gaming section of the next game at the end of the game.
[0099] The work area 98 for out-of-area processing is provided with a management counter group 98a, a termination determination counter 98b, and a termination flag 98c. The management counter group 98a is provided with a plurality of counters used for managing game history by the main MPU 72. The termination determination counter 98b is a counter that allows the main MPU 72 to identify a trigger for forcibly terminating a game as the game continues. The termination flag 98c is a flag that allows the main MPU 72 to identify a situation in which the game is forcibly terminated and further game play is not possible.
[0100] <Main processing> Next, a description will be given of the processing executed by the main MPU 72. First, a description will be given of the main processing executed by the main MPU 72 when the supply of operating power to the main MPU 72 is started, with reference to the flowchart in Fig. 13. Of the processing in steps S101 to S119 in the main processing, the processing other than the first initialization processing for outside the area called and executed in step S102 and the second initialization processing for outside the area called and executed in step S107 is executed as inside the area processing using a program for inside the area processing and data for inside the area processing, and the first initialization processing for outside the area and the second initialization processing for outside the area are executed as outside the area processing using a program for outside the area processing and data for outside the area processing.
[0101] The main process first executes power-on initialization processing (step S101). In the power-on initialization processing, interrupts due to timer interrupt processing are permitted, and various initial settings are made to the registers and I / O devices within the main MPU 72.
[0102] Thereafter, a first initialization process for an outside area is executed by a CALLI instruction (step S102). The first initialization process for an outside area is included in the outside area process. In other words, when the main process changes from a situation in which an inside area process is being executed to a situation in which an outside area process is executed, the outside area process is called by a CALLI instruction. When the first initialization process for an outside area is executed by a CALLI instruction, the flag register information of the main MPU 72 is first saved to the stack area 97 for the inside area process. The flag register includes a carry flag, a zero flag, a P / V flag, a sign flag, a half carry flag, etc., and the flag register information changes depending on the execution results of an arithmetic instruction, a rotate instruction, an input / output instruction, etc. By saving such flag register information before the program for the first initialization process for an outside area, which is an outside area process, is started, it is possible to save the flag register information in the stack area 97 for the inside area process in the state before the call of the first initialization process for an outside area or after the start of the first initialization process for an outside area. When the first initialization process for outside the region is executed by the CALLI instruction, the information in the flag register is saved to the stack area 97 for the internal process, and then the timer interrupt process (FIG. 14) is inhibited from interrupting. This makes it possible to prevent the timer interrupt process (FIG. 14), which is an internal process, from interrupting and starting while the first initialization process for outside the region, which is an external process, is being executed. After the timer interrupt process (FIG. 14) is inhibited from interrupting, the program corresponding to the first initialization process for outside the region is started. The contents of the first initialization process for outside the region will be explained later.
[0103] Thereafter, it is determined whether the power is turned on with the setting key inserted into the setting key insertion hole 57 and turned on (step S103). If the power is turned on with the setting key turned on (step S103: YES), and if the reset button 56 is not pressed when the power is turned on (step S104: NO), a partial clear process for the area is executed (step S105). If the reset button 56 is pressed when the power is turned on (step S104: YES), a full clear process for the area is executed (step S106). In the partial clear process for the area, a part of the work area 96 for the area processing is initialized, and the entire stack area 97 for the area processing is initialized. In detail, the areas to be initialized in the work area 96 for the area processing are initialized by clearing to "0" all areas other than the area where the second CB winning data is stored in the work area 96 for the area processing, and the area where the second CB winning data is stored is not initialized. Furthermore, in the partial clear process for within the region, the work area 98 for outside the region processing and the stack area 99 for outside the region processing are not initialized. In the full clear process for within the region, the entire area of the work area 96 for inside the region processing is initialized, and the entire area of the stack area 97 for inside the region processing is initialized. Furthermore, in the full clear process for within the region, the work area 98 for outside the region processing and the stack area 99 for outside the region processing are not initialized.
[0104] After the processing of step S105 or step S106 is executed, the second initialization processing for outside the area is executed by the CALLI instruction (step S107). The second initialization processing for outside the area is included in the outside area processing. In other words, when the main processing changes from a situation in which an inside area processing is being executed to a situation in which an outside area processing is being executed, the outside area processing is called by the CALLI instruction. The contents of the CALLI instruction have already been explained. The contents of the second initialization processing for outside the area will be explained later.
[0105] Thereafter, a setting value update process is executed (step S108). In the setting value update process, the current setting value is read, and the current setting value is displayed on the credit display unit 65, provided that the setting key is inserted and turned ON. When the setting value update process is executed, either the partial clear process (step S105) or the full clear process (step S106) has been executed beforehand. Therefore, when the setting value update process starts, the credit display unit 65 displays a value corresponding to the setting value being "1." In the setting value update process, the setting value is updated by "1" each time the reset button 56 is operated, and the updated setting value is displayed on the credit display unit 65. Note that if the reset button 56 is operated when the setting value is "6," the setting value is updated to "1." If 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 this 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 normal processing (step S109). The normal processing will be explained in detail later.
[0106] If the setting key has not been turned ON during the main processing (step S103: NO), power restoration processing from step S110 onward is executed. The power restoration processing is a process for restoring the state of the slot machine 10 to the state before the power was cut off. In the power restoration processing, the main RAM 74 is checked to determine whether the setting value of the slot machine 10 is normal (step S110). Specifically, if the setting value is any of "1" to "6," it is determined to be normal, and if it is "0" or "7" or greater, it is determined to be abnormal. If the setting value is normal, it is determined whether the power outage flag is set to "1" (step S111). The power outage flag is provided in the main RAM 74, and if the predetermined power outage processing is executed normally when the supply of operating power to the main MPU 72 is stopped, the power outage flag is set to "1." If the power outage flag is set to "1," it is confirmed whether the RAM determination value is normal (step S112). Specifically, the checksum value of the main RAM 74 is checked to determine whether the value is normal.
[0107] If all of steps S110 to S112 return a positive determination, this means that the power failure processing during the previous power outage was executed normally. In this case, the value of the stack pointer saved in the main RAM 74 is written to the stack pointer of the main MPU 72, and the data saved in the main RAM 74 is restored to the register of the main MPU 72, thereby restoring the state of the register of the main MPU 72 to the state before the power was interrupted (step S113). In addition, the power failure flag of the main RAM 74 is cleared to "0" (step S114). Thereafter, a power recovery command is sent to the production MPU 92 to acknowledge the execution of the power recovery processing (step S115), and the address before the power was interrupted is returned to (step S116).
[0108] On the other hand, if a negative determination is made in any of steps S110 to S112, an operation prohibition process is executed. In the operation prohibition process, execution of the next timer interrupt process (FIG. 14) is prohibited (step S117), all output ports of the main MPU 72 are cleared to "0" to turn off all actuators connected to those output ports (step S118), and an error notification process is executed to notify the hall manager or the like of the occurrence of an error (step S119). This then becomes an infinite loop. The operation prohibition process is released by executing a partial clear process for the area (step S105) or a full clear process for the area (step S106).
[0109] <Timer interrupt processing> Next, the timer interrupt processing executed by the main MPU 72 will be described with reference to the flowchart in Fig. 14. The timer interrupt processing is initiated, for example, every 1.49 milliseconds. Of the processing in steps S201 to S216 in the timer interrupt processing, the processing other than the management processing called and executed in step S215 is executed as in-area processing using a program for in-area processing and data for in-area processing, and the management processing is executed as out-area processing using a program for out-area processing and data for out-area processing.
[0110] In the register save process (step S201), the values of all registers in the main MPU 72 used in normal processing (described later) are saved to the work area 96 for in-area processing. In step S202, it is determined whether the power outage flag is set to "1." If the power outage flag is set to "1," the process proceeds to step S203, where power outage processing is executed. The power outage flag is set when a power outage signal is input to the main MPU 72 from the power outage monitoring circuit of the power supply 54. In the power outage processing, it is first determined whether command transmission has been completed. If transmission has not been completed, the process is terminated and the process returns to timer interrupt processing, where command transmission is terminated. If command transmission has been completed, the value of the stack pointer of the main MPU 72 is saved in the work area 96 for in-area processing. Thereafter, the output status of the output ports of the main MPU 72 is cleared, and all actuators (not shown) are turned off. Then, when the power outage is resolved, a judgment value is calculated to determine whether the data in the main RAM 74 is normal or not, and is saved in the work area 96 for in-area processing, and any further RAM access is prohibited. After the above processing is performed, an infinite loop is entered in preparation for the case where the power is completely cut off and processing can no longer be executed.
[0111] If the power outage flag is not set to "1" in step S202, various processes from step S204 onwards are carried out. In step S204, a watchdog timer clear process is carried out to initialize the value of the watchdog timer, which is used to monitor for malfunctions. In step S205, an interrupt end declaration process is carried out, which enables the main MPU 72 itself to set the next timer interrupt. In step S206, a stepping motor control process is carried out to drive the stepping motors provided on each of the reels 32L, 32M, and 32R to spin these reels 32L, 32M, and 32R.
[0112] In step S207, the status of various sensors connected to the input port is read, and a sensor monitoring process is performed to 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 count results of the number of medals bet and the number of medals paid out to the outside. In step S210, a command output process is performed to send various commands to the production-side MPU 92. In step S211, a port output process is performed to output data corresponding to the I / O device from the input / output port.
[0113] Thereafter, it is determined whether or not the end flag 98c provided in the work area 98 for out-area processing is set to "1" (step S212). If the end flag 98c is set to "1", a process is executed to output a corresponding signal from the slot machine 10 to the gaming hall's management computer (step S213). If a negative determination is made in step S212 or if the process of step S213 is executed, in step S214, the values of each register saved in the work area 96 for in-area processing in the previous step S201 are restored to the corresponding register in the main MPU 72.
[0114] In step S215, the management process is executed by the CALLI command. The management process is included in the out-of-area process. In other words, when the main process changes from a state in which an in-area process is being executed to a state in which an out-of-area process is executed, the out-of-area process is called by the CALLI command. The content of the CALLI command has already been described.
[0115] In the management processing, a load command is first used to set the stack pointer of the primary MPU 72 to a fixed address at the start of the out-of-area processing. Then, a load command is used to save information from various registers of the primary MPU 72 to the work area 98 for out-of-area processing. Then, the management execution processing is executed. In the management execution processing, the ratio of the total number of games in the second section SC2 to the total number of games is calculated, and the resulting ratio is displayed on the dual-purpose display unit 66. In this case, the calculation of the ratio of the total number of games in the second section SC2 to the total number of games may be performed for each set value. In this configuration, even if the set value is changed, the calculation may continue without initializing the ratio information performed for each set value. After the management execution processing is executed, a load command is used to set the stack pointer of the primary MPU 72 to a fixed address at the time of returning to in-area processing after the management processing ends, and a load command is further used to restore the various information saved in the work area 98 for out-of-area processing to the corresponding registers of the primary MPU 72.
[0116] In step S216, an interrupt permission process is performed to permit the next timer interrupt, and by executing the process in step S216, one execution of the timer interrupt process is completed.
[0117] <Normal processing> Next, the normal processing executed by the main MPU 72 will be described with reference to the flowchart in Fig. 15. Of the processes in steps S301 to S316 in the normal processing, the processes other than the end monitoring process called and executed in step S311 are executed as intra-area processing using a program for intra-area processing and data for intra-area processing, and the end monitoring process is executed as extra-area processing using a program for extra-area processing and data for extra-area processing.
[0118] First, an interrupt permission process is performed to permit the next timer interrupt (step S301). Then, a start waiting process is performed (step S302). In the start waiting process, if any replay win was achieved in the previous game, a bet setting equal to the previous bet number is set in the bet number setting counter 96a provided in the main RAM 74. The bet number setting counter 96a is a counter for specifying the number of bets for the game to be executed by the main MPU 72. If no replay win was achieved in the previous game, the main MPU 72 sets the upper limit number of bets for the current game to "3" if the current game state is not the second CB state ST3, and sets the upper limit number of bets for the current game to "2" if the current game state is the second CB state ST3. Provided that the value of the bet number setting counter 96a is not the current upper limit number of bets, it is determined whether one or more virtual medals have been stored and a valid bet operation has been performed. The main RAM 74 is provided with a credit counter 96b as an area for storing the number of stored virtual medals. If a valid bet operation is performed when the value of the credit counter 96b is 1 or more, a bet setting process is executed.
[0119] In the bet setting process, when the first credit insertion button 47 is operated, if the sum of the value of the bet number setting counter 96a and the value of the credit counter 96b is equal to or greater than the upper limit number of bets, the value of the bet number setting counter 96a is set to the upper limit number of bets and the value of the number of virtual medals used in the setting is subtracted from the credit counter 96b, and if the sum of the value of the bet number setting counter 96a and the value of the credit counter 96b is less than the upper limit number of bets, the value of the credit counter 96b is added to the bet number setting counter 96a and then the value of the credit counter 96b is cleared to "0". Furthermore, in the bet number setting process, when the second credit insertion button 48 is operated, if the sum of the value of the bet number setting counter 96a and the value of the credit counter 96b is 2 or more, the value of the bet number setting counter 96a is set to "2" and the value of the number of virtual medals used in the setting is subtracted from the credit counter 96b, and if the sum of the value of the bet number setting counter 96a and the value of the credit counter 96b is less than 2, the value of the credit counter 96b is added to the bet number setting counter 96a and then the value of the credit counter 96b is cleared to "0".
[0120] In the start waiting process, when a medal is inserted into the medal insertion slot 45 and one medal is detected by the inserted medal detection sensor 45a, if the value of the bet number setting counter 96a in the main RAM 74 is less than the upper limit number of bets, the value of the bet number setting counter 96a is incremented by 1, and if the value of the bet number setting counter 96a is equal to or greater than the upper limit number of bets, the value of the credit counter 96b in the main RAM 74 is incremented by 1. If the value of the bet number setting counter 96a is equal to or greater than the upper limit number of bets and the value of the credit counter 96b is equal to or greater than the upper limit number of accumulated memories (specifically, "50"), an acceptance prohibition process is executed. As a result of the acceptance prohibition process being executed, even if a medal is inserted into the medal insertion slot 45, the medal will be discharged into the medal tray 59 without being detected by the inserted medal detection sensor 45a.
[0121] In the start waiting process, if the settlement button 51 is operated, the settlement process is executed. In the settlement process, if a replay win has not been achieved, the hopper device 53 is controlled and driven so that the number of medals corresponding to the sum of the value of the bet number setting counter 96a and the value of the credit counter 96b is discharged into the medal tray 59. In this case, the bet number setting counter 96a is cleared to "0" and the credit counter 96b is also cleared to "0". On the other hand, if a replay win has been achieved, the hopper device 53 is controlled and driven so that the number of medals corresponding to the value of the credit counter 96b is discharged into the medal tray 59. In this case, the credit counter 96b is cleared to "0".
[0122] After executing the start waiting process in step S302, it is determined whether or not the number of bets required to start the game has been set (step S303). If a negative determination is made in step S303, the process returns to step S302. If a positive 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.
[0123] If the start lever 41 is operated (step S304: YES), the main line ML is activated and then the acceptance prohibition process is executed (step S305). By executing the acceptance prohibition process, even if a medal is inserted into the medal insertion slot 45, the medal is discharged into the medal tray 59 without being detected by the inserted medal detection sensor 45a.
[0124] Thereafter, in step S306, information that enables identification of the game state (either the normal game state ST1, the first CB state ST2, the second CB state ST3, the base AT state ST4, the ending AT state ST5, or the CZ state) and the game section (either the first section SC1 or the second section SC2) in the current game is stored in the start status area 96j in the work area 96 for in-area processing in the main RAM 74. In addition, in step S307, a role lottery process is executed to draw a role for the current game, and in step S308, a reel control process is executed to drive and control each of the reels 32L, 32M, and 32R in a manner corresponding to the result of the role lottery process for the current game.
[0125] Thereafter, a medium providing process is executed (step S309). In the medium providing process, if a small win has been achieved in the current game, a process is executed to provide the player with a number of game media corresponding to the small win. Specifically, when virtual medals are to be provided, a value corresponding to the current small win is added to the credit counter 96b of the main RAM 74, and if the value of the credit counter 96b has reached the upper limit of the stored memory number, the hopper device 53 is driven and controlled so that medals exceeding the upper limit of the stored memory number are paid out to the medal tray 59. Furthermore, in the medium providing process, the display of the dual-purpose display unit 66 is controlled so that a display corresponding to the number of game media to be provided this time is displayed. The display corresponding to the number of game media on the dual-purpose display unit 66 continues until a new bet of game media is made.
[0126] Thereafter, a game end response process is executed to enable the setting of the game status and game zone corresponding to the result of this game (step S310). Also, an end monitoring process is executed by a CALLI command (step S311). The end monitoring process is included in the outside area process. In other words, when the main process changes from a situation in which an inside area process is being executed to a situation in which an outside area process is being executed, the outside area process is called by a CALLI command. The contents of the CALLI command have already been explained. The contents of the end monitoring process will be explained later. Also, an external output setting process is executed to output the status of the slot machine 10 to the management computer of the gaming hall (step S312).
[0127] Then, a termination setting process is executed to determine whether or not to forcibly terminate the game, and to set the game to be forcibly terminated if the conditions for forcibly terminating the game are met (step S313). The details of the termination setting process will be described later. Furthermore, information that enables identification of the game state (normal game state ST1, first CB state ST2, second CB state ST3, base AT state ST4, ending AT state ST5, or CZ state) and game section (first section SC1 or second section SC2) at the end of the current game, i.e., in the next game, is stored in the termination status area 96k in the work area 96 for in-area processing in the main RAM 74. Furthermore, a process is executed to transmit a game termination command to cause the production-side MPU 92 to recognize that one game has ended (step S315). Then, an acceptance permission process is executed (step S316). By executing the acceptance permission process, medals inserted through the medal insertion slot 45 are detected by the inserted medal detection sensor 45a and then collected by the hopper device 53.
[0128] <Role selection process> Next, the lottery process for winning combinations executed in step S307 of the normal process (Fig. 15) will be described with reference to the flowchart in Fig. 16. Note that the processes in steps S401 to S411 in the lottery process for winning combinations are executed as intra-area processing using an intra-area processing program and intra-area processing data.
[0129] In step S401, a random number used to determine whether a winning combination has been achieved 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 a random number between "0" and "65535." When the main MPU 72 confirms the operation of the start lever 41, it stores the value latched by the random number circuit 75 in a predetermined register of the main MPU 72. This configuration makes it possible to quickly acquire a random number when the start lever 41 is operated, thereby avoiding problems such as synchronization. The random number circuit 75 is configured to latch the value of the free-running counter each time the start lever 41 is operated.
[0130] After obtaining the random number, a lottery table for determining whether a winning combination will be achieved is read from the main ROM 73 (step S402). The slot machine 10 is provided with six preset values, from "1" to "6." By inserting a setting key into the setting key insertion hole 57, turning it ON, and performing a predetermined operation, the player can select the winning probability corresponding to the preset value for the winning combination to be executed. A setting value of "n+1" provides a more favorable winning probability for the player than "n." Specifically, since the winning probability of a predetermined combination is higher for a setting value of "n+1" than for "n," a setting value of "n+1" is more favorable for the player than "n." Furthermore, even for setting values of the same level, a bet of "3" gaming media is more favorable for the player than a bet of "2." Furthermore, a first CB state ST2 and a second CB state ST3 exist as game states. In step S402, a lottery table corresponding to the combination of the current setting value, the current number of bets, and the current game state is selected.
[0131] The lottery table in the non-CB state will be explained using the case where the setting value is "3" as an example. Figure 17 is an explanatory diagram for explaining the lottery table for three coins selected when the number of bets is "3", and Figure 18 is an explanatory diagram for explaining the lottery table for two coins selected when the number of bets is "2". In the following explanation, the explanatory diagram in Figure 19 will be referred to as appropriate.
[0132] In the winning combination lottery table, index values IV are set as shown in Figures 17 and 18, regardless of whether three coins or two coins are bet. Each index value IV is associated with winning data (i.e., a winning combination) 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. In addition, the number of index values IV is the same when three coins are bet and when two coins are bet, and the type of winning data set for each index value IV is the same when three coins are bet and when two coins are bet, except for index value IV=17.
[0133] Specifically, the index values IV=1 to 6 are set with the first bell winning data and one of the first to sixth supplementary winning data. When a win occurs with index value IV=1, as shown in FIG. 19, if the first stop (the reel on which the stop command was first issued) is the left reel 32L, the second stop (the reel on which the stop command was second issued) is the center reel 32M, and the third stop (the reel on which the stop command was last issued) is the right reel 32R, the first bell winning is surely achieved regardless of the timing of operation of the stop buttons 42 to 44; otherwise, the first supplementary winning may be achieved. When a win occurs with index value IV=2, if the first stop is the left reel 32L, the second stop is the right reel 32R, and the third stop is the center reel 32M, the first bell winning is surely achieved regardless of the timing of operation of the stop buttons 42 to 44; otherwise, the fourth supplementary winning may be achieved. If the winning combination is an index value IV = 3, and the first stop is the center reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R, the first bell win is guaranteed regardless of the timing of the operation of the stop buttons 42-44; otherwise, the third supplementary win may be achieved. If the winning combination is an index value IV = 4, and the first stop is the center reel 32M, the second stop is the right reel 32R, and the third stop is the left reel 32L, the first bell win is guaranteed regardless of the timing of the operation of the stop buttons 42-44; otherwise, the sixth supplementary win may be achieved. If the winning combination is an index value IV = 5, and the first stop is the right reel 32R, the second stop is the left reel 32L, and the third stop is the center reel 32M, the first bell win is guaranteed regardless of the timing of the operation of the stop buttons 42-44; otherwise, the second supplementary win may be achieved. If a win occurs with index value IV=6, and 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 win will be achieved regardless of the timing of operation of each stop button 42 to 44, and in any other cases the fifth supplementary win may be achieved.
[0134] As already explained, in the slot machine 10, when the non-CB state is active, reel control is performed on each of the reels 32L, 32M, and 32R, allowing the reels to slide up to four symbols after the stop buttons 42-44 are operated. In other words, reel control is performed on each of the reels 32L, 32M, and 32R, allowing the reels to stop within a specified time (190 milliseconds) after the stop buttons 42-44 are operated. This reel control makes it easier to achieve a winning combination corresponding to a winning role, while also preventing the achievement of a winning combination corresponding to a non-winning role. However, because the amount of rotation of the reels 32L, 32M, and 32R that can be slid is limited as described above, if there are five or more symbols among the constituent symbols that make up the combination of symbols required to form a winning combination on one reel 32L, 32M, and 32R, it is possible that the constituent symbols will not stop on the main line ML depending on the timing of the operation of the corresponding stop buttons 42 to 44 (this phenomenon is also referred to as a "missed win"). The first bell win, the second bell win, and various replay wins are winning modes that will not result in a missed win depending on the timing of the stop operation of the stop buttons 42 to 44 relative to the rotation positions of the reels 32L, 32M, and 32R, while the first to ninth supplementary wins, the first watermelon win, the second watermelon win, the cherry win, the first CB win, and the second CB win are winning modes that may result in a missed win depending on the timing of the stop operation of the stop buttons 42 to 44 relative to the rotation positions of the reels 32L, 32M, and 32R.
[0135] The index values IV=7 to 9 are set with the second bell winning data and any of the seventh to ninth supplementary winning data. When the index value IV=7 is won, as shown in FIG. 19, if the first stop is the left reel 32L, the second bell winning is surely achieved regardless of the type of the second and third stop target reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44. In other cases, the seventh supplementary winning may be achieved. When the index value IV=8 is won, if the first stop is the center reel 32M, the second bell winning is surely achieved regardless of the type of the second and third stop target reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44. In other cases, the ninth supplementary winning may be achieved. If the index value IV=9 is a win, and the first stop is the right reel 32R, the second bell win will be achieved regardless of the type of the second and third stop targets, reels 32L, 32M, 32R, and the operation timing of each stop button 42 to 44; in all other cases, the eighth supplementary win may be achieved.
[0136] As shown in Figures 17 and 18, the first bell winning data is set for index value IV=10. When a win occurs with index value IV=10, as shown in Figure 19, the first bell winning is achieved regardless of the stopping order of reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44.
[0137] As shown in FIGS. 17 and 18, only the first watermelon winning data is set for index value IV=11. When a win occurs with index value IV=11, the first watermelon winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in FIG. 19. However, depending on the operation timing of the stop buttons 42 to 44, the first watermelon winning may not be achieved. As shown in FIGS. 17 and 18, only the second watermelon winning data is set for index value IV=12. When a win occurs with index value IV=12, the second watermelon winning may be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in FIG. 19. However, depending on the operation timing of the stop buttons 42 to 44, the second watermelon winning may not be achieved.
[0138] As shown in Figures 17 and 18, only cherry winning data is set for index value IV=13. When a win occurs with index value IV=13, a cherry winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in Figure 19. However, depending on the operation timing of the left stop button 42 relative to the rotation position of the left reel 32L, the cherry winning may not be achieved.
[0139] As shown in FIGS. 17 and 18, only the first chance replay winning data is set for index value IV=14. When a win occurs with index value IV=14, the first chance replay winning is surely achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44, as shown in FIG. 19. Also, as shown in FIGS. 17 and 18, only the second chance replay winning data is set for index value IV=15. When a win occurs with index value IV=15, the second chance replay winning is surely achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44, as shown in FIG. 19. Also, as shown in FIGS. 17 and 18, only the normal replay winning data is set for index value IV=16. When a win occurs with index value IV=16, as shown in FIG. 19, a normal replay win is definitely achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44.
[0140] For the index value IV=17, only the first CB winning data is set as shown in FIG. 17 for the winning combination table when three coins are bet, and only the second CB winning data is set as shown in FIG. 18 for the winning combination table when two coins are bet. In other words, the first CB winning data is set as a winning combination only when the number of gaming media bets is "3," and the first CB winning can only be achieved when the number of gaming media bets is "3." Furthermore, the second CB winning data is set as a winning combination only when the number of gaming media bets is "2," and the second CB winning can only be achieved when the number of gaming media bets is "2." When the first CB winning data is set, if the number of gaming media bets is "3," the first CB winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in FIG. 19. However, the first CB winning may not be achieved depending on the operation timing of the stop buttons 42-44. When the second CB winning data is set, if the number of gaming media bets is "2", the second CB winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in Figure 19. However, there is a possibility that the second CB winning will not be achieved depending on the operation timing of each stop button 42 to 44.
[0141] Here, winning data other than the first CB winning data and the second CB winning data is erased in the game in which a win occurs regardless of whether the corresponding winning event is achieved or not, and is not carried over to games following the game in which a win occurs. In contrast, the first CB winning data and the second CB winning data are stored and retained in memory until the corresponding winning event is achieved, even in games following the game in which a win occurs, except when a clearing process of the main RAM 74 is performed (for the first CB winning data, a partial clearing process for within the area (step S105) or a full clearing process for within the area (step S106) is performed, and for the second CB winning data, a full clearing process for within the area (step S106) is performed). In this case, in a 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.
[0142] In other words, if a game is played with the number of bets being "3," and the first CB winning data is set in the main RAM 74, and the first CB winning data is carried over because the first CB winning data has not been achieved, the index value IV corresponding to the first CB winning data will be excluded from the lottery even if a game is played with the number of bets being "3," and the index value IV corresponding to the second CB winning data will be excluded from the lottery even if a game is played with the number of bets being "2." Also, if a game is played with the number of bets being "2," and the second CB winning data is set in the main RAM 74, and the second CB winning data is carried over because the second CB winning data has not been achieved, the index value IV corresponding to the first CB winning data will be excluded from the lottery even if a game is played with the number of bets being "3," and the index value IV corresponding to the second CB winning data will be excluded from the lottery even if a game is played with the number of bets being "2." This makes it 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 makes it possible to prevent multiple CB winning data from being accumulated and stored.
[0143] When the winning combination lottery table for betting three coins in FIG. 17 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. 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. The probability of winning when the index value IV=10 is approximately 1 / 9.4. The probability of winning when the index value IV=11 is approximately 1 / 164. The probability of winning when the index value IV=12 is approximately 1 / 146. The probability of winning when the index value IV=13 is approximately 1 / 423. The probability of winning when the index value IV=14 is approximately 1 / 328. Furthermore, the probability of winning when the index value IV=15 is approximately 1 / 164. Furthermore, the probability of winning when the index value IV=16 is approximately 1 / 7.3. Furthermore, the probability of winning when the index value IV=17 is approximately 1 / 3.3.
[0144] 18 is selected, the probability of winning for each of the index values IV=1 to 16 is lower than when the role lottery table for betting three coins is selected. Specifically, when the role lottery table for betting two coins 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 role lottery table for betting three coins is selected. This makes it possible to increase the probability of a small role win accompanied by the award of game media and a replay win that awards a replay in a game where "3" game media is bet, compared to a game where "2" game media is bet.
[0145] However, when the role selection table for two bets is selected, the probability of winning when the index value IV=17 is approximately 1 / 2.2. In contrast to this, when the role selection table for three bets is selected as described above, the probability of winning when the index value IV=17 is approximately 1 / 3.3. This makes it possible to make the probability that the second CB winning data is stored in the main RAM 74 in a game executed when two gaming media are bet, higher than the probability that the first CB winning data is stored in the main RAM 74 in a game executed when three gaming media are bet.
[0146] In addition to the role selection table for three coins bet and the role selection table for two coins bet, the main ROM 73 also stores a CB lottery table referenced in the role selection process (FIG. 16) for each of the first CB state ST2 and the second CB state ST3. Only one index value IV is set in the CB lottery table, and normal replay winning data is set for that index value IV. The probability of winning with that index value IV is 3 / 10. If the left stop button 42 is operated at the specified timing, a normal replay win is achieved regardless of the stopping order of the reels 32L, 32M, and 32R. If the left stop button 42 is not operated at the specified timing, a normal replay win is not achieved even if normal replay winning data is stored. On the other hand, if the index value IV is won but the left stop button 42 is not operated at the specified timing, or if the index value IV is not won, a first bell win may be achieved.
[0147] Here, the winning probability is the same for index values IV set to "1" to "6" except for index values IV=12 and 15. This applies whether the number of gaming media bets is "3" or "2." In contrast, the winning probability for index values IV=12 and 15 differs between the setting values "1" to "6." Specifically, the winning probability for index value IV=12 is lowest when the setting value is "1," the winning probability increases as the setting value increases, and is highest when the setting value is "6." Furthermore, the winning probability for index value IV=15 is lowest when the setting value is "1," the winning probability increases as the setting value increases, and is highest when the setting value is "6." This makes it possible to create differences in the degree of advantage between the setting values "1" to "6."
[0148] Returning to the explanation of the lottery process for winning combinations (FIG. 16), after selecting a lottery table in step S402, the index value IV is set to "1" (step S403), and then a judgment value DV used when determining whether a combination is a winning combination is set (step S404). In this judgment value setting process, a point value PV corresponding to the current index value IV is added to the current judgment value DV to set a new judgment value DV. Note that in the first judgment value setting process, the value of the random number acquired in step S401 is set as the current judgment value DV, and the point value PV corresponding to the current index value IV (index value IV=1) is added to this random number value to set a new judgment value DV.
[0149] Thereafter, a win / loss determination is made for the combination corresponding to the index value IV (step S405). In the combination win / loss determination, it is determined whether the determination value DV exceeds "65535". If it exceeds "65535" (step S405: YES), a winning data acquisition process is executed to set the winning data corresponding to the index value IV at that time in the main RAM 74 (step S406).
[0150] If the judgment value DV does not exceed "65535" (step S405: NO), it means that the hand corresponding to the index value IV has not been obtained. In such a case, after incrementing the index value IV by 1 (step S407), it is determined whether or not there is a hand corresponding to the index value IV, i.e., whether or not there is a target for judgment of whether or not there is a winning combination (step S408). Specifically, it is determined whether or not the index value IV incremented by 1 exceeds the maximum value of the index value IV set in the lottery table. If there is a target for judgment of whether or not there is a winning combination, the process returns to step S404, and the judgment of whether or not the hand is a winning combination continues. At this time, in step S404, the point value PV corresponding to the current index value IV is added to the judgment value DV used for judgment of whether or not the previous hand is a winning combination (i.e., the current judgment value DV) to obtain a new judgment value DV, and in step S405, the winning combination is judged based on the judgment value DV.
[0151] When the process of step S406 is executed, or when a negative determination is made in step S408, this means that the determination of whether the winning combination has been achieved has been completed. In this case, a first stop information setting process is executed (step S409) to set stop information for reel stop control. After that, a game start process is executed (step S410). In the game start process, details will be explained later, but various settings at the start of the game are made based on the results of the winning combination lottery process. After that, a process is executed to send rotation acceptance commands A and B to make the production-side MPU 92 recognize that one game has started (step S411).
[0152] <Game status and game zone> Here, the gaming states and gaming intervals will be explained. Figure 20 is an explanatory diagram for explaining the gaming states and gaming intervals that exist in the slot machine 10.
[0153] The slot machine 10 has a normal gaming state ST1, a first CB state ST2, a second CB state ST3, a base AT state ST4, and an ending AT state ST5 as gaming states. These gaming states ST1 to ST5 do not overlap with each other.
[0154] The normal gaming state ST1 is a gaming state in which the player remains by executing a partial clear process for the area (step S105) or a full clear process for the area (step S106). Also, when the first CB state ST2 or the second CB state ST3 that occurred in the normal gaming state ST1 ends, or when the base AT state ST4 or the ending AT state ST5 ends, the gaming state becomes the normal gaming state ST1. In the normal gaming state ST1, one game can be played regardless of whether the number of gaming media bets is "3" or "2".
[0155] In the normal gaming state ST1, whether three coins are bet or two coins are bet, the expected net increase in 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 to be awarded in one game") is equal to or less than 0. In addition, the normal gaming state ST1 has 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.
[0156] The first CB state ST2 is a gaming state to which the game is transitioned when a first CB win is achieved while the first CB winning data is stored in the main RAM 74. In the first CB state ST2, one game can be played when the number of gaming media bets is "3," but one game cannot be played when the number of gaming media bets is "2." In addition, the second CB state ST3 is a gaming state to which the game is transitioned when a second CB win is achieved while the second CB winning data is stored in the main RAM 74. In the second CB state ST3, one game can be played when the number of gaming media bets is "2," but because the bet limit is set to "2," it is not possible to bet "3" gaming media.
[0157] The first CB state ST2 and the second CB state ST3 are game states that do not increase the number of game media owned by the player. Furthermore, both the first CB state ST2 and the second CB state ST3 are game states that reduce the number of game media owned by the player at the end of the game state compared to the number of game media owned by the player at the start of the game state.
[0158] The base AT state ST4 is a gaming state that is entered when the conditions for entering the base AT state ST4 are met in the normal gaming state ST1. The base AT state ST4 ends when the remaining number of awarded gaming media measured by the AT difference number counter 96e becomes "0" or when the conditions before the ending of the second section SC2 are met. When the base AT state ST4 ends when the remaining number of awarded gaming media measured by the AT difference number counter 96e becomes "0", the game transitions to the normal gaming state ST1. Furthermore, when the conditions before the ending are met and the base AT state ST4 ends, the game transitions to the ending AT state ST5.
[0159] The ending AT state ST5 is a game state that is entered when the pre-ending conditions are met in the base AT state ST4. The ending AT state ST5 ends when the ending conditions of the second section SC2 are met. When the ending AT state ST5 ends, the game state transitions to the normal game state ST1.
[0160] In the base AT state ST4 and the ending AT state ST5, one game can be played regardless of whether the number of gaming media bets is "3" or "2." In the base AT state ST4 and the ending 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 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.
[0161] In the base AT state ST4 and the ending AT state ST5, if an index value IV of 1 to 6 is selected, the stop order of the reels 32L, 32M, and 32R that allows for the first bell win is announced. Furthermore, in the base AT state ST4 and the ending AT state ST5, if an index value IV of 7 to 9 is selected, the stop order of the reels 32L, 32M, and 32R that allows for the second bell win is announced. When the first bell win or the second bell win is achieved, 15 game media are awarded. This increases the expected number of game media awarded per game in the base AT state ST4 and the ending AT state ST5. When three coins are bet in the base AT state ST4 and the ending AT state ST5, the expected net increase in game media per game exceeds zero. When two coins are bet in the base AT state ST4 and the ending AT state ST5, the expected net increase in game media per game is zero or less.
[0162] In the configuration in which various gaming states ST1 to ST5 exist as described above, a gaming interval is set in addition to these gaming states ST1 to ST5. A first interval SC1 and a second interval SC2 are set as gaming intervals. In other words, in this slot machine 10, the factors that determine the gaming situation are the number of gaming media bets of "2" and "3", the setting values of "1" to "6", various gaming states ST1 to ST5, and the gaming intervals of the first interval SC1 and the second interval SC2.
[0163] The first section SC1 is a section in which an advantageous gaming state (base AT state ST4 and ending AT state ST5) is not initiated, in which the expected net increase in 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 awarded in one game) exceeds "0" when the stopping order of reels 32L, 32M, and 32R is notified, and the advantageous gaming state does not continue. When the partial clear process for the area (step S105) or the full clear process for the area (step S106) is executed, the normal gaming state ST1 is entered, and the first section SC1 is entered. Furthermore, when the initialization process for the second section SC2 is executed in the second section SC2, the first section SC1 is entered.
[0164] When a transition trigger to the second section SC2 occurs in the first section SC1 based on the lottery process for winning combinations (Figure 16), the game transitions from the first section SC1 to the second section SC2. In this case, if a game with a bet of "3" is played in the first section SC1, a transition trigger to the second section SC2 may occur. However, even if a game with a bet of "2" is played in the first section SC1, a transition trigger to the second section SC2 will not occur. Therefore, a player hoping to transition to the second section SC2 in the first section SC1 should play a game with a bet of "3" rather than a game with a bet of "2." The second section SC2 is a section in which the advantageous gaming state can be initiated and can continue. The second section SC2 ends when the base AT state ST4 or the ending AT state ST5 ends and the game transitions to the normal gaming state ST1. When the second section SC2 ends, the game transitions to the first section SC1.
[0165] The ending condition for the second section SC2 is set such that either of the following conditions is met: the total number of games played as a result of the second section SC2 continuing without a transition to the first section SC1 reaching the upper limit of games (specifically, 4000 games), or the total number of game media acquired as a result of the second section SC2 continuing without a transition to the first section SC1 reaching the upper limit of acquired game media (specifically, 2400). The total acquired number refers to the increase in the predetermined difference in number of game media, where the predetermined difference in number is the value obtained by subtracting the total number of game media consumed to execute games while the second section SC2 is continuing ("0" when no games are being executed) from the total number of game media awarded by games executed while the second section SC2 is continuing ("0" when no game media are awarded). When either of these ending conditions is met, even if the remaining number of game media awarded measured using the AT difference number counter 96e is 1 or more, the ending AT state ST5 ends in the game in which the ending condition is met, and the second section SC2 ends, transitioning to the first section SC1 and normal game state ST1. This makes it possible to prevent the second section SC2 from continuing excessively.
[0166] The normal game state ST1, the first CB state ST2, and the second CB state ST3 can be stayed in either the first section SC1 or the second section SC2. On the other hand, the base AT state ST4 and the ending AT state ST5 are not stayed in the first section SC1, but only in the second section SC2.
[0167] In the normal gaming state ST1 in the second section SC2, a lottery process for transitioning to the base AT state ST4 can be executed based on the results of the lottery process (FIG. 16) for each game. However, this lottery process is executed in games where the number of bets is "3," but is not executed in games where the number of bets is "2." Also, in the normal gaming state ST1 in the second section SC2, the value of the release game number counter 96g provided in the main RAM 74 is decremented by 1 each time a game is executed. If the value of the release game number counter 96g after the decrement is "0," transition to the base AT state ST4 is confirmed. However, the decrement of the release game number counter 96g is executed in games where the number of bets is "3," but is not executed in games where the number of bets is "2." Therefore, in the normal gaming state ST1 in the second section SC2, it is more advantageous for the player to execute a game where the number of bets is "3" than to execute a game where the number of bets is "2."
[0168] Even if it is advantageous to execute a game with a bet number of "3" in the normal gaming state ST1, base AT state ST4, and ending 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 gaming state ST1, base AT state ST4, and ending AT state ST5 in the second section SC2 is added to the total number of gaming media acquired in the second section SC2, and a game with a bet number of "2" executed in any of the normal gaming state ST1, base AT state ST4, and ending AT state ST5 in the second section SC2 is added to the total number of games executed as the second section SC2 continues. In other words, even though a game with a bet number of "2" in any of the normal gaming state ST1, base AT state ST4, and ending AT state ST5 in the second section SC2 is disadvantageous to the player, that game contributes to the establishment of the ending condition of the second section SC2. From this point of view, when the second section SC2 is in either the normal game state ST1, the base AT state ST4 or the ending AT state ST5, it is more advantageous for the player to have a game with a bet number of "3" executed than to have a game with a bet number of "2" executed.
[0169] Even in the second section SC2, a first CB win and a second CB win are possible, just as in the first section SC1. If a first CB win occurs in the second section SC2, the first CB state ST2 is established in the second section SC2, and the second section SC2 is maintained in the first CB state ST2 and after the first CB state ST2 ends. Furthermore, if a second CB win occurs in the second section SC2, the second CB state ST3 is established in the second section SC2, and the second section SC2 is maintained in the second CB state ST3 and after the second CB state ST3 ends. As already explained, both the first CB state ST2 and the second CB state ST3 are game states in which the number of game media owned by the player at the end of the game state is less than the number of game media owned by the player at the start of the game state. In other words, the first CB state ST2 and the second CB state ST3 are game states that are disadvantageous to the player. On the other hand, games executed in either the first CB state ST2 or the second CB state ST3 in the second section SC2 are added to the total number of games executed as the second section SC2 continues. In other words, even though the games executed in the first CB state ST2 and the second CB state ST3 are disadvantageous to the player, those games contribute to achieving the ending condition of the second section SC2. Therefore, if the first CB state ST2 or the second CB state ST3 occurs in the second section SC2, it will be even more disadvantageous to the player.
[0170] <Processing at the start of the game> Next, the game start processing executed in step S410 of the winning combination lottery processing (FIG. 16) will be described with reference to the flowchart in FIG. 20. Note that the processing in steps S501 to S512 in the game start processing is executed as intra-area processing using an intra-area processing program and intra-area processing data.
[0171] If the second section flag provided in the various flag area 96i in the work area 96 for intra-area processing is not set to "1" and is the first section SC1 (step S501: YES), the process determines whether the number of bets for the current game is "2" by determining whether the value of the bet number setting counter 96a in the work area 96 for intra-area processing is "2" (step S502). If the number of bets for the current game is "2" (step S502: YES), the process for setting the number of bets to the second section SC2 is not executed. On the other hand, if the number of bets for the current game is "3" (step S502: NO), the process for transitioning to the second section is executed (step S504) on the condition that any index value IV is won in the lottery process for the winning combination in the current game (FIG. 16) (step S503: YES). In the second section transition process, the second section flag in the various flag area 96i is set to "1" to transition the game section from the first section SC1 to the second section SC2. In addition, the number of continued games counter 96c in the work area 96 for intra-area processing is cleared to "0," and the total win number counter 96d is set to "63121" as an initial value.
[0172] The total acquisition counter 96d is a two-byte counter and can take values from "0" to "65535." In this case, by setting the total acquisition counter 96d to "63121" as its initial value, the value of the total acquisition counter 96d will not reach its minimum value until the number of game media owned by the player decreases by 63121 from the initial value. If the number of game media owned by the player decreases by more than 63121 from the initial value, the value of the total acquisition counter 96d will reverse from its minimum value to its maximum value. When this reversal occurs, the total acquisition counter 96d is cleared to "0." Therefore, if the number of game media owned by the player decreases by more than 63121 after transitioning to the second section SC2, the excess amount will not be counted by the total acquisition counter 96d. On the other hand, if the value of the total acquisition counter 96d reaches "65521," the ending condition is considered to be met and the ending AT state ST5 ends. In other words, when the number of gaming media owned by the player increases by 2,400 from the initial value when the second section SC2 starts, the ending condition is met and the ending AT state ST5 ends. The ending condition is also met when the value of the continued game number counter 96c reaches "4,000." In other words, when the number of games played in the second section SC2 reaches 4,000, the ending condition is met and the ending AT state ST5 ends.
[0173] Furthermore, in the second section transition process, the release game counter 96g in the work area 96 for in-area processing in the main RAM 74 is set to "1000" as the ceiling game number. Each time a game with a bet of "3" is executed in the second section SC2 and normal gaming state ST1, the value of the release game counter 96g is decremented by one. When the value of the release game counter 96g after decrementing by one becomes "0," processing is executed to transition to the base AT state ST4. Note that even in the second section SC2, if a game with a bet of "2" is executed, the value of the release game counter 96g is not decremented, and the value of the release game counter 96g is not decremented when a game is executed in the CB states ST2 and ST3. Furthermore, in the second section transition process, the section display unit 67 is switched from an off state to an on state.
[0174] If the second interval flag in the various flag area 96i is set to "1" and the game is in the second interval SC2 (step S501: NO), the value of the continued game number counter 96c is incremented by 1 (step S505). Then, the value of the bet number setting counter 96a is determined to be "2" to determine whether the number of bets for the current game is "2" (step S506), and the current game state is determined to be the first CB state ST2 or the second CB state ST3 (step S507). If the number of bets for the current game is "2" (step S506: YES), or if the current game state is the first CB state ST2 or the second CB state ST3 (step S507: YES), the game start processing is terminated without executing the processing from step S508 onwards.
[0175] If the number of bets on this game is "3" and the current gaming state is neither the first CB state ST2 nor the second CB state ST3 (step S506 and step S507: NO), the processing from step S508 onwards is executed. In step S508, it is determined whether the current gaming state is the normal gaming state ST1. If it is the normal gaming state ST1 (step S508: YES), the normal start processing is executed (step S509). The details of the normal start processing will be explained later.
[0176] If the game is not in the normal gaming state ST1 (step S508: NO), this means that the current gaming state is in the base AT state ST4 or the ending AT state ST5. In this case, on the condition that the index value IV = 1 to 9 is selected in the lottery process for the current game (FIG. 16) (step S510: YES), a stop order data setting process is executed (step S511). In the stop order data setting process, if the index value IV = 1 to 6 is selected in the lottery process for the current game (FIG. 16), a display corresponding to the stop order of the reels 32L, 32M, and 32R that enables the first bell win is displayed on the dual-purpose display unit 66. Also, if the index value IV = 7 to 9 is selected in the lottery process for the current game (FIG. 16), a display corresponding to the stop order of the reels 32L, 32M, and 32R that enables the second bell win is displayed on the dual-purpose display unit 66.
[0177] If a negative judgment is made in step S510, or if the processing of step S511 is executed, it is determined whether the current game state is the base AT state ST4 (step S512). If the current game state is the ending AT state ST5 (step S512: NO), this game start processing is terminated as is, and if the current game state is the base AT state ST4 (step S512: YES), the base AT start processing (step S513) is executed and then this game start processing is terminated. Details of the base AT start processing will be explained later.
[0178] <Reel control processing> Next, the reel control process executed in step S308 of the normal process (Fig. 15) will be described with reference to the flowchart in Fig. 22. Note that the processes in steps S601 to S614 in the reel control process are executed as intra-area processing using an intra-area processing program and intra-area processing data.
[0179] First, a rotation start process is performed to start the rotation of each of the reels 32L, 32M, and 32R (step S601). In the rotation start process, a check is made to see if a predetermined wait time (e.g., 4.1 seconds) has elapsed since the reels 32L, 32M, and 32R started spinning in the previous game. If the wait time has not elapsed, the process waits until the wait time has elapsed. If the wait time has elapsed, the process resets the wait time for the next game and sets rotation start information in the motor control storage area provided in the work area 96 for in-area processing in the main RAM 74. By performing this process, the stepping motor acceleration process is initiated in the stepping motor control process of step S206 in the timer interrupt process (FIG. 14), and each of the reels 32L, 32M, and 32R starts spinning. The process then waits until each of the reels 32L, 32M, and 32R rotates at a predetermined constant speed, and the rotation start process ends. In addition, when the rotation speed of each reel 32L, 32M, 32R reaches a constant speed, the main MPU 72 lights up a lamp (not shown) on each stop button 42 to 44, thereby notifying the player that it is now possible to issue a stop command.
[0180] Thereafter, it is determined whether any of the stop buttons 42 to 44 has been operated (step S602). If none of the stop buttons 42 to 44 has been operated, the process of step S602 is repeated 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 spinning reels 32L, 32M, 32R has been operated, i.e., whether or not a stop command has been issued (step S603). If a stop command has not been issued, the process returns to step S602, and the process of step S602 is repeated until any of the stop buttons 42 to 44 is operated. If a stop command has been issued, a stop start command transmission process is executed (step S604). The stop start command is a command that causes the production-side MPU 92 to recognize which of the stop buttons 42 to 44 has been operated to issue the current stop command. If a stop start command has been sent, the stop control process shown in steps S605 to S611 is executed to stop the spinning reels.
[0181] In the stop control process, the symbol number of the reaching symbol that has reached the base position (specifically, the lower row) at the timing when the stop buttons 42 to 44 are operated is confirmed (step S605). Specifically, the symbol number of the reaching symbol that has reached the base position is confirmed based on the number of excitation pulses output from the time when the detection signal of the reel index sensor is input. Then, based on the stop information stored in the main RAM 74, the number of slips of the reels 32L, 32M, and 32R that should be stopped this time is calculated (step S606).
[0182] In the slot machine 10, five stop modes are provided for stopping each reel 32L, 32M, 32R when the stop buttons 42-44 are operated: a stop mode in which the reaching symbol that has reached the base position is stopped as is; a stop mode in which the corresponding reel 32L, 32M, 32R slides by one symbol and then stops; a stop mode in which the reel 32L, 32M, 32R slides by two symbols and then stops; a stop mode in which the reel 32L, 32M, 32R slides by three symbols and then stops; and a stop mode in which the reel 32L, 32M, 32R slides by four symbols and then stops. Therefore, in step S606, a value of "0" to "4" is calculated as the number of slips based on the stop information stored in the work area 96 for intra-area processing in the main RAM 74.
[0183] Then, the calculated slip count is added to the symbol number of the reached symbol to determine the symbol number of the stopped symbol that will actually stop at the base position (step S607). Then, it is determined whether the symbol number of the reached symbol of the reels 32L, 32M, and 32R that should be stopped this time is equal to the symbol number of the stopped symbol (step S608). If they are equal, a reel stop process is performed to stop the rotation of the reels 32L, 32M, and 32R (step S609). Then, it is determined whether all reels 32L, 32M, and 32R have stopped (step S610). If all reels 32L, 32M, and 32R have not stopped, a second stop information setting process is performed (step S611), and the process returns to step S602.
[0184] Here, the stop information is information for making the stop mode of each reel 32L, 32M, 32R correspond to the result of the lottery process for winning combinations (FIG. 16). By using the stop information, it is possible to calculate the number of slips (specifically, "0" to "4") for the reaching symbol that has reached the base position when each stop button 42 to 44 is operated to stop. As the stop information, slip number data indicating the correspondence between each symbol and the slip number is stored in advance in the main ROM 73 as data for in-area processing in correspondence with each lottery result and the stop order of each reel 32L, 32M, 32R. However, without being limited thereto, the slip number data corresponding to each lottery result and the stop order of each reel 32L, 32M, 32R may be derived during the rotation of the reels 32L, 32M, 32R.
[0185] The processes for setting the stop information include a first stop information setting process executed in step S409 of the winning combination lottery process (FIG. 16) and a second stop information setting process executed in step S611 of the reel control process (FIG. 22). In the first stop information setting process, stop information is set according to the result of the winning combination lottery process. In the second stop information setting process, the stop information stored in the work area 96 for in-area processing in the main RAM 74 in the first stop information setting process or the previous second stop information setting process is changed after the reels have stopped. 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, and 32R, and the stop results of the stopped reels 32L, 32M, and 32R.
[0186] If it is determined in step S610 that all reels 32L, 32M, and 32R have stopped, an all-reel stop command indicating that all reels 32L, 32M, and 32R have stopped is sent to the production-side MPU 92 (step S612). Then, a prize determination process is executed (step S613). In the prize determination process, the type of symbols stopped on the main line ML on each of the reels 32L, 32M, and 32R is identified. Then, based on the contents of the winning data stored in the work area 96 for intra-area processing in the main RAM 74, it is determined whether the combination of symbols stopped and displayed on the main line ML on each of the reels 32L, 32M, and 32R corresponds to a winning combination in the winning combination lottery process. If the combination of symbols corresponds to a winning combination, a winning combination is established, and a prize-related process is executed. In the winning response process, if the winning is a small winning combination, information on the number of game media to be awarded is set in the work area 96 for in-area processing in the main RAM 74 so that game media can be awarded in the medium awarding process. On the other hand, if the winning is a replay winning combination, a flag setting process is executed so that a replay setting process is executed in the next start waiting process. After executing the winning determination process, a winning result command is sent to the production side MPU 92 (step S614). The winning result command includes data indicating whether or not a winning combination has been achieved this time, and if a winning combination has been achieved, includes data indicating the type of winning combination. The winning result command also includes data corresponding to the result of the lottery process (FIG. 16) for the winning combination in the current game.
[0187] <Handling at the end of the game> Next, the response process at the end of a game, which is executed in step S310 of the normal process (FIG. 15), will be described with reference to the flowchart of FIG. 23. Note that, since the process of step S310 in the normal process (FIG. 15) is executed after the reel control process (step S308), the response process at the end of a game is executed after all rotations of the reels 32L, 32M, and 32R in one game have stopped. Also, the processes of steps S701 to S706 in the response process at the end of a game are executed as intra-area processing using intra-area processing programs and intra-area processing data.
[0188] First, CB processing is executed to control the transition and progress of the first CB state ST2 or the second CB state ST3 (step S701). In the CB processing, if a first CB win is achieved in the current game, the first CB state flag provided in the various flag area 96i in the work area 96 for intra-area processing is set to "1," and the first CB winning data stored in the work area 96 for intra-area processing is cleared. This changes the game state to the first CB state ST2. In the first CB state ST2, the game is executed only when "3" gaming media are bet. In the CB processing, if a second CB win is achieved in the current game, the second CB state flag provided in the various flag area 96i in the work area 96 for intra-area processing is set to "1," and the second CB winning data stored in the work area 96 for intra-area processing is cleared. This changes the game state to the second CB state ST3. In the second CB state ST3, a game is executed only when two gaming media have been bet. In the first CB state ST2 or the second CB state ST3, if a first bell win occurs in the current game, the value of the total award counter provided in the work area 96 for in-area processing is incremented by one. The total award counter is a counter used by the main MPU 72 to determine the total number of gaming media awarded in the first CB state ST2 or the second CB state ST3, and is cleared to zero when the first CB state ST2 or the second CB state ST3 is initiated. When the value of the total award counter after incrementing by one becomes 30, which is the termination reference number for the first CB state ST2 and the second CB state ST3, the CB state flag corresponding to the current CB state ST2, ST3 is cleared to zero.
[0189] In the corresponding processing at the end of the game, after executing the CB processing in step S701, if it is not the first CB state ST2 or the second CB state ST3 (step S702: NO), jump to the processing corresponding to the current game state (step S703). Specifically, if the game state is the normal game state ST1, execute the normal processing (step S704), if the game state is the base AT state ST4, execute the base AT processing (step S705), and if the game state is the ending AT state ST5, execute the game section control processing (step S706). Also, if a positive judgment is made in step S702 because it is the CB state ST2 or ST3, if the normal processing is executed in step S704, or if the base AT processing is executed in step S705, then execute the game section control processing (step S706).
[0190] <Normal startup process> Next, the normal start processing executed in step S509 of the game start processing (Fig. 21) will be described with reference to the flowchart of Fig. 24. Note that the processing of steps S801 to S811 in the normal start processing is executed as intra-area processing using an intra-area processing program and intra-area processing data.
[0191] First, the value of the release game number counter 96g is decremented by 1 (step S801). As a result, if a game with a bet of "3" is executed in the second section SC2 and normal gaming state ST1, the remaining ceiling game number is decremented by 1. Then, it is determined whether the AT hit flag provided in the various flag area 96i in the work area 96 for in-area processing is set to "1" (step S802). The AT hit flag is a flag used by the main MPU 72 to determine whether a transition to the base AT state ST4 has been confirmed. If the AT hit flag is set to "1" (step S802: YES), this normal start processing is terminated without executing the processing from step S803 onwards.
[0192] If the AT winning flag is not set to "1" (step S802: NO), the AT lottery process is executed (step S803). In the AT lottery process, an AT lottery table provided as data for in-area processing in the main ROM 73 is read, and random number information at that time is read from a lottery counter provided in the work area 96 for in-area processing and updated periodically, and these AT lottery table and random number information are used to determine whether or not a transition to the base AT state ST4 has been won. The AT lottery table contains a set of numerical information to be referenced when not in the CZ state and a set of numerical information to be referenced when in the CZ state. In this case, the set of numerical information to be referenced when in the CZ state is set so that the probability of winning a transition to the base AT state ST4 is higher than the set of numerical information to be referenced when not in the CZ state. In addition, regardless of whether the numerical information group is referenced when in the CZ state or when not in the CZ state, the game in which the index value IV with a relatively low winning probability is selected in the lottery process for the winning combination (Figure 16) is set to have a higher probability of winning the transition to the base AT state ST4 than the game in which the index value IV with a relatively high winning probability is selected in the lottery process for the winning combination (Figure 16). When not in the CZ state, the expected value of winning the transition to the base AT state ST4 is approximately 5%, and when in the CZ state, the expected value of winning the transition to the base AT state ST4 is approximately 50%.
[0193] If the AT lottery process results in a win to transition to the base AT state ST4 (step S804: YES), the AT win flag in the various flag areas 96i is set to "1", and the CZ win flag provided in the various flag areas 96i in the work area 96 for in-area processing is cleared to "0" (step S805). The CZ win flag is a flag that the main MPU 72 uses to identify that the transition to the CZ state has been confirmed.
[0194] After that, the standby counter 96f provided in the work area 96 for intra-area processing is set to "4" corresponding to the number of standby games (step S806). In a situation where the AT winning flag is set to "1", the standby counter 96f is used by the main MPU 72 to identify the number of remaining games until a transition to the base AT state ST4 occurs. When the value of the standby counter 96f is 1 or more, a game with a bet number of "3" is executed in a gaming state other than the CB state ST2 or ST3, so that the value of the standby counter 96f is subtracted by 1, and when the value of the standby counter 96f after subtraction of 1 becomes "0", a transition to the base AT state ST4 occurs.
[0195] If the AT lottery process does not result in a win to transition to the base AT state ST4 (step S804: NO), it determines whether or not the CZ state is being established by determining whether or not the CZ state flag in the various flag areas 96i in the work area 96 for intra-area processing is set to "1", and it also determines whether or not the CZ winning flag in the various flag areas 96i in the work area 96 for intra-area processing is set to "1" (step S807). If the CZ state is being established or if the CZ winning flag is set to "1" (step S807: YES), this normal start processing ends.
[0196] If the game is not in the CZ state and the CZ winning flag is not set to "1" (step S807: NO), the CZ lottery process is executed (step S808). In the CZ lottery process, a CZ lottery table provided as data for intra-area processing in the main ROM 73 is read, and random number information at that time is read from a lottery counter provided in the work area 96 for intra-area processing and updated periodically. These CZ lottery table and random number information are used to determine whether or not a transition to the CZ state has been won. The CZ lottery table is set so that a game that wins an index value IV with a relatively low winning probability in the lottery process for winning combinations (Figure 16) has a higher probability of winning a transition to the CZ state than a game that wins an index value IV with a relatively high winning probability in the lottery process for winning combinations (Figure 16). The expected value of winning a transition to the CZ state is approximately 10%.
[0197] If the CZ lottery process results in a win to transition to the CZ state (step S809: YES), the CZ win flag in the various flags area 96i is set to "1" (step S810). Then, the standby counter 96f in the work area 96 for in-area processing is set to "4," which corresponds to the number of standby games (step S811). When the CZ win flag is set to "1," the standby counter 96f is used by the master MPU 72 to determine the number of games remaining until transition to the CZ state occurs. When the value of the standby counter 96f is 1 or greater, a game with a bet number of "3" is executed in a gaming state other than the CB state ST2 or ST3, and the value of the standby counter 96f is decremented by 1. When the value of the standby counter 96f after decrementing by 1 becomes "0," a transition to the CZ state occurs.
[0198] <Normal processing> Next, the normal processing executed in step S704 of the response processing at the time of game termination (Fig. 23) will be described with reference to the flowchart of Fig. 25. Note that the processing of steps S901 to S914 in the normal processing is executed as intra-area processing using the intra-area processing program and intra-area processing data.
[0199] First, it is determined whether the number of bets for the current game is "2" by determining whether the value of the bet number setting counter 96a is "2" (step S901). If the number of bets for the current game is "2" (step S901: YES), the normal processing is terminated without executing the processing from step S902 onwards. If the number of bets for the current game is "3" (step S901: NO), it is determined whether the value of the release game number counter 96g in the work area 96 for intra-area processing is "0" by determining whether the ceiling number of games has been consumed in the second section SC2 and normal gaming state ST1 (step S902). If the value of the release game number counter 96g is "0" (step S902: YES), this means that the ceiling number of games has been consumed in the second section SC2 and normal gaming state ST1, so processing is executed to set the state to the base AT state ST4 in steps S907 and S908. This processing will be described later.
[0200] If the value of the release game number counter 96g is not "0" (step S902: NO), it is determined whether the value of the standby counter 96f in the work area 96 for in-area processing is 1 or greater (step S903). In a situation where a transition to the base AT state ST4 has been confirmed and the transition to the base AT state ST4 has been pending for four games, or in a situation where a transition to the CZ state has been confirmed and the transition to the CZ state has been pending for four games, the value of the standby counter 96f is 1 or greater. If the value of the standby counter 96f is 1 or greater (step S903: YES), the value of the standby counter 96f is subtracted by 1 (step S904), and it is determined whether the value of the standby counter 96f after the subtraction of 1 is "0" (step S905).
[0201] If the value of the standby counter 96f after subtracting 1 is "0" (step S905: YES), it is determined whether the AT winning flag in the various flag area 96i in the work area 96 for intra-area processing is set to "1" to determine whether this is the final game of the four games for which transition to the base AT state ST4 is being waited for (step S906). If a positive determination is made in step S906, processing is executed to set the game to the base AT state ST4 in steps S907 and S908. Specifically, the base AT state flag in the various flag area 96i in the work area 96 for intra-area processing is set to "1", and the AT winning flag and CZ state flag are cleared to "0" (step S907). Thereafter, the start setting processing of the AT state is executed (step S908). In the start setting processing of the AT state, the AT difference number counter 96e in the work area 96 for intra-area processing is set to "200" as the initial award number. As already explained, the AT difference number counter 96e is a counter for the main MPU 72 to determine the remaining number of game media awarded in the base AT state ST4.
[0202] If a negative judgment is made in step S906, processing is executed to set the CZ state in steps S909 and S910. Specifically, the CZ state flag in the various flags area 96i in the work area 96 for in-area processing is set to "1", and the CZ win flag is cleared to "0" (step S909). Then, a start setting process for the CZ state is executed (step S910). In the start setting process for the CZ state, the CZ state counter 96h provided in the work area 96 for in-area processing is set to "10" as the number of games to continue in the CZ state. As already explained, the CZ state counter 96h is a counter used by the main MPU 72 to determine the number of games remaining until the CZ state ends. When the CZ state flag is set to "1" and the state becomes CZ, the AT lottery process executed in step S803 of the normal start processing (Figure 24) references the group of numerical information that is referenced when the state is CZ in the AT lottery table, so the expectation of winning the transition to the base AT state ST4 is higher than when the state is not CZ.
[0203] If it is determined in step S903 that the value of the standby counter 96f is "0," it is determined whether or not the CZ state flag in the various flag area 96i in the work area 96 for intra-area processing is set to "1" to determine whether or not the CZ state is in effect (step S911). If it is in the CZ state (step S911: YES), the value of the CZ state counter 96h is subtracted by 1 (step S912). If the value of the CZ state counter 96h after the subtraction of 1 is "0" (step S913: YES), the CZ state is ended by clearing the CZ state flag in the various flag area 96i to "0" (step S914). When the CZ state flag is cleared to "0" and the CZ state is ended, in the AT lottery process executed in step S803 of the normal start processing (FIG. 24), the numerical information group that is referenced when the CZ state is not in effect in the AT lottery table is referenced, so the likelihood of winning the transition to the base AT state ST4 is lower than when it is in the CZ state.
[0204] <Base AT start processing> Next, the base AT start processing executed in step S513 of the game start processing (Fig. 21) will be described with reference to the flowchart in Fig. 26. Note that the processing of steps S1001 to S1009 in the base AT start processing is executed as an area processing using a program for area processing and data for area processing.
[0205] First, an additional lottery process is executed (step S1001). In the additional lottery process, an additional lottery table provided as data for in-area processing in the main ROM 73 is read, and random number information at that time is read from a lottery counter provided in the work area 96 for in-area processing and updated periodically, and these additional lottery table and random number information are used to determine whether an additional win has been made for the remaining number of awards in the base AT state ST4. The additional lottery table is set so that a game that has won an index value IV with a relatively low winning probability in the role lottery process (Fig. 16) has a higher probability of winning an additional lottery than a game that has won an index value IV with a relatively high winning probability in the role lottery process (Fig. 16), and is also set so that the expected number of game media to be awarded in the event of an additional win is also larger.
[0206] If an additional win is made in the additional lottery process (step S1002: YES), the number of game media selected in the additional lottery process is added to the AT difference number counter 96e in the work area 96 for in-area processing (step S1003). If an additional win is made, the number of game media to be awarded is either 20, 50, 80, 100, or 200.
[0207] If a negative judgment is made in step S1002 or if the processing of step S1003 is executed, it is judged whether the result of the lottery processing for the winning combination in this game (FIG. 16) is a losing result (step S1004). If the result of the lottery processing for the winning combination (FIG. 16) is a losing result (step S1004: YES), "3" is added to the AT difference number counter 96e in the work area 96 for in-area processing (step S1005). If the result of the lottery processing for the winning combination (FIG. 16) is a losing result in a game with a bet number of "3", this means that the number of game media owned by the player has decreased by 3, so "3" is added to the AT difference number counter 96e to add that amount to the number of remaining game media awarded in the base AT state ST4. In addition, in games where the number of bets is "2", the base AT start processing (Figure 26) is not executed, so even if the result of the lottery process for the winning combination (Figure 16) in a game where the number of bets is "2" is a miss, no addition is made to the AT difference number counter 96e, and moreover, in games where the number of bets is "2", the value of the AT difference number counter 96e is not updated regardless of the result of the lottery process for the winning combination (Figure 16) or the winning result.
[0208] If any index value IV is won in the winning combination lottery process (FIG. 16) (step S1004: NO), it is determined whether the winning index value IV is one of "1" to "13" (step S1006). In other words, it is determined whether the winning data corresponding to the awarding of gaming media is won for the set index value IV. If the determination is affirmative in step S1006, the subtraction process of the AT difference number counter 96e is executed regardless of whether the winning data for that index value IV is won or not (step S1007).
[0209] In the subtraction process of the AT difference number counter 96e, the number of game media to be awarded when the winning data that is the largest number of game media to be awarded among the winning data set in the winning index value IV is won is subtracted by "3", which is the number of bets on the current game, and the result is subtracted from the AT difference number counter 96e. This subtraction process is performed regardless of whether the winning data is awarded or not. Specifically, when the winning index value IV is any of "1" to "10", the winning data that is the largest number of game media to be awarded is the first bell winning data or the second bell winning data, so "12", which is the result of subtracting "3" from "15", which is the number of game media to be awarded when the winning data is awarded, is subtracted from the AT difference number counter 96e. Also, when the index value IV is "11" or "12", the winning data that will result in the maximum number of game media to be awarded is the first watermelon winning data or the second watermelon winning data, so "2" is subtracted from the AT difference number counter 96e, which is the result of subtracting "3" from "5", which is the number of game media to be awarded if the winning data is won. Also, when the index value IV is "13", the winning data that will result in the maximum number of game media to be awarded is the cherry winning data, so "1" is subtracted from the AT difference number counter 96e, which is the result of subtracting "3" from "4", which is the number of game media to be awarded if the winning data is won. In other words, in the base AT state ST4, even if the winning data corresponding to the winning data that results in the largest number of game media being awarded among the winning data set in the winning index value IV is not achieved due to a miss, the result of subtracting the number of game media being awarded, which is the number of bets for this game, "3", from the number of game media that would have been awarded if the winning data corresponding to the largest number of game media had been achieved will be subtracted from the AT difference number counter 96e.
[0210] After that, it is determined whether the value of the AT difference number counter 96e has become "0" or less by the subtraction process of step S1007 (step S1008). If the value of the AT difference number counter 96e is "0" or less (step S1008: YES), the AT difference number counter 96e is cleared to "0" (step S1009).
[0211] <Processing for base AT> Next, the processing for the base AT executed in step S705 of the corresponding processing at the end of the game (Fig. 23) will be explained with reference to the flowchart in Fig. 27. In addition, the processing of steps S1101 to S1105 in the processing for the base AT is executed as an in-area processing using a program for in-area processing and data for in-area processing.
[0212] If the value of the AT difference number counter 96e in the work area 96 for intra-area processing is "0" (step S1101: YES), it means that the termination condition of the base AT state ST4 has been met. In this case, the base AT state flag and the second interval flag in the various flag area 96i in the work area 96 for intra-area processing are cleared to "0" (step S1102). As a result, the situation in the second interval SC2 and the base AT state ST4 ends, and the situation becomes the first interval SC1 and the normal gaming state ST1. In addition, when the second interval SC2 ends, the interval display unit 67 changes from the lit state to the unlit state.
[0213] However, without being limited to this, the second section SC2 may be maintained without ending even if the base AT state ST4 ends when the value of the AT difference number counter 96e becomes "0". In this case, the second section SC2 may be ended when the value of the AT difference number counter 96e becomes "0" and the base AT state ST4 ends in a situation where the total number of winnings measured by the total winning number counter 96d in the work area 96 for intra-area processing is a predetermined number or more, such as 2000 or more, or when the value of the AT difference number counter 96e becomes "0" and the base AT state ST4 ends in a situation where the number of continued games measured by the continued game number counter 96c in the work area 96 for intra-area processing is a predetermined number or more, such as 1000 games or more.
[0214] If the value of the AT difference number counter 96e is not "0" (step S1101: NO), it is determined whether the value of the continued game number counter 96c in the work area 96 for intra-area processing is equal to or greater than "3950", which is the value corresponding to the fulfillment of the ending pre-occurrence condition (step S1103), and it is determined whether the value of the total win number counter 96d in the work area 96 for intra-area processing is equal to or greater than "65321", which is the value corresponding to the fulfillment of the ending pre-occurrence condition (step S1104). Because the number of continued games corresponding to the fulfillment of the ending condition of the second section SC2 is "4000", "3950", which is the number of continued games corresponding to the fulfillment of the ending pre-occurrence condition, is a smaller number of games. Furthermore, the total number of wins corresponding to the fulfillment of the ending condition for the second section SC2 is "2400", which is obtained by subtracting "63121", the initial value of the total wins counter 96d when the second section SC2 starts, from "65521", the value of the total wins counter 96d corresponding to the fulfillment of the ending condition. In contrast, the total number of wins corresponding to the fulfillment of the pre-ending condition is "2200", which is obtained by subtracting "63121", the initial value of the total wins counter 96d when the second section SC2 starts, from "65321", the value of the total wins counter 96d corresponding to the fulfillment of the pre-ending condition. Therefore, the total number of wins corresponding to the fulfillment of the pre-ending condition is less than the total number of wins corresponding to the fulfillment of the ending condition for the second section SC2.
[0215] If a positive judgment is made in either step S1103 or step S1104, it means that the conditions before the ending occurrence have been met. In this case, the ending AT state flag provided in the various flag area 96i in the work area 96 for in-area processing of the main RAM 74 is set to "1", and the base AT state flag in the various flag area 96i is cleared to "0" (step S1105). As a result, the game state transitions from the base AT state ST4 to the ending AT state ST5.
[0216] Here, in the base AT state ST4, if the number of continuing games or the total number of winnings in the second section SC2 corresponds to the establishment of the ending pre-occurrence condition, the state transitions to the ending AT state ST5 regardless of the value of the AT difference number counter 96e, i.e., the number of remaining gaming media awarded in the base AT state ST4. The ending AT state ST5 then continues until the ending condition of the second section SC2 is established. This makes it possible to ensure that the ending condition of the second section SC2 is established when the ending pre-occurrence condition of the second section SC2 is established.
[0217] <Game section control processing> Next, the game zone control process executed in step S706 of the response process at the end of a game (Fig. 23) will be described with reference to the flowchart of Fig. 28. Note that the processes of steps S1201 to S1208 in the game zone control process are executed as intra-area processing using a program for intra-area processing and data for intra-area processing.
[0218] First, it is determined whether the game zone is the second zone SC2 by determining whether the second zone flag in the various flag area 96i in the work area 96 for intra-zone processing is set to "1" (step S1201). If the game zone is the first zone SC1 (step S1201: NO), the game zone control process is terminated without executing the processes in step S1202 and thereafter. If the game zone is the second zone SC2 (step S1201: YES), it is determined whether the value of the continued game number counter 96c in the work area 96 for intra-zone processing is "4000" or more, thereby determining whether the number of continued games in the second zone SC2 has reached the number of games corresponding to the establishment of the ending condition (step S1202). If the determination in step S1202 is affirmative, initialization processing of the second zone SC2 is executed in step S1208. This initialization processing will be described later.
[0219] If a negative determination is made in step S1202, it is determined whether any of the replay wins, i.e., the first chance replay win, the second chance replay win, and the normal replay win, has been achieved in the current game (step S1203). In this case, whether the number of bets in the current game is "2" or "3," the determination in step S1203 is also made whether the current game is in the normal gaming state ST1, the first CB state ST2, the second CB state ST3, the base AT state ST4, or the ending AT state ST5. If any of the replay wins has been achieved (step S1203: YES), the process proceeds to step S1207 without executing the processes in steps S1204 to S1206.
[0220] If no replay wins have been achieved (step S1203: NO), the number of bets for the current game is subtracted from the number of game media awarded to the player in the current game, and the result of this subtraction is added to the total wins counter 96d in the work area 96 for intra-area processing (step S1204). In this case, if no game media have been awarded to the player in the current game, the number of bets for the current game, "2" or "3," is subtracted from the value of the total wins counter 96d. Furthermore, even if game media have been awarded to the player in the current game, if the number of game media awarded is less than the number of bets for the current game, the value obtained by subtracting the number of game media awarded in the current game from the number of bets for the current game is subtracted from the value of the total wins counter 96d. On the other hand, if the number of game media awarded to the player in the current game is greater than the number of bets for the current game, the value obtained by subtracting the number of game media awarded in the current game from the number of bets for the current game is added to the value of the total wins counter 96d.
[0221] Then, it is determined whether the value of the total acquisition counter 96d is 0 or less (step S1205). If the value of the total acquisition counter 96d is 0 or less (step S1205: YES), the total acquisition counter 96d is cleared to "0" (step S1206). As already explained, when the second section SC2 is entered, the total acquisition counter 96d is set to an initial value of "63121." Therefore, the value of the total acquisition counter 96d will not become 0 or less until the number of game media owned by the player decreases by 63121 from the initial value. If the number of game media owned by the player decreases by more than 63121 from the initial value, the value of the total acquisition counter 96d will become 0 or less, and in this case, the total acquisition counter 96d is cleared to "0." Therefore, if the number of game media owned by the player decreases by more than 63121 after the entry into the second section SC2, the excess amount will not be counted by the total acquisition counter 96d.
[0222] If a positive determination is made in step S1203, a negative determination is made in step S1205, or the processing of step S1206 is executed, it is determined whether the value of the total acquisition counter 96d exceeds "65521" (step S1207). That is, it is determined whether the increase in the number of gaming media owned by the player from the initial value when the second section SC2 started exceeds 2400. If a positive determination is made in step S1207, initialization processing of the second section SC2 is executed in step S1208, as in the case of a positive determination in step S1202. In this initialization processing, the second section flag, base AT state flag, and ending AT state flag in the various flag area 96i in the work area 96 for intra-area processing are cleared to "0," and the AT difference number counter 96e in the work area 96 for intra-area processing is cleared to "0." This results in a situation in which the first section SC1 is in the normal gaming state ST1. Furthermore, when the second section SC2 ends, the section display unit 67 changes from an on state to an off state.
[0223] <Configuration for communication between the main MPU 72 and the production MPU 92> Next, we will explain the configuration related to communication between the main MPU 72 and the production side MPU 92. Figure 29(a) is an explanatory diagram for explaining the electrical configuration related to communication between the main MPU 72 and the production side MPU 92.
[0224] The main-side MPU 72 and the performance-side MPU 92 are electrically connected by a signal path group 101. The signal path group 101 includes a first signal path group 103 provided on the main control board 71 to electrically connect the main-side MPU 72 and the main-side connector 102, a second signal path group 105 provided on the performance control board 91 to electrically connect the performance-side MPU 92 and the performance-side connector 104, and a connector unit 106 provided to be connected to each of the main-side connector 102 and the performance-side connector 104. The connector unit 106 includes a first connector 106a on one end and a second connector 106b on the other end. The first connector 106a is detachably connected to the main-side connector 102, and the second connector 106b is detachably connected to the performance-side connector 104. The signal path group 101 formed by the first signal path group 103, the main side connector 102, the connector unit 106, the performance side connector 104, and the second signal path group 105 has a plurality of signal paths to enable parallel communication. Note that the signal path group 101 is not limited to a configuration that uses parallel communication, and may use serial communication.
[0225] While multiple types of commands are sent from the master MPU 72 to the production MPU 92 using signal path group 101, no signals, including commands, are sent from the production MPU 92 to the master MPU 72. In other words, communication between the master MPU 72 and production MPU 92 is one-way communication from the master MPU 72 to the production MPU 92.
[0226] FIG. 29(b) is an explanatory diagram for explaining commands sent from the main MPU 72 to the production MPU 92.
[0227] When the supply of operating power to the main MPU 72 starts and the processing before the power outage is restored, a restore command is sent from the main MPU 72 to the production side MPU 92. When the supply of operating power to the main MPU 72 starts and the setting value update processing (step S108) is started in the main processing (FIG. 13), a setting change start command is sent from the main MPU 72 to the production side MPU 92, and when the setting value update processing ends, a setting change end command is sent from the main MPU 72 to the production side MPU 92.
[0228] When a bet on gaming media is set, a bet setting command is sent from the main MPU 72 to the performance MPU 92. When a predetermined number of gaming media have been bet, and the start lever 41 is operated to start a game, a rotation acceptance command A and a rotation acceptance command B are sent from the main MPU 72 to the performance MPU 92. When the game starts and the reels 32L, 32M, and 32R start to rotate, a rotation start command is sent from the main MPU 72 to the performance MPU 92. When the acceleration period of the reels 32L, 32M, and 32R is completed and they start to rotate at a constant speed, and it becomes possible for the reels 32L, 32M, and 32R to stop, a stop permission command is sent from the main MPU 72 to the performance MPU 92.
[0229] When all reels 32L, 32M, and 32R are spinning and a stop command is issued to any one of the reels 32L, 32M, and 32R, a first stop start command is sent from the main MPU 72 to the production side MPU 92. When two reels 32L, 32M, and 32R are spinning and a stop command is issued to the spinning reel 32L, 32M, and 32R, a second stop start command is sent from the main MPU 72 to the production side MPU 92. When one reel 32L, 32M, and 32R is spinning and a stop command is issued to that reel 32L, 32M, and 32R, a third stop start command is sent from the main MPU 72 to the production side MPU 92. These first to third stop start commands include information corresponding to the type of reel 32L, 32M, and 32R that is the target of the stop command. When all reels 32L, 32M, and 32R have stopped spinning, an all-reel stop command is sent from the main MPU 72 to the production MPU 92. When the operation of the stop buttons 42 to 44 corresponding to the last-spinning reels 32L, 32M, and 32R is completed, a symbol command is sent from the main MPU 72 to the production MPU 92. When the winning determination process (step S613) in the reel control process (FIG. 22) is completed, a winning result command is sent from the main MPU 72 to the production MPU 92. The winning result command includes information on whether or not a winning has occurred in the current game, and, if a winning has occurred, includes information on the winning result. When all processing for one game has completed, a game end command A and a game end command B are sent from the main MPU 72 to the production MPU 92.
[0230] When a predetermined error occurs in the slot machine 10, an error occurrence command is sent from the main side MPU 72 to the performance side MPU 92, and when the predetermined error is resolved, an error resolution command is sent from the main side MPU 72 to the performance side MPU 92. When the front door 12 changes from a closed state to an open state, and from an open state to a closed state, a door open / close command is sent from the main side MPU 72 to the performance side MPU 92.
[0231] <Rotation acceptance commands A, B and game end commands A, B> Figure 30(a) is an explanatory diagram for explaining the information contained in rotation reception command A, Figure 30(b) is an explanatory diagram for explaining the information contained in rotation reception command B, Figure 31(a) is an explanatory diagram for explaining the information contained in game end command A, and Figure 31(b) is an explanatory diagram for explaining the information contained in game end command B.
[0232] As shown in FIG. 30(a), the rotation acceptance command A includes command header information that enables the production side MPU 92 to identify that it is a rotation acceptance command A, information on the setting value that is set to be used, information on the number of bets for the current game, information on the type of lottery result corresponding to the result of the lottery process for the winning combination (FIG. 16), information on the stop order of the reels 32L, 32M, and 32R when the index value IV=1 to 9 is selected in the base AT state ST4 or the ending AT state ST5 and the stop order of the reels 32L, 32M, and 32R is notified, and information on the stop order of the current game. It includes information on the game state (either the normal game state ST1, the first CB state ST2, the second CB state ST3, the base AT state ST4, the ending AT state ST5, or the CZ state), information on the game state of the next game (either the normal game state ST1, the first CB state ST2, the second CB state ST3, the base AT state ST4, the ending AT state ST5, or the CZ state), information on the game section of the current game (either the first section SC1 or the second section SC2), and information on the game section of the next game (either the first section SC1 or the second section SC2).
[0233] At the start of a game, before the timing of setting the rotation acceptance command A, information that enables the current game status and game section to be identified is stored in the start status area 96j in the work area 96 for intra-area processing, and at the end of the game, before the timing of setting the game end command A, information that enables the current game status and game section to be identified is stored in the end status area 96k in the work area 96 for intra-area processing. Information on the game status of the current game is read from the start status area 96j, and information on the game status of the next game is read from the end status area 96k, but the end status area 96k at the start of the game stores information on the game status and game section at the end of the previous game. Therefore, the game status information of the current game in the rotation acceptance command A and the game status information of the next game are the same, and the information on the game section of the current game in the rotation acceptance command A and the game section of the next game are the same. Furthermore, when the notification of the stop order of the reels 32L, 32M, and 32R is not performed, information indicating that the notification of the stop order will not be performed is set as the information on the stop order.
[0234] As information on the type of lottery result corresponding to the result of the lottery process for winning roles (FIG. 16), the winning index value IV is not transmitted as is, but if the index value IV containing the first bell winning data is won, information corresponding to the first bell is transmitted; if the index value IV containing the second bell winning data is won, information corresponding to the second bell is transmitted; if the index value IV containing the first watermelon winning data is won, information corresponding to the first watermelon is transmitted; if the index value IV containing the second watermelon winning data is won, information corresponding to the second watermelon is transmitted; if the index value IV containing the cherry winning data is won, information corresponding to the second watermelon is transmitted; If the index value IV including the first chance replay winning data is selected, information corresponding to a cherry is transmitted; if the index value IV including the first chance replay winning data is selected, information corresponding to a first chance replay is transmitted; if the index value IV including the second chance replay winning data is selected, information corresponding to a second chance replay is transmitted; if the index value IV including the normal replay winning data is selected, information corresponding to a normal replay is transmitted; if the index value IV including the first CB winning data is selected, information corresponding to the first CB is transmitted; if the index value IV including the second CB winning data is selected, information corresponding to the second CB is transmitted. Since the index value IV is not transmitted as is, even if the rotation acceptance command A is fraudulently read in a situation other than the base AT state ST4 or the ending AT state ST5, it is possible to prevent the stop order of the reels 32L, 32M, and 32R that enables the first bell winning or the second bell winning from being identified in a game in which the index value IV = 1 to 9 is selected.
[0235] In the configuration in which the information of the rotation acceptance command A is set as described above, the game end command A is set with the same information as the rotation acceptance command A, as shown in FIG. 31(a). However, the content of the information in the command header differs between the rotation acceptance command A and the game end command A. Furthermore, information on the game status of the current game is read from the start status area 96j, and information on the game status of the next game is read from the end status area 96k. However, if a transition in the game status or game section occurs in the current game, information on the game status or game section after that transition is stored in the end status area 96k at the end of the game. Therefore, the information on the game status of the current game in the game end command A may differ from the information on the game status of the next game, and the information on the game section of the current game in the game end command A may differ from the information on the game section of the next game.
[0236] When transmitting a rotation acceptance command A or a game end command A, first, command header information corresponding to each command is set. Then, setting value information to be used is read from the area in the work area 96 for intra-area processing in the main RAM 74 where the setting value is stored, bet number information is read from the bet number setting counter 96a in the work area 96 for intra-area processing, information on the type of lottery result corresponding to the information on the winning index value IV stored in the work area 96 for intra-area processing is read from the data for intra-area processing in the main ROM 73, stop order information is read from the area in which the stop order information is stored in the work area 96 for intra-area processing, information on the game status and game section stored in the start status area 96j in the work area 96 for intra-area processing, and information on the game status and game section stored in the end status area 96k in the work area 96 for intra-area processing. Then, the read information is set in the command to be set, either the rotation acceptance command A or the game end command A, respectively.
[0237] As shown in Figure 30(b), the rotation acceptance command B includes command header information that enables the production side MPU 92 to identify it as a rotation acceptance command B, information on the number of continued games counter 96c in the work area 96 for intra-area processing, information on the total number of wins counter 96d in the work area 96 for intra-area processing, information on the number of release games counter 96g in the work area 96 for intra-area processing, information on the standby counter 96f in the work area 96 for intra-area processing, information on the CZ state counter 96h in the work area 96 for intra-area processing, information on the AT difference number counter 96e in the work area 96 for intra-area processing, information on the number of additional wins if an additional win is won in the additional lottery processing of the base AT start time processing (Figure 26) at the start of the current game, and information on the end judgment counter 98b in the work area 98 for outside area processing. In a configuration in which the information of the rotation acceptance command B is set as described above, the game end command B is set with information similar to that of the rotation acceptance command B as shown in Figure 31(b). However, the contents of the information in the command header differ between the rotation acceptance command B and the game end command B.
[0238] When sending a rotation acceptance command B or a game end command B, first set the command header information corresponding to each command. Then, read information from each of the areas storing information on the number of games continued counter 96c, the total number of wins counter 96d, the number of games released counter 96g, the standby counter 96f, the CZ state counter 96h, the AT difference number counter 96e, and the number of bonuses awarded in the work area 96 for in-area processing in the main RAM 74, and also read information from the end determination counter 98b in the work area 98 for out-area processing. Then, set the read information to the rotation acceptance command B or the game end command B that is the setting target, respectively.
[0239] The rotation acceptance command A and rotation acceptance command B set as described above are set in step S411 in the winning combination lottery process (FIG. 16) and transmitted from the main MPU 72 to the production side MPU 92. That is, the rotation acceptance command A and rotation acceptance command B are transmitted from the main MPU 72 to the production side MPU 92 when each game starts and the winning combination lottery process is executed. Also, the game end command A and game end command B are set in step S315 in the normal process (FIG. 15) and transmitted from the main MPU 72 to the production side MPU 92. That is, the game end command A and game end command B are transmitted from the main MPU 72 to the production side MPU 92 when each game ends.
[0240] <Command setting process> Next, the command setting process that is called in common to set the rotation acceptance command A, the rotation acceptance command B, the game end command A, and the game end command B will be described with reference to the flowchart in Fig. 32. Note that the processes of steps S1301 to S1315 in the command setting process are executed as intra-area processing that uses the program for intra-area processing and the data for intra-area processing.
[0241] The command setting process is called and executed as a subroutine when setting the rotation acceptance command A in step S411 of the winning combination lottery process (FIG. 16), and is also called and executed as a subroutine when setting the rotation acceptance command B. In addition, the command setting process is called and executed as a subroutine when setting the game end command A in step S315 of the normal process (FIG. 15), and is also called and executed as a subroutine when setting the game end command B.
[0242] If the command to be set this time is either a rotation acceptance command A or a game end command A (step S1301: YES), if it is a rotation acceptance command A (step S1302: YES), information on the command header corresponding to the rotation acceptance command A is read from the data for intra-area processing (step S1303), and if it is a game end command A (step S1302: NO), information on the command header corresponding to the game end command A is read from the data for intra-area processing (step S1304). When the processing of step S1303 or step S1304 is executed, "8" is set as the number of reads in a predetermined register of the main MPU 72 (step S1305). Information on the number of reads is information that allows the main MPU 72 to identify the number of times information is read to set a command and the address of the area where the information to be read is stored.
[0243] Then, information corresponding to the information on the number of reads stored in a predetermined register is read (step S1306). If the information on the number of reads is "8", setting value information is read from the area in which the setting value to be used is stored in the work area 96 for intra-area processing. If the information on the number of reads is "7", bet number information is read from the bet number setting counter 96a in the work area 96 for intra-area processing. If the information on the number of reads is "6", information on the type of lottery result corresponding to the information on the winning index value IV stored in the work area 96 for intra-area processing is read from the data for intra-area processing in the main ROM 73. If the information on the number of reads is "5", stop order information is read from the area in which the stop order information is stored in the work area 96 for intra-area processing. If the information on the number of reads is "4", game status information stored in the start status area 96j is read. If the information on the number of reads is "3", game status information stored in the end status area 96k is read. If the information on the number of reads is "2", the information on the game section stored in the start status area 96j is read. If the information on the number of reads is "1", the information on the game section stored in the end status area 96k is read.
[0244] Thereafter, the value of the number of reads stored in a predetermined register is decremented by 1 (step S1307), and it is determined whether the value of the number of reads after decrementing by 1 is "0" (step S1308). If the value of the number of reads is not "0" (step S1308: NO), the processes of steps S1306 and S1307 are executed. That is, the processes of steps S1306 and S1307 are repeated until the value of the number of reads becomes "0". If the value of the number of reads is "0" (step S1308: YES), this command setting process is terminated.
[0245] If the command to be set this time is either a rotation acceptance command B or a game end command B (step S1301: NO), if it is a rotation acceptance command B (step S1309: YES), command header information corresponding to the rotation acceptance command B is read from the data for intra-area processing (step S1310), and if it is a game end command B (step S1309: NO), command header information corresponding to the game end command B is read from the data for intra-area processing (step S1311). If the processing of step S1310 or step S1311 is executed, "8" is set as the number of reads in a predetermined register of the main MPU 72 (step S1312).
[0246] Then, information corresponding to the information on the number of reads stored in a specified register is read (step S1313). If the information on the number of reads is "8", information on the number of continued games counter 96c in the work area 96 for intra-area processing is read. If the number of reads is "7", information on the total number of won counter 96d in the work area 96 for intra-area processing is read. If the number of reads is "6", information on the number of release games counter 96g in the work area 96 for intra-area processing is read. If the number of reads is "5", information on the standby counter 96f in the work area 96 for intra-area processing is read. If the number of reads is "4", information on the CZ state counter 96h in the work area 96 for intra-area processing is read. If the number of reads is "3", information on the AT difference number counter 96e in the work area 96 for intra-area processing is read. If the number of reads is "2", information is read from the area that stores information on the number of added bonuses in the work area 96 for intra-area processing. If the number of reads is "1", the information of the end determination counter 98b in the work area 98 for outside-area processing is read.
[0247] Thereafter, the value of the number of reads stored in a predetermined register is decremented by 1 (step S1314), and it is determined whether the value of the number of reads after decrementing by 1 is "0" (step S1315). If the value of the number of reads is not "0" (step S1315: NO), the processes of steps S1313 and S1314 are executed. That is, the processes of steps S1313 and S1314 are repeated until the value of the number of reads becomes "0". If the value of the number of reads is "0" (step S1315: YES), this command setting process is terminated.
[0248] In step S411 of the winning combination lottery process (FIG. 16), the command setting process is executed once to set a rotation acceptance command A, and the command setting process is executed once more to set a rotation acceptance command B. These set rotation acceptance command A and rotation acceptance command B are then transmitted to the production-side MPU 92. In addition, in step S315 of the normal process (FIG. 15), the command setting process is executed once to set a game end command A, and the command setting process is executed once more to set a game end command B. These set game end command A and game end command B are then transmitted to the production-side MPU 92.
[0249] <Continuous display effect> Next, we will explain the contents of the display effects executed by the image display device 63 in a situation where the transition to the base AT state ST4 has been confirmed in the normal gaming state ST1 and the transition to the AT state ST4 is awaited. Figures 33(a) to 33(d) are explanatory diagrams for explaining the contents of the display effects executed by the image display device 63 in a situation where the transition to the base AT state ST4 is awaited.
[0250] When the transition to the base AT state ST4 is confirmed in the second section SC2 in the normal gaming state ST1, the standby counter 96f in the work area 96 for in-area processing is set to "4", and when a value of 1 or more is set in the standby counter 96f, the value of the standby counter 96f is subtracted by 1 each time a game is executed, and when the value of the standby counter 96f after subtraction of 1 becomes "0", a transition from the normal gaming state ST1 to the base AT state ST4 occurs. In other words, the transition to the base AT state ST4 is awaited for four games after the transition to the base AT state ST4 is confirmed.
[0251] While this transition to the base AT state ST4 is pending, a continuous display effect that makes the player anticipate the transition to the base AT state ST4 is executed on the image display device 63. Furthermore, the continuous display effect can also be executed on the image display device 63 in a situation in which the transition to the base AT state ST4 has not been confirmed in the second section SC2 and normal gaming state ST1. In other words, the continuous display effect is executed whether a transition to the base AT state ST4 occurs or not. In the case of a continuous display effect in which a transition to the base AT state ST4 occurs, a transition-related effect is executed at the end of the continuous display effect, indicating that a transition to the base AT state ST4 will occur. In the case of a continuous display effect in which a transition to the base AT state ST4 does not occur, a non-transition-related effect is executed at the end of the continuous display effect, indicating that a transition to the base AT state ST4 will not occur. Therefore, when a continuous display effect occurs, the player will pay attention to the continuous display effect, hoping that a transition-related effect will eventually occur.
[0252] When a continuous display effect is being executed, an effect corresponding to the continuous display effect is executed on the upper lamp 61 and the speaker 62. Furthermore, the number of games for which the continuous display effect is executed is not limited to four, but may be two, three, five, six or more games, and the number of games may not be fixed, but may be determined by lottery, allowing the number of games to vary.
[0253] In the continuous display presentation, the presentation section progresses as each game is played. Specifically, in the first game, an opening section is executed, indicating that the showdown presentation is about to begin. In the opening section, an opening-corresponding image G11 is displayed, as shown in Figure 33(a). In the second game, a first half showdown section in the showdown presentation is executed. In the first half showdown section, a first half showdown image G12 corresponding to the first half of the scene in which two character images are facing off is displayed, as shown in Figure 33(b). In the third game, a second half showdown section in the showdown presentation is executed. In the second half showdown section, a second half showdown image corresponding to the second half of the scene in which two character images are facing off is displayed.
[0254] In the fourth game, the match result section of the match presentation is executed. In the match result section, a match result image G13 corresponding to the match result between the two character images is displayed, as shown in FIG. 33(c). The match result image G13 in FIG. 33(c) is a victory-corresponding image displayed in the continuous display presentation when a transition to the base AT state ST4 occurs. In the continuous display presentation when a transition to the base AT state ST4 does not occur, a defeat-corresponding image such as "Sorry!" is displayed as the match result image G13. In the continuous display presentation when a transition to the base AT state ST4 occurs, an AT start image G14 indicating that the base AT state ST4 will start is displayed after the match result section, as shown in FIG. 33(d). The AT start image G14 displays that the base AT state ST4 has started and the initial number of game media awarded in the base AT state ST4.
[0255] The AT start image G14 is displayed when game end commands A and B are received from the master MPU 72 during the fourth game in which a transition to the base AT state ST4 is awaited. In other words, if the game end command A indicates that the current game's game state is the normal game state ST1 and the next game's game state is the base AT state ST4, the presentation MPU 92 can determine that the base AT state ST4 will begin from the next game. Furthermore, the presentation MPU 92 can determine the initial award number from the value of the AT difference number counter 96e included in the game end command B. In this case, the presentation MPU 92 controls the image display device 63 so that the AT start image G14 is displayed with the determined initial award number displayed. In the continuous display effect when a transition to the base AT state ST4 does not occur, the base effect, which is not the continuous display effect in the normal game state ST1, resumes after the match result division.
[0256] The above-mentioned continuous display effects are executed even in a situation where the transition to the CZ state is confirmed in the normal gaming state ST1 and the transition to the CZ state is on standby. Furthermore, continuous display effects can also be executed in a situation where the transition to the CZ state is not confirmed in the normal gaming state ST1. Therefore, when a player confirms the continuous display effects, they expect a transition to the base AT state ST4, and even if they do not transition to the base AT state ST4, they will expect a transition to the CZ state.
[0257] <Normal performance control processing> Next, the normal effect control process executed by the effect-side MPU 92 will be described with reference to the flowchart of Fig. 34. The normal effect control process is repeatedly executed in a relatively short cycle (for example, every 2 milliseconds) in the normal gaming state ST1.
[0258] If rotation acceptance commands A and B are received from the main MPU 72 (step S1401: YES), a presentation adjustment process is executed (step S1402). The presentation adjustment process is a process for resolving a discrepancy between the progress of the game controlled by the main MPU 72 and the content of the presentation execution control by the presentation MPU 92 when such a discrepancy occurs. The details of the presentation adjustment process will be explained later.
[0259] Thereafter, it is determined whether the current game is in the CZ state from the information on the game state of the current game included in the rotation acceptance command A (step S1403). If the current game is in the CZ state (step S1403: YES), the number of remaining games in the CZ state is determined from the information on the CZ state counter 96h included in the rotation acceptance command B, and data is set to execute the CZ state effect corresponding to the remaining number of games (step S1404). As a result, the image display device 63 executes a display effect corresponding to the remaining number of continued games in the CZ state, and the upper lamp 61 and speaker 62 execute light emission effects and sound output effects corresponding to the display effect.
[0260] If the current game is not in the CZ state (step S1403: NO), it is determined whether the current game is in the premonition state (step S1405). The premonition state refers to either a situation in which a transition to the base AT state ST4 has been confirmed and the transition to the base AT state ST4 is pending, or a situation in which a transition to the CZ state has been confirmed and the transition to the CZ state is pending. The premonition state continues for four games regardless of whether a transition to the base AT state ST4 is pending or a transition to the CZ state is pending. However, the number of games for which the premonition state continues may differ between the former and latter situations. Furthermore, the determination of whether the premonition state is in the premonition state is performed by determining whether the value of the waiting counter 96f included in the rotation acceptance command B is equal to or greater than 1.
[0261] If the game is in the real premonition state (step S1405: YES), an update process for the real premonition effect corresponding to the value of the standby counter 96f included in the rotation acceptance command B is executed (step S1406). Specifically, if the value of the standby counter 96f is "4," this means that the real premonition state has started in the current game. In this case, data setting is performed for the display effect of the image display device 63 so that the opening section of the continuous display effect is executed. As a result, an opening-related image G11 as shown in FIG. 33(a) is displayed on the image display device 63. Data setting is also performed for the upper lamp 61 and the speaker 62 to execute a light-emitting effect and a sound output effect corresponding to the display effect. If the value of the standby counter 96f is "3," data setting is performed for the display effect of the image display device 63 so that the first half showdown section of the continuous display effect is executed. As a result, a first half showdown image G12 as shown in FIG. 33(b) is displayed on the image display device 63. Data setting is also performed for the upper lamp 61 and the speaker 62 to execute a light-emitting effect and a sound output effect corresponding to the display effect.
[0262] When the value of the standby counter 96f is "2," data is set for the display performance of the image display device 63 so that the second half competition section of the continuous display performance is executed. As a result, a second half competition image is displayed on the image display device 63. Data is also set for the upper lamp 61 and the speaker 62 to execute a light-emitting effect and a sound output effect corresponding to the display performance. When the value of the standby counter 96f is "1," data is set for the display performance of the image display device 63 so that the competition result section of the continuous display performance is executed. As a result, a competition result image G13 as shown in FIG. 33(d) is displayed on the image display device 63. Data is also set for the upper lamp 61 and the speaker 62 to execute a light-emitting effect and a sound output effect corresponding to the display performance.
[0263] Note that the processing of step S1406 is executed in the same manner in both the actual premonition state when transitioning to the base AT state ST4 and the actual premonition state when transitioning to the CZ state, so that the continuous display effect is executed in the same manner in both actual premonition states, but this is not limited to this, and the execution manner of step S1406 may be different between the actual premonition state when transitioning to the base AT state ST4 and the actual premonition state when transitioning to the CZ state, so that the execution manner of the continuous display effect differs in each actual premonition state. In this case, the content of the continuous display effect may be completely different between the actual premonition state when transitioning to the base AT state ST4 and the actual premonition state when transitioning to the CZ state, and the content of the continuous display effect in each actual premonition state may be the same, but a higher expectation effect may be executed in the actual premonition state when transitioning to the base AT state ST4 than in the actual premonition state when transitioning to the CZ state. Furthermore, in a configuration in which the presentation content may differ between the premonition state when transitioning to the base AT state ST4 and the premonition state when transitioning to the CZ state, it is necessary to set at least one of the information of the AT winning flag and the CZ winning flag in the rotation acceptance command A or the rotation acceptance command B.
[0264] If the present state is not a true premonition state (step S1405: NO), it is determined whether the present state is a false premonition state (step S1407). The false premonition state is a state in which a continuous display effect is executed on the image display device 63 when neither a transition to the base AT state ST4 nor a transition to the CZ state is confirmed. If the present state is a false premonition state (step S1407: YES), a false premonition effect update process is executed (step S1408). The false premonition effect is executed when a win is generated in the lottery executed by the performance side MPU 92, as will be described in detail later. The performance side RAM 94 is provided with a false premonition effect counter. If a win is generated in the false premonition effect generation lottery process, the false premonition effect counter is set to "4." Each time rotation acceptance commands A and B are received, i.e., each time one game is executed, the value of the false premonition effect counter is decremented by 1. The process of decrementing the value of the false premonition effect counter by 1 is executed when the false premonition effect update process is completed.
[0265] In the false premonition effect update process, if the value of the false premonition effect counter is "4," data is set so that the opening segment of the continuous display effects is executed for the display effects of the image display device 63. As a result, an opening-related image G11 as shown in FIG. 33(a) is displayed on the image display device 63. Data is also set so that the upper lamp 61 and the speaker 62 execute a light-emitting effect and a sound output effect corresponding to the display effects. If the value of the false premonition effect counter is "3," data is set so that the first half showdown segment of the continuous display effects is executed for the display effects of the image display device 63. As a result, a first half showdown image G12 as shown in FIG. 33(b) is displayed on the image display device 63. Data is also set so that the upper lamp 61 and the speaker 62 execute a light-emitting effect and a sound output effect corresponding to the display effects.
[0266] When the value of the counter for false premonition effects is "2," data is set for the display effects on the image display device 63 so that the second half showdown segment of the continuous display effects is executed. As a result, a second half showdown image is displayed on the image display device 63. Data is also set for the upper lamp 61 and the speaker 62 to execute a light-emitting effect and a sound output effect corresponding to the display effects. When the value of the counter for false premonition effects is "1," data is set for the display effects on the image display device 63 so that the showdown result segment of the continuous display effects is executed. As a result, a showdown result image is displayed on the image display device 63. In this case, an effect indicating a loss in the showdown effect is executed. Data is also set for the upper lamp 61 and the speaker 62 to execute a light-emitting effect and a sound output effect corresponding to the display effects.
[0267] If the state is not a false premonition state (step S1407: NO), a lottery process for determining whether a false premonition effect will occur is executed (step S1409). In the lottery process for determining whether a false premonition effect will occur, a lottery table for the false premonition effect provided in the effect-side ROM 93 is read, and numerical information is read from a lottery counter that is periodically updated in the effect-side RAM 94. The read numerical information is compared with the lottery table for the false premonition effect. The probability of winning the occurrence of a false premonition effect is set to 10%. If a false premonition effect is won (step S1410: YES), a setting process for the false premonition effect is executed (step S1411). In the setting process for the false premonition effect, the counter for the false premonition effect is set to "4". This means that the false premonition effect will start from the next game.
[0268] When the process of step S1404 is executed, when the process of step S1406 is executed, when the process of step S1408 is executed, when a negative determination is made in step S1410, or when the process of step S1411 is executed, other processes are executed in response to the reception of the rotation acceptance commands A and B. In these other processes, the illumination control of the bet lamp according to the number of bets is executed.
[0269] When either a stop start command or an all-reel stop command is received from the main MPU 72 (step S1413: YES), a performance update process is executed (step S1414). In the performance update process, settings are made to advance the performance execution content in response to the reception of either a stop start command or an all-reel stop command. In this case, when a stop start command corresponding to the first stop is received, a stop command is issued to the first reel 32L, 32M, 32R, and stop control of the reels 32L, 32M, 32R is initiated, and the performance execution content is advanced accordingly. Furthermore, when a stop start command corresponding to the second stop is received, a stop command is issued to the second reel 32L, 32M, 32R, and stop control of the reels 32L, 32M, 32R is initiated, and the performance execution content is advanced accordingly. Furthermore, when a stop start command corresponding to the third stop is received, a stop command is issued to the third reel 32L, 32M, 32R, and stop control of the reels 32L, 32M, 32R is initiated, and the performance execution content is set to proceed accordingly. Furthermore, when an all reels stop command is received, the performance execution content is set to proceed accordingly, and the performance execution content is set to proceed accordingly.
[0270] In the continuous display performance, the opening segment, the first half showdown segment, the second half showdown segment, and the showdown result segment all proceed with the execution content of the performance when a stop start command corresponding to the first stop is received, when a stop start command corresponding to the second stop is received, when a stop start command corresponding to the third stop is received, and when an all reels stop command is received. For example, in a situation where the display performance of the opening segment is being executed by the image display device 63, when a stop start command corresponding to the first stop is received, the execution content of the display performance of the opening segment proceeds accordingly, when a stop start command corresponding to the second stop is received, the execution content of the display performance of the opening segment proceeds accordingly, when a stop start command corresponding to the third stop is received, the execution content of the display performance of the opening segment proceeds accordingly, and when an all reels stop command is received, the execution content of the display performance of the opening segment proceeds accordingly. Furthermore, for example, in a situation where the display performance of the second half showdown section is being executed by the image display device 63, when a stop start command corresponding to the first stop is received, the execution content of the display performance of the second half showdown section will proceed accordingly, when a stop start command corresponding to the second stop is received, the execution content of the display performance of the second half showdown section will proceed accordingly, when a stop start command corresponding to the third stop is received, the execution content of the display performance of the second half showdown section will proceed accordingly, and when an all reel stop command is received, the execution content of the display performance of the second half showdown section will proceed accordingly.
[0271] When game end commands A and B are received from the main MPU 72 (step S1415: YES), the MPU 92 determines whether the CZ state will start from the next game by determining whether the information on the game status of the current game included in game end command A is not information corresponding to the CZ state and whether the information on the game status of the next game included in game end command A is information corresponding to the CZ state (step S1416). In other words, because game end command A is configured to include not only information on the game status of the current game but also information on the game status of the next game, the production MPU 92 can determine that a transition to the CZ state has occurred in the current game and that the CZ state will start from the next game simply by checking the contents of game end command A.
[0272] If it is determined that the CZ state will start from the next game (step S1416: YES), a CZ effect setting process is executed (step S1417). In the CZ effect setting process, data is set so that an effect corresponding to the CZ state is executed. As a result, a display effect corresponding to the CZ state is started on the image display device 63, and a light emission effect and a sound output effect corresponding to the display effect are executed on the upper lamp 61 and the speaker 62.
[0273] If the CZ state will not start from the next game (step S1416: NO), it is determined whether the information on the game status of the current game included in the game end command A is not information corresponding to the base AT state ST4 and whether the information on the game status of the next game included in the game end command A is information corresponding to the base AT state ST4, thereby determining whether the base AT state ST4 will start from the next game (step S1418). In other words, since the game end command A is configured to include not only information on the game status of the current game but also information on the game status of the next game, the production side MPU 92 can determine that a transition to the base AT state ST4 will occur in the current game and that the base AT state ST4 will start from the next game simply by checking the contents of the game end command A.
[0274] If it is determined that the base AT state ST4 will start from the next game (step S1418: YES), the production side AT state flag provided in the production side RAM 94 is set to "1" (step S1419). The production side AT state flag is a flag used by the production side MPU 92 to determine whether or not the base AT state ST4 is in effect. If the production side AT state flag is not set to "1", the normal production control process (Figure 34) is executed, and if the production side AT state flag is set to "1", the AT production control process (Figure 42) described below is executed.
[0275] Then, the value of the AT difference number counter 96e included in the game end command B is set to the display target remaining number counter 94a (see FIG. 41) provided in the performance side RAM 94 (step S1420). In the base AT state ST4, the remaining number of game media to be awarded until the termination condition of the base AT state ST4 is met is displayed on the image display device 63, and the number of awards corresponding to the value of the display target remaining number counter 94a is displayed on the image display device 63 as the remaining number of game media to be awarded. When the base AT state ST4 starts, "200" is set to the AT difference number counter 96e as the initial number of awards, so the value of the AT difference number counter 96e included in the game end command B at the time of transition to the base AT state ST4 is this initial number of awards, "200". Therefore, in step S1420, "200" is set to the display target remaining number counter 94a, and 200 is displayed on the image display device 63 as the remaining number of game media to be awarded.
[0276] Then, the setting process for the AT effect is executed (step S1421). In the setting process for the AT effect, data is set so that the effect corresponding to the base AT state ST4 is executed. As a result, the display effect corresponding to the base AT state ST4 is started on the image display device 63, and the light emission effect and sound output effect corresponding to the display effect are executed on the upper lamp 61 and the speaker 62.
[0277] When the process of step S1412 is executed, when the process of step S1414 is executed, when a negative determination is made in step S1415, when the process of step S1417 is executed, when a negative determination is made in step S1418, or when the process of step S1421 is executed, other processes are executed (step S1422). In other processes, processes are executed to execute effects or notifications corresponding to the reception of commands other than the rotation acceptance commands A and B, the stop start command, the all reel stop command, and the game end commands A and B.
[0278] <Performance adjustment processing> Next, the effect adjustment process executed in step S1402 of the normal effect control process (Fig. 34) will be described with reference to the flowchart of Fig. 35. As already explained, the effect adjustment process is executed when rotation reception commands A and B are received from the main MPU 72.
[0279] First, it is determined whether CZ state information is set as the game state information of the current game included in the rotation acceptance command A (step S1501). If CZ state information is set (step S1501: YES), it is determined whether the effect corresponding to the CZ state has already started by checking the data for the effect to be executed set in the effect-side RAM 94 (step S1502). If the effect corresponding to the CZ state has not yet started (step S1502: NO), a CZ effect setting process is executed (step S1503). In the CZ effect setting process, data is set so that the effect corresponding to the CZ state is executed. As a result, a display effect corresponding to the CZ state is started on the image display device 63, and a light-emitting effect and a sound output effect corresponding to the display effect are executed on the upper lamp 61 and the speaker 62.
[0280] If the information on the CZ state is not set as the information on the game status of the current game included in the rotation acceptance command A (step S1501: NO), it is determined whether or not the information on the base AT state ST4 is set as the information on the game status of the current game included in the rotation acceptance command A (step S1504). As already explained, if the presentation-side AT state flag in the presentation-side RAM 94 is not set to "1," the presentation-side MPU 92 executes the normal presentation control process (FIG. 34) assuming that the game status is the normal game status ST1, and executes the presentation adjustment process (FIG. 35) in the normal presentation control process. In this case, if it is determined in the presentation adjustment process that the information on the base AT state ST4 is set as the information on the game status of the current game included in the rotation acceptance command A (step S1504: YES), this means that the presentation-side MPU 92 was actually controlling the execution of the presentation corresponding to the normal game status ST1, even though the game is actually in the base AT state ST4. Therefore, in such a case, the execution control of the presentation corresponding to the base AT state ST4 is started in steps S1505 to S1510.
[0281] Specifically, first, the production side AT state flag in the production side RAM 94 is set to "1" (step S1505). As already explained, the production side AT state flag is a flag that the production side MPU 92 uses to determine whether or not the state is the base AT state ST4. If the production side AT state flag is not set to "1", the normal production control process (Figure 34) is executed, and if the production side AT state flag is set to "1", the AT production control process (Figure 42) described below is executed.
[0282] Then, the value of the AT difference number counter 96e included in the rotation acceptance command B is set to the display target remaining number counter 94a (see FIG. 41) in the performance-side RAM 94 (step S1506). In the base AT state ST4, the number of awards corresponding to the value of the display target remaining number counter 94a is displayed on the image display device 63 as the remaining number of awards of gaming media until the end condition of the base AT state ST4 is met. When the base AT state ST4 starts, "200" is set to the AT difference number counter 96e as the initial number of awards. However, the situation in which a value is set to the display target remaining number counter 94a in step S1506 of the performance adjustment process (FIG. 35) is a situation in which the performance-side MPU 92 is executing control of the performance corresponding to the normal gaming state ST1, even though the base AT state ST4 is actually in effect. Therefore, when the processing of step S1506 is executed, the remaining number of awards of gaming media in the base AT state ST4 may already be less than the initial number of awards. In step S1506, the value of the AT difference number counter 96e is set to the display target remaining number counter 94a, and the remaining number of gaming media currently awarded in the base AT state ST4 is displayed on the image display device 63.
[0283] Then, the setting process for the AT effect is executed (step S1507). In the setting process for the AT effect, data is set so that the effect corresponding to the base AT state ST4 is executed. As a result, the display effect corresponding to the base AT state ST4 is started on the image display device 63, and the light emission effect and sound output effect corresponding to the display effect are executed on the upper lamp 61 and the speaker 62.
[0284] Thereafter, it is determined whether or not information indicating that the stop order of the reels 32L, 32M, and 32R should be notified in the current game is set in the stop order information included in the rotation acceptance command A (step S1508). When the index value IV=1 to 9 is won in the role lottery process (FIG. 16) in the base AT state ST4 or the ending AT state ST5, the stop order of the reels 32L, 32M, and 32R that enables the first bell win or the second bell win to be established will be notified on the image display device 63 and the dual-purpose display unit 66. When it is determined by the main MPU 72 that such notification should be made, information corresponding to the stop order is set in the rotation acceptance command A as stop order information, and when it is not determined by the main MPU 72 that such notification should be made, information corresponding to not notifying the stop order is set in the rotation acceptance command A as stop order information. If information indicating that the stop order of the reels 32L, 32M, and 32R should be announced is set in the rotation acceptance command A (step S1508: YES), the stop order information is stored in the performance-side RAM 94 (step S1509). Then, data is set so that an announcement corresponding to the stop order information is executed by the image display device 63 (step S1510). As a result, the image display device 63 starts announcing the stop order of the reels 32L, 32M, and 32R that will enable the first bell win or the second bell win. The announcement of the stop order continues until the game end commands A and B are received from the master MPU 72.
[0285] As described above, since the rotation acceptance command A contains information about the game status of the current game, when the presentation side MPU 92 is actually controlling the execution of a presentation corresponding to the normal game status ST1 even though the base AT status ST4 is actually being set, it becomes possible for the presentation side MPU 92 to control the execution of a presentation corresponding to the base AT status ST4. Here, a situation in which the presentation side MPU 92 is controlling the execution of a presentation corresponding to the normal game status ST1 even though the base AT status ST4 is actually being set can occur when an abnormality occurs in the signal path group 101 between the main side MPU 72 and the presentation side MPU 92.
[0286] For example, if the connection between the main connector 102 of the main control board 71 and the first connector 106a of the connector unit 106 is insufficient and temporarily disconnects, or if the connection between the performance connector 104 of the performance control board 91 and the second connector 106b of the connector unit 106 is insufficient and temporarily disconnects, an abnormality occurs in the signal path group 101, preventing the main MPU 72 from properly sending commands to the performance MPU 92. This results in a situation in which the performance MPU 92 controls the execution of a performance corresponding to the normal gaming state ST1, even though the game is actually in the base AT state ST4. Also, during the execution of a continuous display performance in a situation where a transition to the base AT state ST4 is awaited, an abnormality in the signal path group 101 as described above may occur, preventing the main MPU 72 from properly sending commands to the performance MPU 92. In addition, not only when transition to the base AT state ST4 is awaited, but also when transition to the CZ state is awaited, an abnormality in the signal path group 101 as described above may occur during the execution of continuous display performance, and commands may not be sent properly from the main side MPU 72 to the performance side MPU 92.
[0287] Figures 36(a) to 36(c) are explanatory diagrams for explaining the execution content of the continuous display performance when an abnormality in the signal path group 101 as described above occurs after the opening section of the continuous display performance has started in a situation where transition to the base AT state ST4 is awaited, and the abnormality in the signal path group 101 is resolved when the showdown result section starts.
[0288] 36(a), an abnormality occurs in the signal path group 101 while the display performance of the opening section is being executed on the image display device 63. In this case, the performance-side MPU 92 cannot receive commands from the main-side MPU 72, so the display performance of the opening section on the image display device 63 is maintained without progressing its performance content. Thereafter, the abnormality in the signal path group 101 continues in the second and third games while transition to the base AT state ST4 is awaited, so that the display performance of the opening section on the image display device 63 is maintained without progressing its performance content.
[0289] Thereafter, the abnormality in the signal path group 101 is resolved immediately before the start of the fourth game while the transition to the base AT state ST4 is awaited. In this case, in step S1406 of the normal effect control process (FIG. 34), as already explained, a process is executed to execute a continuous display effect of the effect content corresponding to the value of the standby counter 96f included in the rotation acceptance command B. Therefore, in the image display device 63, from the state in which the display effect of the opening section is being executed as shown in FIG. 36(a), the display effect of the first half showdown section and the second half showdown section is skipped, and the display effect of the showdown result section is executed as shown in FIG. 36(b). Then, when the game end commands A and B for the current game are received, the AT start image G14 indicating that the base AT state ST4 will start is displayed as shown in FIG. 36(c).
[0290] Figures 37(a) and 37(b) are explanatory diagrams for explaining the execution content of the continuous display performance when an abnormality in the signal path group 101 as described above occurs after the opening section of the continuous display performance has started in a situation where transition to the base AT state ST4 is awaited, and the abnormality in the signal path group 101 is resolved just before the end of the last game in the awaiting situation.
[0291] 37(a), an abnormality occurs in the signal path group 101 while the display performance of the opening section is being executed on the image display device 63. In this case, the performance-side MPU 92 cannot receive commands from the main-side MPU 72, so the display performance of the opening section on the image display device 63 is maintained without progressing its performance content. Thereafter, the abnormality in the signal path group 101 continues in the second and third games while transition to the base AT state ST4 is awaited, so that the display performance of the opening section on the image display device 63 is maintained without progressing its performance content.
[0292] Thereafter, just before the end of the fourth game while transition to the base AT state ST4 is awaited, the abnormality in the signal path group 101 is resolved, and the game end commands A and B for the fourth game are received by the production-side MPU 92. In this case, the AT production setting process is executed as already explained in step S1421 of the normal production control process (Fig. 34), and the AT start image G14 indicating that the base AT state ST4 will begin is displayed on the image display device 63 as shown in Fig. 37(b).
[0293] Figures 38(a) and 38(b) are explanatory diagrams for explaining the execution content of the continuous display performance when an abnormality in the signal path group 101 as described above occurs after the opening section of the continuous display performance has begun in a situation where transition to the base AT state ST4 is awaited, and the abnormality in the signal path group 101 is resolved in the main MPU 72 in a game later than the game in which control of the awaiting situation has ended and control of the base AT state ST4 has begun.
[0294] As shown in Figure 38(a), an abnormality occurs in the signal path group 101 while the display performance of the opening section is being executed on the image display device 63. In this case, the performance-side MPU 92 cannot receive commands from the main-side MPU 72, so the display performance of the opening section on the image display device 63 is maintained without progressing its performance content. Thereafter, the abnormality in the signal path group 101 continues not only in the second, third, and fourth games in a situation where transition to the base AT state ST4 is awaited, but also in games after the base AT state ST4 has begun, so that the display performance of the opening section on the image display device 63 is maintained without progressing its performance content.
[0295] After that, the abnormality in the signal path group 101 is resolved after the second game has ended since the base AT state ST4 started, and the rotation acceptance commands A and B for the third game since the base AT state ST4 started are received by the effect-side MPU 92. In this case, as already explained in step S1507 of the effect adjustment process (FIG. 35), the AT effect setting process is executed, and the AT start image G14 indicating the start of the base AT state ST4 is displayed on the image display device 63 as shown in FIG. 38(b). Also, as already explained in the base AT state ST4, even if the winning corresponding to the winning data that is the maximum number of game media awarded among the winning data set in the winning index value IV is not established due to a missed win, the result of subtracting "3", which is the number of game media awarded in the current game, from the number of game media awarded in the case where the winning corresponding to the winning data that is the maximum number of game media awarded is established will be subtracted from the AT difference number counter 96e. Therefore, the number of remaining game media awarded in the AT start image G14 is not the initial awarded number of 200, but is displayed as a number less than 200 (for example, 188) according to the content of the game executed so far in the base AT state ST4. Also, in the current game in the base AT state ST4, since the index value IV = 1 to 9 has been won in the role lottery process (Fig. 16), the processing of step S1510 is executed in the performance adjustment process (Fig. 35), and the stop order notification image G15 is displayed as shown in Fig. 38(b).
[0296] Next, the progress of the display effect when an abnormality in the signal path group 101 temporarily occurs while the continuous display effect is being executed on the image display device 63 will be described with reference to the time charts of Figures 39(a) to 39(i). Figure 39(a) shows the period during which the abnormality in the signal path group 101 occurs, Figure 39(b) shows the period during which the base AT state ST4 is in effect, Figure 39(c) shows the execution period of one game, Figure 39(d) shows the timing when the start lever 41 is operated, Figure 39(e) shows the timing when the third stop operation of the reels 32L, 32M, and 32R is performed, Figure 39(f) shows the period during which the opening section in the continuous display effect is being executed, Figure 39(g) shows the period during which the first half showdown section or the second half showdown section in the continuous display effect is being executed, Figure 39(h) shows the period during which the showdown result section in the continuous display effect is being executed, and Figure 39(i) shows the period during which the AT start image G14 is being displayed on the image display device 63.
[0297] First, we will explain the case where an abnormality does not occur in the signal path group 101 during a continuous display performance that is being executed while transition to the base AT state ST4 is awaited.
[0298] At timing t1, as shown in Figure 39(d), the start lever 41 is operated, and a new game begins as shown in Figure 39(c). If the AT is won in the AT lottery process (step S803) at the start of this game, the opening segment of the continuous display effect begins as shown in Figure 39(f). After that, at timing t2, as shown in Figure 39(e), the rotation of all reels 32L, 32M, and 32R is stopped, and the game ends as shown in Figure 39(c).
[0299] Then, at timing t3, the start lever 41 is operated as shown in Figure 39(d), and a new game begins as shown in Figure 39(c). Since this game is the second game in a situation where transition to the base AT state ST4 is awaited, the presentation of the showdown section in the continuous display presentation begins at timing t3 as shown in Figure 39(g). The presentation of the showdown section is executed over two games. Then, at timing t4, the rotation of all reels 32L, 32M, and 32R is stopped as shown in Figure 39(e), and the game ends as shown in Figure 39(c).
[0300] Then, at timing t5, the start lever 41 is operated as shown in FIG. 39(d), starting a new game as shown in FIG. 39(c). Since this game is the fourth game in which transition to the base AT state ST4 is awaited, the match result division effect in the continuous display effect begins at timing t5 as shown in FIG. 39(h). Then, at timing t6, the rotation of all reels 32L, 32M, and 32R is stopped as shown in FIG. 39(e), and the game ends as shown in FIG. 39(c). In this case, since the fourth game in which transition to the base AT state ST4 is awaited in this game ends, the base AT state ST4 begins at timing t6 as shown in FIG. 39(b). In addition, the game end command A sent from the master MPU 72 to the effector MPU 92 at the end of this game contains information on the normal game state ST1 as the game state information for the current game and information on the base AT state ST4 as the game state information for the next game. Therefore, as shown in FIG. 39(i), the image display device 63 starts displaying the AT start image G14 at the timing t6.
[0301] After that, at timing t7, the start lever 41 is operated as shown in Figure 39(d), and a new game is started as shown in Figure 39(c). This game is the first game in the base AT state ST4.
[0302] Next, we will explain what happens when an abnormality occurs in the signal path group 101 during a continuous display performance that is being executed while transition to the base AT state ST4 is being waited for.
[0303] At timing t9, the start lever 41 is operated as shown in Figure 39(d), and a new game is started as shown in Figure 39(c). If the AT is won in the AT lottery process (step S803) at the start of this game, the opening segment of the continuous display effect is started as shown in Figure 39(f).
[0304] Subsequently, at timing t10 during the game, an abnormality occurs in the signal path group 101 as shown in FIG. 39(a). In this case, even if the main MPU 72 executes a process to send a command, the command is not received by the production MPU 92. Therefore, even if the game ends at timing t11 as shown in FIG. 39(c) and a new game is executed from timing t12 to timing t13, the opening section effect continues as shown in FIG. 39(f). Furthermore, even if a fourth game is executed in a situation where transition to the base AT state ST4 is awaited from timing t14 to timing t15 as shown in FIG. 39(c), the opening section effect continues. In this case, the base AT state ST4 begins at timing t15 as shown in FIG. 39(b). Furthermore, even if games are executed in the base AT state ST4 from timing t16 to timing t17 and from timing t18 to timing t19, the opening section effect continues.
[0305] After that, at timing t20, the abnormality in the signal path group 101 is resolved as shown in FIG. 39(a). Then, when the signal path group 101 is normal, the start lever 41 is operated as shown in FIG. 39(d) at timing t21, starting a new game as shown in FIG. 39(c). In this case, even though the game status information for this game included in the rotation acceptance command A transmitted from the master MPU 72 to the presentation MPU 92 corresponds to the base AT state ST4, the presentation side AT state flag in the presentation side RAM 94 is not set to "1," and the normal presentation control process (FIG. 34) is executed. A positive judgment is made in step S1504 of the presentation adjustment process (FIG. 35), and the process for starting the presentation of the base AT state ST4 in steps S1505 to S1510 is executed. Therefore, at timing t21, the display of the AT start image G14 begins on the image display device 63 as shown in FIG. 39(i).
[0306] As described above, if an abnormality occurs in the signal path group 101 during the execution of a continuous display effect while transition to the base AT state ST4 is on standby, and the abnormality in the signal path group 101 is then resolved, the continuous display effect is not resumed from the effect content immediately before the abnormality in the signal path group 101 occurred, but is adjusted to an effect that matches the progress of the game under the control of the main MPU 72. As a result, even if an abnormality temporarily occurs in the signal path group 101, after the abnormality is resolved, it is possible to execute an effect that matches the number of games remaining until the base AT state ST4 is started or the progress of the base AT state ST4.
[0307] Next, a case where an abnormality occurs in the signal path group 101 during the continuous display performance in the false premonition state will be described.
[0308] At timing t23, the start lever 41 is operated as shown in Figure 39(d), and a new game begins as shown in Figure 39(c). In this game, the continuous display effect in the false premonition state begins, and the opening segment of the continuous display effect begins as shown in Figure 39(f).
[0309] Thereafter, at timing t24, which is midway through the game, an abnormality occurs in the signal path group 101 as shown in Figure 39(a). In this case, even if the main MPU 72 executes processing to send a command, the command is not received by the presentation MPU 92. Therefore, even if the game ends at timing t25 as shown in Figure 39(c) and a new game starts at timing t26, the presentation of the opening segment continues as shown in Figure 39(f).
[0310] Thereafter, at timing t27, the abnormality in the signal path group 101 is resolved as shown in FIG. 39(a). Then, with the signal path group 101 remaining normal, the game ends at timing t28. At timing t29, the start lever 41 is operated as shown in FIG. 39(d), and a new game begins as shown in FIG. 39(c). In this case, in the continuous display effect during the false premonition state, the production-side MPU 92 executes a performance corresponding to the value of the false premonition performance counter in the production-side RAM 94 in the false premonition performance update process (step S1408) of the normal performance control process (FIG. 34). At timing t29, the value of the false premonition performance counter is "3," which corresponds to the second game of the continuous display effect. Therefore, the performance of the showdown section of the continuous display effect begins as shown in FIG. 39(g). The performance of the showdown section is executed over two games. Thereafter, at timing t30, as shown in FIG. 39(e), all the reels 32L, 32M, and 32R stop spinning, and the game ends as shown in FIG. 39(c).
[0311] Thereafter, at the timing of t31, as shown in FIG. 39(d), when the start lever 41 is operated, a new game is started as shown in FIG. 39(c). In this case, since the value of the false precursor effect counter is "1" and it corresponds to the 4th game of the continuous display effect, as shown in FIG. 39(h), the effect of the confrontation result classification in the continuous display effect is started. Thereafter, at the timing of t6, as shown in FIG. 39(e), the rotation of all the reels 32L, 32M, 32R stops and the game ends as shown in FIG. 39(c). Since it is in the false precursor state this time, the transition to the base AT state ST4 or the CZ state does not occur.
[0312] As described above, when an abnormality occurs in the signal path group 101 during the execution of the continuous display effect in the false precursor state and the abnormality of the signal path group 101 is resolved thereafter, even if the game has been completed before the abnormality is resolved, the effect of the classification corresponding to the value of the false precursor effect counter immediately before the occurrence of the abnormality is executed. Thereby, even if an abnormality occurs in the signal path group 101, it becomes possible to execute the effects of each classification of the continuous display effect in the false precursor state.
[0313] <Effect in the AT state> Next, the display contents of the image display device 63 in the base AT state ST4 and the ending AT state ST5 will be described. FIG. 40(a) is an explanatory diagram for explaining the display contents of the image display device 63 in the base AT state ST4, and FIG. 40(b) is an explanatory diagram for explaining the display contents of the image display device 63 in the ending AT state ST5.
[0314] In the base AT state ST4, as shown in FIG. 40(a), the image display device 63 displays a remaining number of awards image G21, a number of acquisitions image G22, and a number of games played image G23. The remaining number of awards image G21 is an image for notifying the remaining number of awards of gaming media in the base AT state ST4. However, not only is the remaining number of awards of gaming media stored in the AT difference number counter 96e of the main RAM 74 displayed as the remaining number of awards image G21, but also a number less than the remaining number of awards of gaming media stored in the AT difference number counter 96e may be displayed as the remaining number of awards image G21. The acquisition number image G22 is an image for notifying the total number of gaming media acquired by the player since transitioning to the current base AT state ST4. The number of games played image G23 is an image for notifying the total number of games played since transitioning to the current base AT state ST4.
[0315] In the ending AT state ST5, as shown in FIG. 40(b), the image display device 63 displays the number of acquisitions image G22 and the number of games played image G23, while the remaining number of awards image G21 is not displayed. As already explained, the ending AT state ST5 continues until the ending conditions of the second section SC2 are met regardless of the value of the AT difference number counter 96e in the main RAM 74, so there is no need to display the remaining number of awards of gaming media as the remaining number of awards image G21. Furthermore, the number of acquisitions image G22 is an image for notifying the player of the total number of gaming media acquired by the player since transitioning to the previous base AT state ST4. The number of games played image G23 is an image for notifying the player of the total number of games played since transitioning to the previous base AT state ST4.
[0316] Figure 41 is an explanatory diagram for explaining the contents of the memory area of the production side RAM 94 for storing information for displaying the above various images G21 to G23 in the base AT state ST4 and the ending AT state ST5.
[0317] In the performance-side RAM 94, a display target remaining number counter 94a, a non-display target remaining number counter 94b, an AT acquisition number counter 94c, and an AT consumption number counter 94d are provided. The display target remaining number counter 94a is a counter for storing information on the number of grants that are the display targets for the grant number image G21 of the image display device 63 among the remaining number of grants of the game media in the base AT state ST4. The non-display target remaining number counter 94b is a counter for storing information on the number of grants that are not the display targets for the grant number image G21 of the image display device 63 among the remaining number of grants of the game media in the base AT state ST4. The sum of the value of the display target remaining number counter 94a and the value of the non-display target remaining number counter 94b will match the value of the AT difference number counter 96e in the main-side RAM 74. The AT acquisition number counter 94c is a counter for storing the total number of game media acquired by the player since the transition to the immediately preceding base AT state ST4. The acquisition number corresponding to the value of the AT acquisition number counter 94c is displayed on the image display device 63 as the acquisition number image G22. The AT consumption number counter 94d is a counter for storing the total number of games consumed since the transition to the immediately preceding base AT state ST4, and the number of games corresponding to the value of the AT consumption number counter 94d is displayed on the image display device 63 as the consumed game number image G23.
[0318] <AT Performance Control Process> Next, the AT performance control process executed by the performance-side MPU 92 will be described while referring to the flowchart of FIG. 42. Note that the AT performance control process is repeatedly executed at a relatively short cycle (for example, 2 milliseconds) in the base AT state ST4 or the ending AT state ST5.
[0319] When the rotation acceptance commands A and B are received from the main MPU 72 (step S1601: YES), it is determined whether or not information indicating that the stop order of the reels 32L, 32M, and 32R should be notified in the current game is set in the stop order information included in the rotation acceptance command A (step S1602). When the index value IV=1 to 9 is won in the winning combination lottery process (FIG. 16) in the base AT state ST4 or the ending AT state ST5, the stop order of the reels 32L, 32M, and 32R that enables the first bell win or the second bell win to be established is notified on the image display device 63 and the dual-purpose display unit 66. When the main MPU 72 determines that the notification should be made, information corresponding to the stop order is set in the rotation acceptance command A as stop order information, and when the main MPU 72 does not determine that the notification should be made, information corresponding to not notifying the stop order is set in the rotation acceptance command A as stop order information. If information indicating that the stop order of the reels 32L, 32M, and 32R should be announced is set in the rotation acceptance command A (step S1602: YES), the stop order information is stored in the performance-side RAM 94 (step S1603). Then, data is set so that an announcement corresponding to the stop order information is executed by the image display device 63 (step S1604). As a result, the image display device 63 starts announcing the stop order of the reels 32L, 32M, and 32R that will enable the first bell win or the second bell win. The announcement of the stop order continues until the game end commands A and B are received from the master MPU 72.
[0320] 44(a) is an explanatory diagram showing the manner in which the stop order of the reels 32L, 32M, and 32R in the base AT state ST4 is displayed on the image display device 63. In a situation in which the remaining awarded number image G21, the acquired number image G22, and the number of games played image G23 are displayed on the image display device 63, a stop order image G24 for notifying the stop order of the reels 32L, 32M, and 32R is displayed.
[0321] Returning to the explanation of the AT effect control process (Fig. 42), if a negative judgment is made in step S1602 or if the process of step S1604 is executed, the value of the AT consumption number counter 94d in the effect side RAM 94 is incremented by 1 (step S1605). In addition, the number of bets for the current game is read from the rotation acceptance command A received this time, and the read number of bets is subtracted from the value of the AT acquisition number counter 94c in the effect side RAM 94 (step S1606). Thereafter, adjustment processing of the remaining number counter is executed (step S1607). Fig. 43 is a flowchart showing the adjustment processing of the remaining number counter.
[0322] The value of the AT difference number counter 96e included in the rotation acceptance command B received this time is read out. Also, the sum of the value of the display target remaining number counter 94a and the value of the non-display target remaining number counter 94b in the performance side RAM 94 is calculated. Then, it is determined whether or not the calculated sum matches the value of the AT difference number counter 96e (step S1701). In step S1701, if it is determined that the calculated sum does not match the value of the AT difference number counter 96e (step S1701: YES), the discrepancy is calculated (step S1702). Specifically, the calculated sum is subtracted from the value of the AT difference number counter 96e. Then, the value resulting from the subtraction is added to the non-display target remaining number counter 94b (step S1703). In this case, if the value calculated in step S1702 is a positive value, the value of the non-display target remaining number counter 94b increases, and the sum of the value of the display target remaining number counter 94a and the value of the non-display target remaining number counter 94b matches the value of the AT difference number counter 96e. Also, if the value calculated in step S1702 is a negative value, the value of the remaining number counter 94b to be hidden decreases, and the sum of the value of the remaining number counter 94a to be displayed and the value of the remaining number counter 94b to be hidden matches the value of the AT difference number counter 96e.
[0323] By executing the remaining number counter adjustment process (Figure 43) as described above, even if an abnormality occurs in the signal path group 101 between the main side MPU 72 and the performance side MPU 92 and the sum of the value of the display target remaining number counter 94a and the value of the non-display target remaining number counter 94b does not match the value of the AT difference number counter 96e, it is possible to make the value of the sum match the value of the AT difference number counter 96e.
[0324] Returning to the explanation of the AT effect control process (FIG. 42), after executing the process of step S1607, an AT effect update process is executed (step S1608). In the AT effect update process, a process is executed to update the content of the effect in the base AT state ST4 or the ending AT state ST5 in accordance with the start of a new game. As a result, the content of the effect in the base AT state ST4 or the ending AT state ST5 in the upper lamp 61, speaker 62, and image display device 63 is updated in accordance with the start of a new game.
[0325] Thereafter, it is determined whether or not the remaining number of game media to be awarded in the base AT state ST4 has been added in this game based on the information on the number of added awards included in the rotation acceptance command B received this time (step S1609). If the remaining number of awards has been added (step S1609: YES), a non-display lottery process is executed (step S1610). In the non-display lottery process, a non-display lottery table provided in the presentation side ROM 93 is read, and numerical information is read from a lottery counter that is periodically updated in the presentation side RAM 94, and the read numerical information is compared with the non-display lottery table. The probability of winning a non-display lottery in the non-display lottery process is set to 40%.
[0326] If a non-display win is obtained (step S1611: YES), an allocation process to the non-display target remaining number counter 94b is executed (step S1612). Specifically, the value of the number of awards to be added is added to the non-display target remaining number counter 94b. As a result, the number of awards to be added this time is not displayed in the remaining award number image G21 on the image display device 63, but is stored in the presentation-side RAM 94 as the remaining number of awards of the gaming media to be hidden. Also, if a non-display win is obtained, the presentation of the remaining number of awards in the base AT state ST4 being added in this game is not executed. Therefore, even though the remaining number of awards in the base AT state ST4 has actually been added, the presentation corresponding to th...
Claims
[Claim 1] A value-corresponding storage means for storing value-corresponding information that can change according to the game value granted to the player when the game is played in a favorable game state, A standard correspondence notification control means that causes standard correspondence notification to be executed based on the fact that the value correspondence information has become standard correspondence information corresponding to a predetermined standard game value, Equipped with, The standard-corresponding notification control means includes a notification restriction means that prevents the standard-corresponding notification from being executed even if the value-corresponding information becomes the standard-corresponding information in the final game of the advantageous game state. This gaming machine is A main control means for controlling the progress of the game, A performance control means that controls the execution of the performance based on the transmission information transmitted by the main control means, Equipped with, The main control means includes a corresponding transmission means that transmits transmission information to the performance control means based on the occurrence of a transmission trigger. The aforementioned performance control means is A means for initiating a predetermined performance, A means for advancing the content of the predetermined performance based on the receipt of the aforementioned transmission information, Equipped with, As a game situation in which the aforementioned predetermined performance can be executed, A first game state in which the transition to the aforementioned advantageous game state occurs after continuing for multiple games, A second game state in which the transition to the aforementioned advantageous game state does not occur after continuing for multiple games, It exists, The aforementioned means for staging and progression is: If a communication error occurs while the predetermined performance is being executed in the first game state, a specific execution means is provided to ensure that, after the communication error is resolved, a performance corresponding to the situation after the communication error has been resolved is executed, regardless of the content of the predetermined performance at the time the communication error occurred. If a communication error occurs while the predetermined performance is being executed in the second game state, means to ensure that the predetermined performance that was being executed at the time of the communication error continues to be executed after the communication error is resolved, Equipped with, The corresponding transmission means is configured to transmit the transmission information such that it includes information corresponding to the progress of the first game status, As for the first game situation, A first specific game situation in which the transition to the aforementioned advantageous game state occurs after continuing for multiple games, A first predetermined game state in which, after continuing for multiple games, a transition to a different advantageous game state occurs, It exists, The game machine is characterized in that the specified execution means has means to ensure that, in either case—when the predetermined performance is being performed in the first specified game state and a communication abnormality occurs—a performance corresponding to the situation in which the communication abnormality has been resolved is performed after the resolution of the communication abnormality, regardless of the content of the predetermined performance at the time the communication abnormality occurred.