Game machine

JP2024179009A5Pending Publication Date: 2026-05-25SANYO BUSSAN KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANYO BUSSAN KK
Filing Date
2023-06-14
Publication Date
2026-05-25

AI Technical Summary

Benefits of technology

【0008】 本発明によれば、処理を好適に実行することが可能となる。

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Abstract

To provide a game machine capable of suitably executing processing.SOLUTION: A reset control circuit 254b includes: means for performing total reset of a main-side MPU 222 on the basis of occurrence of a first predetermined reset opportunity; and means for performing partial reset of the main-side MPU 222 on the basis of occurrence of a second predetermined reset opportunity. The main-side MPU 222 also has: means for executing predetermined reset post-processing; and means for executing main processing. A game machine is configured such that main processing is started after execution of predetermined reset post-processing when total reset of the main-side MPU 222 is canceled, and is configured such that main processing is started without executing the predetermined reset post-processing when partial reset of the main-side MPU 222 is canceled.SELECTED DRAWING: Figure195
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Description

[Technical field]

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

[0002] Known types of gaming machines include pachinko machines and slot machines, etc. In these gaming machines, an internal lottery is held when a predetermined lottery condition is met, and a bonus is awarded to a player according to the result of the internal lottery.

[0003] Specifically, there are known pachinko machines that are configured to transition to a special game state when an internal lottery based on a game ball entering a ball entry section provided in the game area is won, and that transition to a special game state based on a game ball entering a predetermined ball entry section. When the special game state is transitioned to, for example, a ball entry device provided in the game area starts opening and closing, and game balls are paid out based on the ball entering the ball entry device (for example, see Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2019-005447 A Summary of the Invention [Problem to be solved by the invention]

[0005] Here, in gaming machines such as those exemplified above, processing needs to be executed appropriately, and there is still room for improvement in this regard.

[0006] The present invention has been made in consideration of the above-mentioned circumstances, and has an object to provide a gaming machine capable of executing processing in an optimal manner. [Means for solving the problem]

[0007] In order to solve the above problem, the present invention provides a gaming machine having a predetermined control means for executing various processes, The predetermined control means is a first predetermined reset means for performing a first predetermined reset for putting the predetermined control means into a first predetermined reset state based on the occurrence of a first predetermined reset trigger; a second predetermined reset means for performing a second predetermined reset for putting the predetermined control means into a second predetermined reset state based on the occurrence of a second predetermined reset trigger; a predetermined post-reset processing execution means for executing a predetermined post-reset processing; A predetermined control process execution means for executing a predetermined control process; Equipped with The first predetermined reset state and the second predetermined reset state are states that are set so that the predetermined control process is executed after the first predetermined reset state and the second predetermined reset state are released, When the first predetermined reset state is released, the predetermined post-reset process is executed, and then the predetermined control process is started. When the second predetermined reset state is released, the predetermined control process is started without executing the predetermined post-reset process. Effect of the Invention

[0008] According to the present invention, it is possible to preferably execute processing. [Brief description of the drawings]

[0009] [Figure 1] FIG. 1 is a front view of a slot machine according to a first embodiment. [Diagram 2] 1 is an oblique view of the slot machine with the front door open. [Diagram 3] FIG. [Figure 4] FIG. 2 is a diagram showing the arrangement of symbols on each reel. [Diagram 5]10 is an explanatory diagram showing the relationship between the patterns visible through the display window and the combination lines. FIG. [Figure 6] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Figure 7] FIG. 13A is a front view of the common display area, and FIG. 13B is an explanatory diagram for explaining the contents of information corresponding to the stop order displayed on the common display section. [Figure 8] 13A and 13B 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 a setting mode of programs and data in a main ROM. [Figure 11] FIG. 2 is an explanatory diagram for explaining a setting mode of each area in the main RAM. [Figure 12] 11 is an explanatory diagram for explaining various storage areas provided in a work area for intra-area processing and various storage areas provided in a work area for extra-area processing; FIG. [Figure 13] 4 is a flowchart showing main processing executed by a main MPU. [Figure 14] 11 is a flowchart showing a timer interrupt process executed by a main MPU. [Figure 15] 11 is a flowchart showing normal processing executed by a main MPU. [Figure 16] 13 is a flowchart showing the role selection process executed by the main MPU. [Figure 17] FIG. 13 is an explanatory diagram for explaining a role selection table when betting three coins. [Figure 18] FIG. 13 is an explanatory diagram for explaining a role selection table when two coins are bet. [Figure 19] 13 is an explanatory diagram for explaining the relationship between the stopping order of the reels and the winning patterns that are achieved. FIG. [Figure 20] 1 is an explanatory diagram for explaining a game state and a game section. FIG. [Figure 21] 13 is a flowchart showing the processing executed by the main MPU at the start of a game. [Figure 22] 13 is a flowchart showing a reel control process executed by a master MPU. [Diagram 23] 13 is a flowchart showing the response process executed by the main MPU when a game ends. [Figure 24] 13 is a flowchart showing a normal start-up process executed by the main MPU. [Diagram 25] 11 is a flowchart showing a normal process executed by a main MPU. [Figure 26] 13 is a flowchart showing the base AT start processing executed by the main MPU. [Figure 27] 13 is a flowchart showing the base AT processing executed by the main MPU. [Figure 28] 13 is a flowchart showing the game area control processing executed by the main MPU. [Figure 29] (a) is an explanatory diagram for explaining the electrical configuration regarding communication between the main MPU and the production side MPU, and (b) is an explanatory diagram for explaining the commands transmitted from the main MPU to the production side MPU. [Diagram 30] FIG. 13A is an explanatory diagram for explaining information included in a rotation reception command A, and FIG. 13B is an explanatory diagram for explaining information included in a rotation reception command B. [Diagram 31] FIG. 13A is an explanatory diagram for explaining information contained in a game end command A, and FIG. 13B is an explanatory diagram for explaining information contained in a game end command B. [Diagram 32] 13 is a flowchart showing a command setting process executed by a main MPU. [Diagram 33] 11(a) to 11(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 pending. [Diagram 34] 13 is a flowchart showing the normal performance control processing executed by the performance side MPU. [Diagram 35] 13 is a flowchart showing the performance adjustment process executed by the performance side MPU. [Diagram 36] (a) to (c) are explanatory diagrams to explain the execution contents 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 pending, and the abnormality in the signal path group is resolved when the competition result section starts. [Figure 37] (a) and (b) are explanatory diagrams to explain the execution contents 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 just before the end of the last game in the awaited situation. [Figure 38] (a) and (b) are explanatory diagrams to explain the execution content of the continuous display performance when an abnormality in a signal path group occurs after the opening section of the continuous display performance has started in a situation where transition to the base AT state is pending, and the abnormality in the signal path group is resolved in a game later than the game in which control of the pending state in the main MPU ends and control of the base AT state begins. [Figure 39] 13(a) to 13(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 executed on an image display device. [Diagram 40] (a) is an explanatory diagram for explaining the display contents of the image display device in the base AT state, and (b) is an explanatory diagram for explaining the display contents of the image display device in the ending AT state. [Diagram 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. [Diagram 42] A flowchart showing the AT performance control processing executed by the performance side MPU. [Diagram 43]13 is a flowchart showing the remaining number counter adjustment process executed by the production side MPU. [Diagram 44] (a) is an explanatory diagram showing how the reel stopping order is displayed on the image display device in the base AT state; (b) is 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; and (c) is 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. [Diagram 45] 13A to 13G are time charts showing the progress of the display performance when a temporary abnormality occurs in the signal path group while the reel stop order is being notified. [Figure 46] (a)~(e) are time charts showing how the remaining number of gaming media to be awarded, displayed in the remaining number 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 increased in the base AT state. [Figure 47] 13A to 13C are explanatory diagrams for explaining how the effect of adding on the number of points awarded is executed on the image display device. [Figure 48] 13 is a flowchart showing a first initialization process for out-of-area use executed by a main MPU. [Figure 49] 13 is a flowchart showing a second initialization process for out-of-area use executed by the main MPU. [Figure 50] 13 is a flowchart showing a completion monitoring process executed by a master MPU. [Figure 51] 13 is a flowchart showing a monitoring execution process executed by a master MPU. [Figure 52] 13 is a flowchart showing a termination setting process executed by a main MPU. [Figure 53](a) An explanatory diagram for explaining the content of an image notifying that the ending conditions are approaching the fulfillment of the ending AT state; (b) An explanatory diagram for explaining the content of an image notifying that the ending conditions have been fulfilled and the ending AT state has ended; (c) An explanatory diagram for explaining the content of an image notifying that the forced termination of play is approaching; and (d) An explanatory diagram for explaining the content of an image notifying that the game has been forced to terminate. [Figure 54] 13 is a flowchart showing the pre-end notification processing executed by the production side MPU. [Figure 55] 13 is a flowchart showing a monitoring execution process executed by a master MPU in the second embodiment. [Figure 56] 13 is a flowchart showing a termination setting process executed by a main MPU. [Figure 57] 13 is a flowchart showing the pre-end notification processing executed by the production side MPU in the third embodiment. [Figure 58] FIG. 13A is a flowchart showing the reference reaching control process executed by the production-side MPU in the fourth embodiment, and FIG. 13B is an explanatory diagram for explaining the contents of a reference reaching image. [Figure 59] FIG. 13 is a diagram showing the arrangement of each reel in the fifth embodiment. [Figure 60] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Figure 61] FIG. 2 is an explanatory diagram for explaining the configuration of a main MPU. [Figure 62] 13 is a flowchart showing the role selection process executed by the main MPU. [Figure 63] FIG. 13A is an explanatory diagram for explaining a non-internal utility lottery table, and FIG. 13B is an explanatory diagram for explaining an internal utility lottery table. [Figure 64] 13 is an explanatory diagram for explaining the relationship between the stopping order of the reels and the winning patterns that are achieved. FIG. [Figure 65] 1 is an explanatory diagram for explaining a game state and a game section. FIG. [Figure 66]13 is a flowchart showing the response process executed by the main MPU when a game ends. [Figure 67] 13 is a flowchart showing a bonus process executed by the master MPU. [Figure 68] (a) and (b) are explanatory diagrams to explain the contents of the AT transition lottery presentation. [Figure 69] 13 is a flowchart showing the advantageous lottery processing executed by the master MPU at the start of a game. [Figure 70] (a) is an explanatory diagram for explaining the probability of winning the AT transition lottery in 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 an additional lottery during non-BB, and (b) is a flowchart showing the processing for the additional lottery during non-BB executed by the main MPU. [Figure 72] This is a flowchart showing the control processing for AT performance executed by the performance side MPU. [Figure 73] (a) and (b) are explanatory diagrams to explain how the stop operation notification and add-on challenge performance are performed. [Figure 74] 13 is a flowchart showing a stop operation notification control process executed by a main MPU. [Figure 75] 13 is a flowchart showing a process for notifying a stop operation executed by the production side MPU. [Figure 76] 11 is a flowchart showing a normal process executed by a main MPU. [Figure 77] 13 is a flowchart showing the bonus end processing executed by the main MPU. [Figure 78] 13 is a flowchart showing the AT processing executed by the main MPU. [Figure 79] 13 is a flowchart showing the achievement response processing executed by the master MPU. [Figure 80] 13 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. 23 is a diagram showing the arrangement of each reel in the sixth embodiment. [Figure 83] FIG. 13 is an explanatory diagram showing the relationship between the winning modes and the benefits provided. [Figure 84] FIG. 13A is an explanatory diagram for explaining a non-internal utility lottery table, and FIG. 13B is an explanatory diagram for explaining an internal utility lottery table. [Figure 85] 13 is an explanatory diagram for explaining the relationship between the stopping order of the reels and the winning patterns that are achieved. FIG. [Figure 86] (a) and (b) are explanatory diagrams for explaining how the stop operation notification and the additional challenge performance are performed, and (c) is an explanatory diagram for explaining the configuration of the main RAM. [Figure 87] 13 is a flowchart showing the achievement response processing executed by the master MPU. [Figure 88] 13 is a flowchart showing the post-achievement top-up processing executed by the main MPU. [Figure 89] FIG. 13A is an explanatory diagram for explaining the configuration of the main ROM in the seventh embodiment, and FIG. 13B is a flowchart showing the role selection process executed by the main MPU. [Figure 90] 13(a) to 13(d) are explanatory diagrams illustrating the display content of a notice before a forced termination in an image display device according to an eighth embodiment. [Figure 91] 13 is a flowchart showing the pre-end notification processing executed by the production side MPU. [Figure 92] 13 is a flowchart showing the pre-end control processing executed by the production side MPU. [Figure 93] 13 is a flowchart showing a demo performance control process executed by the performance side MPU. [Figure 94] 23 is a flowchart showing normal processing executed by a main MPU in the ninth embodiment. [Figure 95]13 is a flowchart showing the response process executed by the main MPU when a game ends. [Figure 96] 13 is a flowchart showing the base AT processing executed by the main MPU. [Figure 97] 11 is a flowchart showing a BB control process executed by a main MPU. [Figure 98] 13 is a flowchart showing a freeze setting process executed by a main MPU. [Figure 99] 13 is a flowchart showing an external output setting process executed by a main MPU. [Figure 100] 13 is a flowchart showing the role selection process executed by the main MPU in the tenth embodiment. [Figure 101] 13 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 a 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) is 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) is an explanatory diagram for explaining the information set in the data section of the gaming machine information notification, and (c) is an explanatory diagram for explaining gaming machine performance information, gaming machine installation information, and hall control / fraud monitoring information. [Fig. 106] 13(a) to (d) are time charts showing how messages are sent and received between the value side MPU and the card unit. [Figure 107] 13A to 13C are time charts showing how three types of gaming machine information notifications are set in the value number side transmission buffer. [Figure 108] 11 is a flowchart showing normal processing executed by a main MPU. [Figure 109]11 is a flowchart showing a timer interrupt process executed by a main MPU. [Figure 110] FIG. 13A is an explanatory diagram for explaining the configuration of a value number side RAM, and FIG. 13B is a flowchart showing a value number side main processing executed by a value number side MPU. [Figure 111] 13 is a flowchart showing a value number side timer interrupt process executed by the value number side MPU. [Figure 112] (a) is an explanatory diagram for explaining the configuration of a work area for in-region processing, (b) is an explanatory diagram for explaining the configuration of a current external signal area, and (c) is an explanatory diagram for explaining the configuration of a reserved external signal area. [Figure 113] 13 is a flowchart showing an external output process executed by the main MPU. [Fig. 114] 13(a) to (g) are time charts showing how the state of the game start signal output from the master MPU to the value MPU changes. [Figure 115] 6(a) to 6(g) are time charts showing how the state of the base AT signal output from the main MPU to the value side MPU changes. [Fig. 116] (a) is an explanatory diagram for explaining an error recognized by the main MPU and the error information corresponding to the error; (b) is an explanatory diagram for explaining the error display corresponding to "limit of granted amount reached"; (c) is an explanatory diagram for explaining the error display corresponding to "unit connection abnormality"; and (d) is an explanatory diagram for explaining the initial screen display. [Figure 117] 13 is a flowchart showing a start waiting process executed by a main MPU. [Figure 118] 13 is a flowchart showing an error information update process executed by a main MPU. [Figure 119] FIG. 13A is an explanatory diagram for explaining the data structure of an error command, and FIG. 13B is a flowchart showing an error information transmission process executed by a master MPU. [Figure 120]FIG. 1A is an explanatory diagram illustrating the configuration of the production-side RAM, and FIG. 1B is a flowchart illustrating the error response processing executed by the production-side MPU. [Figure 121] 13 is a flowchart showing the production side main processing executed by the production side MPU. [Figure 122] 13(a) to (i) are time charts showing how an error message corresponding to "upper limit of points awarded" is displayed. [Figure 123] (a) An explanatory diagram for explaining the configuration of a work area for in-area processing in the 12th embodiment, (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 124] 13 is a flowchart showing the base AT processing executed by the main MPU. [Fig. 125] 13 is a flowchart showing a second zone transition process executed by a main MPU. [Fig. 126] 11 is a flowchart showing a normal process executed by a main MPU. [Figure 127] 13 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 first hit signal changes. [Figure 129] (a) An explanatory diagram for explaining the configuration of a work area for in-area processing in the 13th embodiment, (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. [Fig. 130] 11 is a flowchart showing normal processing executed by a main MPU. [Fig. 131] 13 is a flowchart showing an external output process executed by the main MPU. [Fig. 132] 13(a) to 13(i) are time charts showing how the states of signals change during a game. [Fig. 133]FIG. 23A is an explanatory diagram for explaining the configuration of a work area for intra-area processing in the fourteenth embodiment, and FIG. 23B is a flowchart showing reel stop processing executed by the main MPU. [Fig. 134] 13 is a flowchart showing the response process executed by the main MPU when a game ends. [Fig. 135] 13 is a flowchart showing the processing executed by the main MPU at the start of a game. [Fig. 136] 11 is a flowchart showing a normal process executed by a main MPU. [Fig. 137] (a) An explanatory diagram for explaining the presentation executed on the image display device in normal game mode, (b) an explanatory diagram for explaining the color navigation presentation executed on 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 presentation side RAM. [Figure 138] 13 is a flowchart showing the performance control processing executed by the performance side MPU. [Figure 139] 13(a) to 13(h) are time charts showing how monochrome display is performed on an image display device. [Fig. 140] 15 is a flowchart showing the performance control processing executed by the performance side MPU in the 15th embodiment. [Fig. 141] 6(a) to 6(i) are time charts showing how monochrome display is performed on an image display device. [Fig. 142] 23 is a flowchart showing the processing at the start of a game executed by the main MPU in the sixteenth embodiment. [Fig. 143] 13 is a flowchart showing the response process executed by the main MPU when a game ends. [Fig. 144] 13 is a flowchart showing a base AT compatible process executed by the main MPU. [Fig. 145] 13 is a flowchart showing a normal response process executed by a main MPU. [Fig. 146](a) is an explanatory diagram explaining how the number of continuing games is displayed on the image display device, (b) is an explanatory diagram explaining the configuration of the presentation side RAM, and (c) is an explanatory diagram explaining how the CZ expectation presentation is performed on the image display device. [Fig. 147] 13 is a flowchart showing the performance control processing executed by the performance side MPU. [Fig. 148] 13 is a flowchart showing the game number display process executed by the production side MPU. [Figure 149] A flowchart showing the processing for CZ expectation performance executed by the performance side MPU. [Fig. 150] 13(a) to (j) are time charts showing how the value of the displayed game number counter is updated. [Fig. 151] 13(a) to 13(i) are time charts showing how an image showing the number of games played is displayed on the image display device. [Fig. 152] (a) An explanatory diagram for explaining the configuration of the presentation side RAM in the 17th embodiment, and (b) a flowchart for showing the game number display processing executed by the presentation side MPU. [Fig. 153] FIG. 23 is an oblique view of a pachinko machine and a management unit in the 18th embodiment. [Fig. 154] 1 is an exploded perspective view showing the main components of a pachinko machine. [Fig. 155] FIG. 2 is a front view showing the configuration of the game board. [Fig. 156] FIG. 2 is a block diagram showing the electrical configuration of the pachinko machine. [Fig. 157] An explanatory diagram for explaining the detailed configuration of the main control device and the dispensing control device. [Fig. 158] FIG. 2 is an explanatory diagram for explaining the configuration of a main CPU. [Fig. 159] FIG. 2A is an explanatory diagram for explaining a memory area used by a main MPU, and FIGS. 2B and 2C are explanatory diagrams for explaining initial values ​​of a register for addressing. [Fig. 160] 3 is an explanatory diagram for explaining the contents of various counters and various storage areas. FIG. [Fig. 161] 13 is a flowchart showing main processing in a main MPU. [Fig. 162] An explanatory diagram to explain the configuration regarding the discharge of game balls that have flowed down the game area. [Fig. 163] FIG. 13A is an explanatory diagram for explaining the configuration of a main ROM, and FIG. 13B is a flowchart showing a register setting process in a main MPU. [Fig. 164] 11 is a flowchart showing an initial setting process for non-specific control in a main MPU. [Fig. 165] 13 is a flowchart showing a random number initial value update process in the master MPU. [Fig. 166] FIG. 1A is an explanatory diagram illustrating the configuration of a main MPU used to start timer interrupt processing; FIG. 1B is an explanatory diagram illustrating a start address table of the interrupt processing; FIG. 1C is an explanatory diagram illustrating the data configuration of a start address pointer; and FIG. 1D is a flowchart showing interrupt start processing in the main MPU. [Fig. 167] 13 is a flowchart showing a timer interrupt process in a master MPU. [Fig. 168] 13 is a flowchart showing the general-purpose power control processing in the main MPU. [Fig. 169] 13 is a flowchart showing the special chart special power control processing in the main MPU. [Fig. 170] 13 is a flowchart showing a power failure monitoring process in a main MPU. [Fig. 171] 11 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 processing executed by the main MPU. [Fig. 173] This is a flowchart showing the 10 prize balls corresponding processing executed by the main MPU. [Fig. 174] 13 is a flowchart showing a fraud detection process in the main MPU. [Fig. 175] 13 is a flowchart showing an external output setting process executed by a main MPU. [Fig. 176] 11 is a flowchart showing a magnetic monitoring process executed by a main MPU. [Fig. 177] 13 is a flowchart showing a second management process executed by a main MPU. [Fig. 178] 13 is a flowchart showing the management process of the total acquisition number in the master MPU. [Fig. 179] 13 is a flowchart showing a base value calculation and setting process in a master MPU. [Fig. 180] (a) is an explanatory diagram for explaining the power monitored by the power outage monitoring board and the voltage monitoring circuit, (b) is an explanatory diagram for explaining various voltages, (c) is an explanatory diagram for explaining the start conditions of the power outage signal, the first reset signal, and the second reset signal, and (d) is an explanatory diagram for explaining the fall conditions of the power outage signal, the first reset signal, and the second reset signal. [Fig. 181] (a) is 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) is a functional block diagram for explaining the configuration for resetting the main MPU. [Fig. 182] FIG. 1A 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. 1B is a flowchart showing the main reset release process in the main MPU. [Fig. 183] 13(a) to (e) are time charts showing how the main CPU is reset after the supply of operating power to the pachinko machine has started. [Fig. 184] 13(a) to 13(g) are time charts showing how the master MPU is reset when the reset signal input to the reset circuit goes to a low level. [Fig. 185] An explanatory diagram for explaining the electrical configuration of the dispensing control board. [Fig. 186]FIG. 13A is an explanatory diagram to explain the data that the dispensing side MPU receives from the main side MPU and the management unit via asynchronous serial communication, and FIG. 13B is a flowchart showing the dispensing side main processing in the dispensing side MPU. [Fig. 187] 13 is a flowchart showing the payout side reset release processing in the payout side MPU. [Fig. 188] (a)~(h) are time charts showing how the payout side MPU goes into a stopped state after the reset release condition of the payout side MPU is met, and how reception of gaming machine information transmitted from the main side MPU is avoided during the payout side release waiting period. [Fig. 189] 23 is a flowchart showing main processing of a main MPU in the nineteenth embodiment. [Fig. 190] 13 is a flowchart showing the special chart change start processing in the main MPU. [Fig. 191] (a) is an explanatory diagram for explaining the data structure of the low probability first win / loss table, and (b) is an explanatory diagram for explaining the data structure of the first jackpot allocation table. [Fig. 192] 13 is a flowchart showing the process for determining whether a result is correct or incorrect, which is executed by the main MPU. [Fig. 193] 13 is a flowchart showing a process for allocation determination executed by a main MPU. [Fig. 194] FIG. 13A is an explanatory diagram for explaining the contents of resetting the main MPU in the twentieth embodiment, and FIG. 13B is an explanatory diagram for explaining the configuration of the main MPU. [Fig. 195] FIG. 2 is a functional block diagram showing a configuration for resetting a main MPU. [Fig. 196] 11 is a flowchart showing a main-side reset release process executed by a 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 in a twenty-first embodiment. [Figure 198]13(a) to 13(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 in a twenty-second embodiment. [Figure 200] 13(a) to 13(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 PREFERRED EMBODIMENTS

[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 includes a housing 11 that forms an outer shell of the slot machine 10. The housing 11 is formed into a box shape that is open to the front as a whole by fixing a number of wooden panels.

[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 an axis 15 provided on the left side of the housing 11 as a rotation axis so that the internal space of the housing 11 can be opened and closed. 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 specified key in the key cylinder 14.

[0013] 1, a game panel 20 is provided at the upper center of the front door 12. The game panel 20 has three vertically long display windows 21L, 21M, and 21R arranged side by side. The display windows 21L, 21M, and 21R are made of a transparent or semi-transparent material, and the inside 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 inside of the housing 11 is divided into two parts, an upper part and a lower part, 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 formed in a cylindrical shape. Each of the reels 32L, 32M, and 32R is supported rotatably so that its central axis is the axis of rotation of the reel 32L, 32M, and 32R. The axes of rotation of the reels 32L, 32M, and 32R are arranged on the same axis extending in a substantially horizontal direction, and each of the reels 32L, 32M, and 32R corresponds one-to-one to each of the display windows 21L, 21M, and 21R. Therefore, a part of the surface of each of the reels 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 displayed through the respective display windows 21L, 21M, and 21R as if they were moving from top to bottom.

[0015] 1, a start lever 41 that is operated to start the rotation of each of the reels 32L, 32M, and 32R is provided on the lower left side of the game panel 20. When the start lever 41 is operated when a predetermined number or more of game media (or game value), which are either medals or virtual medals, have been bet, each of the reels 32L, 32M, and 32R starts to rotate all at once.

[0016] Stop buttons 42, 43, and 44 that are operated to individually stop the spinning reels 32L, 32M, and 32R are provided to the right of the start lever 41. The stop buttons 42, 43, and 44 are disposed directly below the display windows 21L, 21M, and 21R that correspond to the reels 32L, 32M, and 32R to be stopped. The stop buttons 42, 43, and 44 are each capable of stopping the left reel 32L when a predetermined time has elapsed since the left reel 32L started spinning.

[0017] One game (play) corresponds to the period from when the rotation of each reel 32L, 32M, 32R begins based on the operation of the start lever 41, when the rotation of each reel 32L, 32M, 32R stops based on the operation of each stop button 42, 43, 44, until the execution of various processes such as the awarding of game media and management of the game status is completed.

[0018] A medal insertion port 45 for inserting medals is provided on the right side below the display window parts 21L, 21M, and 21R. The medals inserted from the medal insertion port 45 are guided to a hopper device 53 by a selector 52 provided on the back side of the front door 12 when reception is permitted, and are guided to a medal receiving tray 59 from a medal discharge port 58 provided on the lower front side of the front door 12 when reception is prohibited (see FIG. 1). The hopper device 53 has a function of discharging medals stored in a storage tank to the medal receiving tray 59 through the medal discharge port 58 when a winning event corresponding to the provision of game media is established on the main line ML described later. A return button 46 is provided below the medal insertion port 45, as shown in FIG. 1, which is pressed when a medal inserted into the medal insertion port 45 gets stuck in the selector 52.

[0019] A first credit insertion button 47 for inserting the maximum amount 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 are provided below the display windows 21L, 21M, and 21R on the left side. In this slot machine 10, there are a situation where the number of game media (medals or virtual medals) that can be bet (i.e., bet setting) at one time is "3" and a situation where it is "2".

[0020] 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, when the first credit insertion button 47 is operated, the number of virtual medals decreases by three and the number of bets becomes "3". 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, when the first credit insertion button 47 is operated, the number of virtual medals decreases by two and the number of bets becomes "3". 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, when the first credit insertion button 47 is operated, the number of virtual medals decreases by one and the number of bets becomes "3". 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, when the first credit insertion button 47 is operated, the number of virtual medals decreases by two and the number of bets 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, the number of bets becomes "2" instead of decreasing by one virtual medal.

[0021] When the first credit insertion button 47 is operated when the number of stored virtual medals is less than the difference between the available number of bets and the current number of bets, the number of bets increases by the number of virtual medals and the number of virtual medals becomes zero.

[0022] 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 two or more virtual medals are stored and stored, when the second credit insertion button 48 is operated, the number of bets decreases by two and becomes "2". 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 one or more virtual medals are stored and stored, when the second credit insertion button 48 is operated, the number of bets decreases by one and becomes "2". 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, when the second credit insertion button 48 is operated, the number of bets decreases by two and becomes "2". 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, when the second credit insertion button 48 is operated, the number of bets decreases by one and becomes "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 buttons 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, 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 which is operated when the power is turned on or off, a reset button 56 for resetting various states of the slot machine 10, and a setting key insertion hole 57 into which a setting key held by the manager of the game hall 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 each of the reels 32L, 32M, and 32R will be described.

[0028] FIG. 4 shows the arrangement of symbols on the left reel 32L, the center reel 32M, and the right reel 32R. As shown in FIG. 4, 21 symbols are arranged in a row on each of the reels 32L, 32M, and 32R. Numbers from "0" to "20" are assigned to the reels 32L, 32M, and 32R in correspondence with each other. These numbers are numbers used by the main control device 70 (described later) to identify symbols that are visible through the display windows 21L, 21M, and 21R, and are not actually assigned to the reels 32L, 32M, and 32R. However, the following description will use these numbers.

[0029] There are seven types of symbols: "Bell" symbol (e.g., 20th on left reel 32L), "Replay" symbol (e.g., 19th on left reel 32L), "Watermelon" symbol (e.g., 18th on left reel 32L), "Red 7" symbol (e.g., 15th on left reel 32L), "BAR" symbol (e.g., 10th on left reel 32L), "Cherry" symbol (e.g., 9th on left reel 32L), and "White 7" symbol (e.g., 5th on left reel 32L). The number and arrangement order of each symbol is different on each reel 32L, 32M, and 32R.

[0030] 5 is a front view of the display window 21L, 21M, 21R. Each display window 21L, 21M, 21R is formed so that only three of the 21 symbols on the corresponding reel 32L, 32M, 32R are visible in their entirety. Therefore, when all of the reels 32L, 32M, 32R are stopped, 3×3=9 symbols are visible through the display window 21L, 21M, 21R.

[0031] In the slot machine 10, one main line ML is set so as to connect positions where the symbols on each of the reels 32L, 32M, and 32R are visible. The main line ML is a line connecting the middle symbols 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 are bet, the reels 32L, 32M, and 32R start to rotate, and when a winning combination corresponding to a winning combination is established on the main line ML, one of the following is awarded: a benefit of the gaming media, a benefit of a replay, or a transition to a gaming state.

[0032] That is, in the slot machine 10, only one main line ML is set as a line that can win a prize. The main line ML is set as a line that extends in a straight line. Therefore, even if a combination of symbols that can win a prize is formed on a line that extends in a straight line, such as a subline SL1 that connects the upper pattern of the left reel 32L, the middle pattern of the middle reel 32M, and the lower pattern of the right reel 32R, a subline SL2 that connects the upper pattern of the left reel 32L, the upper pattern of the middle reel 32M, and the upper pattern of the right reel 32R, a subline SL3 that connects the lower pattern of the left reel 32L, the lower pattern of the middle reel 32M, and the lower pattern of the right reel 32R, and a subline SL4 that connects the lower pattern of the left reel 32L, the middle pattern of the middle reel 32M, and the upper pattern of the right reel 32R, no prize is formed.

[0033] The following describes the relationship between the winning symbol combination and the bonus awarded when the winning symbol is selected, with reference to Fig. 6. Fig. 6 is an explanatory diagram for explaining the relationship between the winning symbol combination and the bonus awarded when the winning symbol is selected.

[0034] The minor prizes that award gaming media include the first, second, third, fourth, fifth, sixth, seventh, eighth, ninth, bell, second, watermelon, second, watermelon, and cherry prizes. In detail, the first compensation prize is awarded when the left reel 32L has a "bell" symbol, the middle reel 32M has a "bell" symbol, and the right reel 32R has a "red 7" symbol on the main line ML. The second compensation prize is awarded when the left reel 32L has a "bell" symbol, the middle reel 32M has a "red 7" symbol, and the right reel 32R has a "bell" symbol on the main line ML. If the stopping pattern on the left reel 32L is a "red 7" pattern, the stopping pattern on the middle reel 32M is a "bell" pattern, and the stopping pattern on the right reel 32R is a "bell" pattern on the main line ML, it will be the third supplementary win. If the stopping pattern on the left reel 32L is a "bell" pattern, the stopping pattern on the middle reel 32M is a "bell" pattern, and the stopping pattern on the right reel 32R is a "BAR" pattern on the main line ML, it will be the fourth supplementary win. If the stopping pattern on the left reel 32L is a "bell" pattern, the stopping pattern on the middle reel 32M is a "BAR" pattern, and the stopping pattern on the right reel 32R is a "bell" pattern on the main line ML, it will be the fifth supplementary win. If the stopping pattern on the left reel 32L is a "BAR" pattern, the stopping pattern on the middle reel 32M is a "BELL" pattern, and the stopping pattern on the right reel 32R is a "BELL" pattern on the main line ML, it will be the 6th supplementary win. If the stopping pattern on the left reel 32L is a "BELL" pattern, the stopping pattern on the middle reel 32M is a "BELL" pattern, and the stopping pattern on the right reel 32R is a "WHITE 7" pattern on the main line ML, it will be the 7th supplementary win. If the stopping pattern on the left reel 32L is a "BELL" pattern, the stopping pattern on the middle reel 32M is a "WHITE 7" pattern, and the stopping pattern on the right reel 32R is a "BELL" pattern on the main line ML, it will be the 8th supplementary win. When the left reel 32L stops with a "white 7" symbol, the center reel 32M stops with a "bell" symbol, and the right reel 32R stops with a "bell" symbol on the main line ML, the 9th supplementary win is awarded. When any of the 1st to 9th supplementary wins is awarded, the number of game media to be awarded is "1".

[0035] When 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 is achieved. When 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 is achieved. When either the first bell win or the second bell win is achieved, the number of game media to be awarded becomes "15".

[0036] When the stopping pattern on the left reel 32L is a "watermelon" pattern, the stopping pattern on the middle reel 32M is a "watermelon" pattern, and the stopping pattern on the right reel 32R is a "watermelon" pattern on the main line ML, the first watermelon win is obtained. When the stopping pattern on the left reel 32L is a "watermelon" pattern, the stopping pattern on the middle reel 32M is a "watermelon" pattern, and the stopping pattern on the right reel 32R is a "BAR" pattern on the main line ML, the second watermelon win is obtained. When either the first watermelon win or the second watermelon win is obtained, the number of game media to be awarded is "5". When the stopping pattern on the left reel 32L is a "cherry" pattern on the main line ML, the cherry win is obtained regardless of the stopping pattern on the middle reel 32M and the right reel 32R. When the cherry win is obtained, the number of game media to be awarded is "4".

[0037] The winning combinations that give the player a special privilege to play the next game without betting on gaming media include the normal replay winning combination, the first chance replay winning combination, and the second chance replay winning combination. In detail, if the left reel 32L on the main line ML has a "replay" symbol, the middle reel 32M has a "replay" symbol, and the right reel 32R has a "replay" symbol, then if the left reel 32L on the main line ML has a "red 7" symbol, the middle reel 32M has a "red 7" symbol, and the right reel 32R has a "BAR" symbol, then if the left reel 32L on the main line ML has a "replay" symbol, and the middle reel 32M has a "red 7" symbol, and the right reel 32R has a "BAR" symbol, then If the stopping pattern is a "red 7" and the stopping pattern on the right reel 32R is a "replay", if the stopping pattern on the left reel 32L on the main line ML is a "replay", the stopping pattern on the middle reel 32M is a "red 7" and the stopping pattern on the right reel 32R is a "bar", or if the stopping pattern on the left reel 32L on the main line ML is a "watermelon", the stopping pattern on the middle reel 32M is a "red 7" and the stopping pattern on the right reel 32R is a "bell", then a normal replay win will be awarded. If the stopping pattern on the left reel 32L on the main line ML is a "replay", the stopping pattern on the middle reel 32M is a "cherry", and the stopping pattern on the right reel 32R is a "bell", then a first chance replay win will be awarded. 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 "bell" symbol, and the stopping symbol on the right reel 32R is a "replay" symbol, then a Second Chance Replay will be awarded.

[0038] If any of the above replay wins are won, a replay bonus is awarded, which allows the player to play the next game without having to bet on game media. Specifically, if any of the replay wins are won in a game where "3" game media is bet, the player can start the next game with "3" game media betted, without having to bet on game media. Also, if any of the replay wins are won in a game where "2" game media is bet, the player can start the next game with "2" game media betted, without having to bet on game media.

[0039] As state transition winnings in which only the game state is transitioned, there are the first CB winning and the second CB winning. In detail, when the stopped symbol on the left reel 32L is a "red 7" symbol, the stopped symbol on the center reel 32M is a "red 7" symbol, and the stopped symbol on the right reel 32R is a "white 7" symbol on the main line ML, the first CB winning is achieved. When the stopped symbol on the left reel 32L is a "white 7" symbol, the stopped symbol on the center reel 32M is a "white 7" symbol, and the stopped symbol on the right reel 32R is a "red 7" symbol on the main line ML, the second CB winning is achieved. When the first CB winning is achieved, the game state transitions to the first CB state ST2, and when the second CB winning is achieved, the game state transitions to the second CB state ST3 (see FIG. 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 winning combination stops on the main line ML, medals are paid out as a winning combination regardless of whether or not a winning combination occurs. For example, even if the winning flag corresponding to the first bell winning is not set to "1," a game medium is awarded to the player when a combination of symbols corresponding to the first bell winning stops on the main line ML. On the other hand, a replay winning combination is established on the condition that the corresponding combination has been 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 capable of sliding up to four symbols after the stop buttons 42-44 are operated is performed for each of the reels 32L, 32M, and 32R. That is, in the non-CB state, reel control for stopping the reels 32L, 32M, and 32R within a specified time (190 milliseconds) after the stop buttons 42-44 are operated is performed for each of the reels 32L, 32M, and 32R. On the other hand, in the first CB state ST2 and the second CB state ST3, the above-mentioned reel control, i.e., the same reel control as in the normal game, is performed for the center reel 32M and the right reel 32R, but the above-mentioned reel control is not performed for the left reel 32L. For the left reel 32L, reel control is performed such that the reel slides up to one symbol after the left stop button 42 is operated. That is, in the first CB state ST2 and the second CB state ST3, reel control is performed on the left reel 32L to stop the reel 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 to slide only up to one symbol is not limited to the left reel 32L, and the reel corresponding to the first operated stop button may be controlled to slide only up to one symbol, or a predetermined reel may be controlled to slide only up to one symbol. Furthermore, the reel control to slide only up to one symbol for the reel corresponding to the second or last operated stop button may be controlled to slide only up to one symbol for the reel corresponding to the stop button operated in a certain order.

[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 precedence, and if a replay win is not possible, the first bell win may be established. Also, the first bell win may be established even if a combination corresponding to a replay win is not won.

[0044] The first CB state ST2 and the second CB state ST3 are both game states that do not increase the number of game media owned by the player. Moreover, the first CB state ST2 and the second CB state ST3 are both game states that make the number of game media owned by the player at the end of the game state less than the number of game media owned by the player at the start of the game state.

[0045] Next, the device for executing various notifications and various performances 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, and an image display device 63 is also provided. 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. In addition, the upper lamp 61 is controlled to emit light so that a light-emitting effect corresponding to the display effect on the image display device 63 is performed. The speakers 62 are provided as a pair on the left and right, and are controlled to output sound or 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. In addition, the speakers 62 are controlled to output sound so that a sound output effect corresponding to the display effect on the image display device 63 is performed.

[0047] The image display device 63 has a display surface and is configured as a liquid crystal display device 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. When an abnormality occurs in the slot machine 10, the display control is performed so that an image corresponding to the abnormality is displayed on the display surface. Also, the image display device 63 is displayed so that an image corresponding to the winning combination in the internal lottery and the winning result in each game is displayed on the display surface. That is, the display performance is performed on the image display device 63.

[0048] The game panel 20 of the front door 12 is provided, below the display windows 21L, 21M, and 21R, with a credit display section 65 that displays the number of virtual medals stored, a dual-purpose display section 66 that displays the number of game media to be awarded when a small winning combination is won, and also displays information corresponding to the stop order of the reels 32L, 32M, and 32R when the stop order is notified on the image display device 63, and further displays information to notify the management result of the game history, and a section display section 67 that displays information corresponding to the fact that the game section is the second section. The credit display section 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), a combined display unit 66 having two 7-segment displays 66a, 66b arranged side by side in the horizontal direction, and a section display unit 67 consisting of one light-emitting unit are collected.

[0050] When any of the small prize winnings (1st to 9th compensation winnings, 1st bell winning, 2nd bell winning, 1st watermelon winning, 2nd watermelon winning, or cherry winning) corresponding to the award of game media is established, the number of game media awarded corresponding to the small prize winning is displayed on the dual-purpose display unit 66 at the end of the game in which the small prize winning is established. Specifically, when any of the 1st to 9th compensation winnings is established in the non-CB state, the left 7-segment display 66a is not displayed and the right 7-segment display 66b displays "1", thereby notifying that "1" game media has been awarded. When any of the 1st bell winning and the 2nd bell winning are established in the non-CB state, the left 7-segment display 66a displays "1" and the right 7-segment display 66b displays "5", thereby notifying that "15" game 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-displayed and the right 7-segment display 66b displays "5", thereby notifying that "5" game media have been awarded. In addition, when the cherry winning is achieved in the non-CB state, the left 7-segment display 66a becomes non-displayed and the right 7-segment display 66b displays "4", thereby notifying that "4" game media have been awarded.

[0051] In the first CB state ST2 and the second CB state ST3, the number of game media awarded by winning a small prize is "1." Therefore, when a small prize is won 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 media has been awarded.

[0052] On the other hand, even if a winning event that does not award game media, such as any of the replay winnings and any of the CB winnings, occurs, no display corresponding to that winning event is made on the dual-purpose display unit 66, and in this case, the seven-segment displays 66a, 66b are maintained 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 on to start the next game after that display, and at the timing of this bet, the seven-segment displays 66a, 66b are in a non-display state.

[0053] When the stopping order of the reels 32L, 32M, and 32R is notified on the image display device 63, information corresponding to the notified stopping 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 stopping order displayed on the combined display unit 66. As shown in FIG. 7(b), in the slot machine 10, the stopping order of the reels 32L, 32M, and 32R notified on the image display device 63 includes a stopping order in which the first stop is the left reel 32L, the second stop is the center reel 32M, and the third stop is the right reel 32R, a stopping order in which 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, a stopping order in which 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, and a stopping order in which 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. There are stopping sequences in which the second stop is on the right reel 32R and the third stop is on the left reel 32L, a stopping sequence 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, a stopping sequence 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, a stopping sequence in which the first stop is on the left reel 32L and the rest is optional, a stopping sequence in which the first stop is on the center reel 32M and the rest is optional, and a stopping sequence in which the first stop is on the right reel 32R and the rest is optional.

[0054] The notification of the stop order on the image display device 63 may be executed when a role including the first bell winning data and any one of the first to sixth compensation winning data is won in the lottery process of the role in the non-CB state, or when a role including the second bell winning data and any one of the seventh to ninth compensation winning data is won. Specifically, when a role including the first bell winning data and any one of the first to sixth compensation winning data is won, the first bell winning is established if the reels 32L, 32M, and 32R are stopped in the stopping order corresponding to the current winning role among the above-mentioned respective stopping orders, and any one of the first to sixth compensation winnings may be established. When the first bell winning is established, the game medium of "15" is awarded to the player as already explained, and when any one of the first to sixth compensation winnings is established, the game medium of "1" is awarded to the player as already explained.

[0055] When a combination including the second bell winning data and any of the seventh to ninth compensation winning data is won, if the reels 32L, 32M, and 32R stop in the stopping order corresponding to the current winning combination among the above stopping orders, the second bell winning is won, and if the reels 32L, 32M, and 32R do not stop in the stopping order corresponding to the current winning combination, any of the seventh to ninth compensation winnings may be won. When the second bell winning is won, as already explained, the game medium "15" is awarded to the player, and when any of the seventh to ninth compensation winnings is won, the game medium "1" is awarded to the player, as already explained.

[0056] When any of the above stop orders is notified by the image display device 63, the left 7-segment display 66a of the combined 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 notification target. This display content is as shown in Fig. 7(b), and the display content of the stop order of the combined display unit 66 is set in a one-to-one correspondence with the notification content of the stop order of the image display device 63. However, this is not limited to this, and a configuration may be adopted in which multiple types of display content of the combined display unit 66 are set in correspondence with some or all of the notification content of the stop order of the image display device 63.

[0057] The display contents of the stop order on the combined display unit 66 are different from the display contents to be displayed when a display corresponding to the award of game media is performed on the combined display unit 66. This makes it easier to distinguish whether the contents displayed on the combined display unit 66 correspond to the number of awarded game media 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 multi-purpose display unit 66. FIG.

[0059] When the stopping order of the reels 32L, 32M, and 32R is notified on the image display device 63, as shown in Fig. 8(a), 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 images corresponding to the stopping order of the reels 32L, 32M, and 32R are displayed 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 middle reel 32M, and a right unit display image G3 corresponding to the right reel 32R are displayed. Figure 8(a) shows the manner in which the stopping 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 that the left unit display image G1 displays an image of "2" corresponding to the stopping order of the left reel 32L, the middle unit display image G2 displays an image of "1" corresponding to the stopping order of the middle reel 32M, and the right unit display image G3 displays an image of "3" corresponding to the stopping order of the right reel 32R.

[0060] In the image display device 63, an image notifying the stop order of the reels 32L, 32M, and 32R itself is displayed as described above, whereas in the combined display unit 66, as shown in Fig. 8(b), "L" corresponding to the stop order of the reels 32L, 32M, and 32R is displayed. That is, in the image display device 63, unit display images G1 to G3 corresponding to the number of the reels 32L, 32M, and 32R are displayed, and an image corresponding to the stop order of the corresponding reels 32L, 32M, and 32R is displayed in each unit display image G1 to G3, whereas in the combined display unit 66, a display unrelated to the number of the reels 32L, 32M, and 32R is displayed. As a result, even if a display corresponding to the notification content of the stop order of the reels 32L, 32M, and 32R is displayed in the combined display unit 66, it is possible to draw the player's attention to the display content in the image display device 63.

[0061] The display range of the combined display unit 66 is narrower than that of the image display unit 63. From this point of view, it is possible to reduce the player's attention to the combined display unit 66 compared to the image display unit 63. Also, the combined display unit 66 is located on the opposite side to the image display unit 63 across the display windows 21L, 21M, and 21R that allow the reels 32L, 32M, and 32R to be viewed. As a result, the combined display unit 66 is disposed at a position spaced apart from the image display unit 63, which also makes it possible to reduce the player's attention to the combined display unit 66.

[0062] When the stop order of the reels 32L, 32M, and 32R is notified, the display corresponding to the stop order of the reels 32L, 32M, and 32R on the combined display unit 66 and the display corresponding to the stop order of the reels 32L, 32M, and 32R on the image display unit 63 are started after the lottery process of the winning combination is performed and before the stop operation of the reels 32L, 32M, and 32R is validated. In this case, the display corresponding to the stop order of the reels 32L, 32M, and 32R on the combined display unit 66 is started before the display corresponding to the stop order of the 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. In addition, the display corresponding to the stop order of the reels 32L, 32M, and 32R on the combined display unit 66 and the image display unit 63 is ended when a stop command is issued for all the reels 32L, 32M, and 32R in the game in which the display is executed.

[0063] The dual-purpose display unit 66 is disposed at the center of the common display area 68, whereas the section display unit 67 is disposed at a corner of the common display area 68. The section display unit 67 is a display unit for notifying that the game 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 game state (specifically, a base AT state ST4 and an ending AT state ST5) in which the expected value of game media in one game (a value obtained by subtracting the number of game media bet in one game from the expected number of game media in one game) can exceed "0" can be started by notifying the stopping order of the reels 32L, 32M, and 32R that enables the establishment of an advantageous winning for the player when the winning to be established is won with a different role according to the stopping order of the reels 32L, 32M, and 32R, and the advantageous game state can be continued. 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 section display unit 67 turns on when the player wins a combination in which different winning combinations are achieved depending on the stopping order of the reels 32L, 32M, and 32R, or a combination in which winning combinations are achieved depending on the stopping order of the reels 32L, 32M, and 32R, which allows the player to win a winning combination advantageous to the player, and the expected value of the game medium to be acquired exceeds "0". When the section display unit 67 turns on, it remains on until the second section SC2 ends, and turns off when the second section SC2 ends and the first section SC1 starts.

[0065] In the above-mentioned configuration in which the section display unit 67 is turned on once in the second section SC2 and the turned on state is maintained until the second section SC2 ends, 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 stopping sequence of the reels 32L, 32M, and 32R is displayed on the image display device 63 and turned off when the game ends. Therefore, in the configuration in which the section display unit 67 is arranged in the common display area 68 so as not to be too noticeable to the player, 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, and it is made easier for the manager of the game parlor to check the section display unit 67.

[0066] In addition, instead of maintaining the lighting state of the section display unit 67 in the second section SC2, a configuration may be adopted in which the section display unit 67 blinks at a predetermined cycle in the second section SC2. Also, 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 portion of the housing 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 of the main control board 71, which is an element mounting surface. The board box 81 is formed transparent so that the MPU 72 housed in the board box 81 can be seen from the outside of the board box 81. Although the board box 81 is formed colorless and transparent, it may be formed colored and transparent as long as the MPU 72 housed in the board box 81 can be seen from the outside of the board box 81. The main control device 70 is mounted on the back plate 11b of the housing 11 so that an opposing wall portion 82 of the board box 81 that faces the element mounting surface of the main control board 71 faces the front of the slot machine 10. Therefore, by opening the front door 12 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 a plurality of case bodies in front and behind, and these plurality of case bodies are provided with joints 83 for preventing separation of these case bodies and leaving a trace when these case bodies are separated. The joints 83 are arranged in a row on one side of the board box 81 having a substantially rectangular parallelepiped shape. As a result, even if some of the joints 83 are used to prevent separation of the case bodies and the case bodies are separated by destroying the part of the joints 83, it is possible to prevent separation of the case bodies again by connecting another joint 83 thereafter. In addition, since the joints 83 are destroyed when the case bodies are separated and a trace is left, it is possible to know whether the separation of the case bodies is being performed illegally by visually checking the joints 83. In addition, a seal seal 84 is attached to one side of the board box 81 other than the side on which the joints 83 are arranged in a row so as to straddle the boundary between the case bodies. When the seal seal 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 bodies are separated.

[0069] 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, stacked 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. The performance control device 90 is configured such that a control board is accommodated in a board box, similar to the main control device 70.

[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 the MPU 72. The MPU 72 is provided with a ROM 73 that stores various control programs and fixed value data executed by the MPU 72, a RAM 74 that is a memory for temporarily storing various data and the like when executing the control programs stored in the ROM 73, a random number circuit 75 that sequentially updates random numbers within a predetermined numerical range based on a clock signal output from a clock circuit, and a clock circuit that outputs a rectangular wave of a predetermined frequency. In addition to the above, the MPU 72 also includes an interrupt circuit, a data input / output circuit, and the like. It is not essential that the ROM 73 and the RAM 74 are integrated into a single chip for the MPU 72, and each may be integrated into a separate chip.

[0072] The MPU 72 is provided with an input port and an output port. On the input side of the MPU 72, various sensors are connected, such as the reel unit 31, the start detection sensor 41a for detecting the operation of the start lever 41, the stop detection sensors 42a, 43a, 44a for individually detecting the operation of each stop button 42, 43, 44, the inserted medal detection sensor 45a for detecting the medal inserted from the medal insertion port 45, the credit insertion detection sensors 47a, 48a for individually detecting the operation of each credit insertion button 47, 48, the settlement detection sensor 51a for detecting the operation of the settlement button 51, the payout detection sensor of the hopper device 53, the reset detection sensor for detecting the operation of the reset button 56 provided on the power supply device 54, and the setting key detection sensor for detecting the insertion of the setting key into the setting key insertion hole 57. The 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 combined display unit 66, the section display unit 67, the performance control device 90, and the like. 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 a function of guiding a medal inserted from the medal insertion port 45 to the hopper device 53 after detecting it with the inserted medal detection sensor 45a when reception is permitted, and discharging it to the medal receiving tray 59 without detecting it with the inserted medal detection sensor 45a when reception is prohibited. The selector drive unit 52a has a function of switching the state of the selector 52 between the reception permission state and the reception prohibition state, and specifically, it operates a path switching piece provided in the selector 52 between a reception permission position and a reception prohibition 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. In addition, the MPU 72 controls the display of the combined display unit 66 so that the number of game media to be awarded is displayed when game media are awarded. In addition, the MPU 72 controls the display of the section display unit 67 so that an announcement that the second section SC2 is being reached is announced when an announcement start trigger occurs when the second section SC2 is reached. In addition, the MPU 72 controls the display of the combined display unit 66 so that an announcement corresponding to the game management result is made.

[0075] The MPU 72 transmits commands to the performance control device 90 at each timing of each game, and when transmitting a command to the performance control device 90 for notifying the image display device 63 of the stop order of the reels 32L, 32M, and 32R, the MPU 72 executes display control of the combined display unit 66 so that a display corresponding to the contents to be notified is performed. In this case, the direct display control of the image display device 63 is performed by the performance control device 90, whereas the direct display control of the combined display unit 66 is performed by the MPU 72. In other words, the direct display control is performed by the performance control device 90 for the image display device 63 which is the target of relatively complex display control, and the direct display control is performed by the MPU 72 for the combined display unit 66 which is the target of relatively simple display control. This makes it possible to perform both a display that emphasizes increasing attention to the performance and a display that emphasizes reliability, while reducing the processing load of the MPU 72.

[0076] A power failure monitoring circuit provided in the power supply 54 is connected to the input side of the MPU 72 (not shown). The power supply 54 is equipped with a power supply unit and a power failure monitoring circuit that supply drive power to the main control unit 70 and other electronic devices of the slot machine 10. The power failure monitoring circuit monitors the voltage applied to the power supply unit from an external power source, and outputs a power failure signal to the MPU 72 when the voltage falls below a reference voltage. The MPU 72 executes a power failure process by receiving the power failure signal, and enables a return to the processing state before the power failure after power is restored. The power supply 54 is also provided with a power failure power supply unit for supplying backup power to the RAM 74 as power failure power when the supply of operating power from the external power source is cut off. As a result, even when the supply of operating power from the external power source is cut off, data is stored and held in the RAM 74 when the power failure power supply unit can supply backup power (for example, 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 a built-in ROM 93 that stores various control programs and fixed value data executed by the MPU 92, and a RAM 94 that is a memory for temporarily storing various data when the control programs stored in the ROM 93 are executed, as well as a built-in 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 the RAM 94 are integrated into a single chip for the MPU 92, and each may be integrated into a separate chip. In addition, the RAM 94 is not supplied with backup power from the power interrupted power supply unit of the power supply device 54 when the supply of operating power from the external power supply is cut off.

[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 executes light emission control of the upper lamp 61, sound output control of the speaker 62, and display control of the image display device 63, thereby performing various notifications and various performances.

[0080] Although not shown, the performance control board 91 is equipped with a video display processor (VDP), a character ROM, a video RAM, and the like in addition to the MPU 92. The VDP is a kind of drawing circuit that directly operates an image processing device as a liquid crystal display 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 to be stored in the video RAM from the character ROM at a predetermined timing and displays it on the image display device 63. The character ROM serves as an image data library for storing character data such as patterns to be displayed on the image display device 63. This character ROM holds bitmap format image data of various display patterns, a color palette table to be referenced when determining the expression color of each dot of the bitmap image, and the like. 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 execution content of the performance based on a command received from the MPU 72 of the main control device 70, it outputs a drawing list to the VDP that indicates the content of the image corresponding to each update timing according to the execution content of the determined performance. 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 ease of explanation, in the following explanation, the MPU 72, ROM 73, and RAM 74 of the main control device 70 will be referred to as the main MPU 72, main ROM 73, and main RAM 74, respectively, and the MPU 92, ROM 93, and RAM 94 of the performance control device 90 will be referred to as the performance side MPU 92, performance side ROM 93, and performance side RAM 94, respectively.

[0082] <Intra-area and extra-area processing> Next, the contents of various controls executed by the main MPU 72 will be described.

[0083] Various control processes executed by using a program in the main MPU 72 are classified into in-area processes and out-area processes. Specifically, the process for managing the game history and the process for monitoring whether the total number of acquired game media has reached a number corresponding to the forced termination of the game are classified as out-area processes, and the processes other than the out-area processes, including the control for progressing the game based on the game operation by the player, are classified as in-area processes. In detail, the main process (FIG. 13) executed when the supply of operating power to the main MPU 72 is started includes all processes other than the first initialization process for out-area and the second initialization process for out-area, which will be described later, in the in-area processes, and the first initialization process for out-area and the second initialization process for out-area are included in the out-area processes. In addition, the timer interrupt process (FIG. 14), which is periodically interrupted and started, includes all processes other than the management process, which will be described later, in the in-area processes, and the management process is included in the out-area processes. In addition, the normal process (FIG. 15) executed to control one game includes all processes other than the end monitoring process, which will be described later, in the in-area processes, and the end monitoring process is included in the out-area processes.

[0084] Fig. 10 is an explanatory diagram for explaining the setting manner of programs and data in the main ROM 73. In correspondence with the fact that the processing executed by the main MPU 72 is divided into in-area processing and out-area processing, as shown in Fig. 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 from each other.

[0085] Specifically, the programs for in-area processing are collectively stored in the areas of successive addresses within the range of address X(1) to address X(k+2). In addition, addresses X(k+3) to X(k+5) successive to address X(1) to address X(k+2) are unused area addresses where no data is stored, and data for in-area processing are collectively stored in the areas of successive addresses within the range of address X(k+6) to address X(m+2). In addition, addresses X(m+3) to X(m+5) successive to address X(k+6) to address X(m+2) are unused area addresses where no data is stored, and programs for out-area processing are collectively stored in the areas of successive addresses within the range of address X(m+6) to address X(n+2). Addresses X(n+3) to X(n+5), which are successive to addresses X(m+6) to X(n+2), are unused area addresses in which no data is stored, and data for out-of-area processing is collectively stored in the successive address areas within the range of addresses X(n+6) to X(p+2). The relationship between the above-mentioned programs and data and addresses is set in both the physical addresses in the main ROM 73 and the logical addresses on the memory map recognized by the main MPU 72.

[0086] As described above, the program for in-area processing and data for in-area processing, and the program for out-area processing and data for out-area processing are stored in areas of different address ranges, regardless of the execution order of the processing for executing the corresponding control. Therefore, when checking only the program for in-area processing and data for in-area processing, it is necessary to check only the area of ​​the address range in which the program for in-area processing and data for in-area processing are stored, and when checking only the program for out-area processing and data for out-area processing, it is necessary to check only the area of ​​the address range in which the program for out-area processing and data for out-area processing are stored. Therefore, it is possible to efficiently check the program and data by distinguishing between in-area processing and out-area processing. In addition, it is possible to efficiently correct the program and data by distinguishing between in-area processing and out-area processing.

[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 within-area processing and the data for within-area processing are stored and the address range of the area in which the program for outside-area processing and the data for outside-area processing are stored, it becomes easier to grasp the boundary between the address range for within-area processing and the address range for outside-area processing when checking.

[0088] In the address range for in-area processing and the address range for out-area processing, programs and data are stored in different address ranges regardless of the execution order of processes for executing the corresponding controls, which makes it possible to efficiently check programs and data separately. Also, an address range of an unused area in which no data is stored is set 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, which makes it easier to grasp the boundary between the address range of the program and the address range of the data when checking.

[0089] Fig. 11 is an explanatory diagram for explaining the setting of each area 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 Fig. 11, in the main RAM 74, the address range of a work area 96 for in-area processing and a stack area 97 for in-area processing is clearly divided from the address range of a work area 98 for out-area processing and a stack area 99 for out-area processing.

[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 in-area processing. In addition, addresses Y(r+3) to Y(r+5) successive to address Y(1) to address Y(r+2) are unused area 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 in-area processing. In addition, addresses Y(s+3) to Y(s+5) successive to address Y(r+6) to address Y(s+2) are unused area 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 out-area 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 99 for out-of-area processing. The relationship between each area and address as described above is set in both physical addresses in the main RAM 74 and logical addresses on the memory map recognized by the main MPU 72.

[0091] As described above, the work area 96 for in-region processing and the work area 98 for out-region processing are set separately, so that different areas of the main RAM 74 are used when performing various calculations when the main MPU 72 performs in-region processing and when it performs out-region processing. This makes it possible to prevent an event from occurring in which information in the main RAM 74 required for one of the in-region processing and the out-region processing is erased when the other is performed. Incidentally, a load command is issued by the main MPU 72 when writing information to each work area 96, 98 and reading information from each work area 96, 98.

[0092] Since the stack area 97 for in-area processing and the stack area 99 for out-area processing are set separately, different areas of the main RAM 74 are used when saving information stored in the registers of the main MPU 72 and when storing information of the return address in the program, depending on whether the main MPU 72 is executing in-area processing or out-area processing. This makes it possible to prevent an event in which information used in the other process is erased when saving information stored in the registers of the main MPU 72 and when storing information of the return address in the program while one of the in-area processing and the out-area processing is being executed. Incidentally, when writing information to each stack area 97, 99, a push command is issued by the main MPU 72, and when reading information from each stack area 97, 99, a pop command is issued by the main MPU 72. When reading information from each stack area 97, 99, the writing order to the stack areas 97, 99 is such that the information to be read is written later first.

[0093] Here, when the main MPU 72 executes in-area processing, the main MPU 72 can write information to the work area 96 for in-area processing and the stack area 97 for in-area processing, and can read information from the work area 96 for in-area processing and the stack area 97 for in-area processing. On the other hand, when the main MPU 72 executes in-area processing, the main MPU 72 can read information from the work area 98 for outside-area processing and the stack area 99 for outside-area processing, but cannot write information to the work area 98 for outside-area processing and the stack area 99 for outside-area processing. This makes it possible to prevent information used in outside-area processing from being accidentally erased when in-area processing is being executed.

[0094] Furthermore, when the main MPU 72 executes outside-area processing, the main MPU 72 can write information to the work area 98 for outside-area processing and the stack area 99 for outside-area processing, and can read information from the work area 98 for outside-area processing and the stack area 99 for outside-area processing. On the other hand, when the main MPU 72 executes outside-area processing, the main MPU 72 can read information from the work area 96 for inside-area processing and the stack area 97 for inside-area processing, but cannot write information to the work area 96 for inside-area processing and the stack area 97 for inside-area processing. This makes it possible to prevent information used in inside-area processing from being accidentally erased when outside-area processing is being executed.

[0095] Note that backup power is supplied to the main RAM 74 even after the 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 stored and maintained as long as backup power is being supplied, even after the 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 number counter 96c, a total acquisition number counter 96d, an AT difference number counter 96e, a standby counter 96f, a release game number counter 96g, a CZ state 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 for the master MPU 72 to specify the number of bets on the game to be executed. The credit counter 96b is a counter for the master MPU 72 to specify the number of virtual medals stored and stored. The continued game number counter 96c is a counter for the master MPU 72 to specify 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 specifying 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 specifying 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 for the main MPU 72 to specify the number of games remaining until the base AT state ST4 or the CZ state is started in the normal gaming state ST1. The release game number counter 96g is a counter for the main MPU 72 to specify the maximum number of games required until the base AT state ST4 is started in the normal gaming state ST1. The CZ state counter 96h is a counter for the main MPU 72 to specify the number of games remaining until the CZ state ends. The various flags area 96i is an area in which a plurality of flags are provided for specifying 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 outside 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 the game history by the master MPU 72. The termination determination counter 98b is a counter for the master MPU 72 to identify a trigger for forcibly terminating a game as a result of the game being continued. The termination flag 98c is a flag for the master MPU 72 to identify a situation in which the game is forcibly terminated and no further game play is possible.

[0100] <Main processing> Next, the processing executed by the main MPU 72 will be described. First, the main processing executed by the main MPU 72 when the supply of operating power to the main MPU 72 is started will be described with reference to the flowchart in Fig. 13. Among 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 an in-area processing using a program for in-area processing and data for in-area processing, and the first initialization processing for outside the area and the second initialization processing for outside the area are executed as an outside-area processing using a program for outside the area processing and data for outside the area processing.

[0101] In the main process, first, an initialization process at the time of power-on is executed (step S101). In the initialization process at the time of power-on, an interrupt by a timer interrupt process is permitted, and various initial settings are made for the register group and I / O devices in the main MPU 72.

[0102] After that, the first initialization process for outside the area is executed by the CALLI instruction (step S102). The first initialization process for outside the area is included in the outside area process. That is, when the main process changes from a state in which the inside area process is being executed to a state in which the outside area process is executed, the outside area process is called by the CALLI instruction. When the first initialization process for outside the area is executed by the 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, and a half carry flag, and the flag register information changes depending on the execution result of an arithmetic instruction, a rotate instruction, an input / output instruction, and the like. By saving such flag register information before the program of the first initialization process for outside the area, which is the outside area process, is started, it is possible to save the flag register information in the state before the change after the call of the first initialization process for outside the area or the start of the first initialization process for outside the area in the stack area 97 for the inside area process. When the first initialization process for outside the area is executed by the CALLI instruction, the information in the flag register is saved to the stack area 97 for the in-area process, and then the interrupt of the timer interrupt process (FIG. 14) is inhibited. This makes it possible to prevent the timer interrupt process (FIG. 14), which is an in-area process, from interrupting and starting during the execution of the first initialization process for outside the area, which is an out-of-area process. After the interrupt of the timer interrupt process (FIG. 14) is inhibited, a program corresponding to the first initialization process for outside the area is started. The contents of the first initialization process for outside the area 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), and 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 whole of the 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 cleared to "0" and initialized, except for the area in which the second CB winning data is stored, and the area in which the second CB winning data is stored is not initialized. Furthermore, in the partial clear process for within the area, the work area 98 for outside the area processing and the stack area 99 for outside the area processing are not initialized. In the full clear process for within the area, the entire area of ​​the work area 96 for within the area processing is initialized, and the entire area of ​​the stack area 97 for within the area processing is initialized. In the full clear process for within the area, the work area 98 for outside the area processing and the stack area 99 for outside the area 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 situation changes from the situation where the inside area processing is being executed in the main processing to the situation where the outside area processing is to be 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] Then, the set value update process is executed (step S108). In the set value update process, the current set value is read on the condition that the setting key is inserted and turned ON, and the current set value is displayed on the credit display unit 65. When the set value update process is executed, either the partial clear process (step S105) or the full clear process (step S106) has been executed before that, so that the credit display unit 65 displays the set value as "1" when the set value update process starts. In the set value update process, the set value is updated to "1" every time the reset button 56 is operated, and the updated set value is displayed on the credit display unit 65. Note that if the reset button 56 is operated when the set value is "6", the set value is updated to "1". When the ON operation of the setting key is released after the start lever 41 is operated, the set value selected at that time becomes the set value set in the current set value update process, and the set value update process ends. In this case, the display of the set value on the credit display unit 65 ends. Then, the process moves to normal processing (step S109). The normal processing will be described in detail later.

[0106] If the setting key is not turned ON in the main process (step S103: NO), the power recovery process from step S110 onwards is executed. The power recovery process is a process for restoring the state of the slot machine 10 to the state before the power is cut off. In the power recovery process, the main RAM 74 is checked to determine whether the set value of the slot machine 10 is normal or not (step S110). Specifically, if the set value is any of "1" to "6", it is determined to be normal, and if it is "0" or "7" or more, it is determined to be abnormal. If the set 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 process is normally executed 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 or not (step S112). Specifically, the checksum value of the main RAM 74 is checked to confirm whether the value is normal or not.

[0107] If the determination is affirmative in all of steps S110 to S112, this means that the power failure process at the time of the previous power failure 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 cut off (step S113). In addition, the power failure flag of the main RAM 74 is cleared to "0" (step S114). After that, a power recovery command for making the production side MPU 92 recognize the execution of the power recovery process is transmitted to the production side MPU 92 (step S115), and then the address before the power was cut off 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 the 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). Then, an infinite loop is created. 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 process executed by the main MPU 72 will be described with reference to the flowchart of Fig. 14. The timer interrupt process is started, for example, every 1.49 milliseconds. Among the processes in steps S201 to S216 in the timer interrupt process, the processes other than the management process called and executed in step S215 are executed as in-area processes using a program for in-area processing and data for in-area processing, and the management process is executed as outside-area processing using a program for outside-area processing and data for outside-area processing.

[0110] In the register save process (step S201), the values ​​of all the registers in the main MPU 72 used in the normal process described later are saved in the work area 96 for the in-area process. In step S202, it is confirmed whether the power failure flag is set to "1", and if the power failure flag is set to "1", the process proceeds to step S203 to execute the power failure process. The power failure flag is set when a power failure signal is input to the main MPU 72 from the power failure monitoring circuit of the power supply device 54. In the power failure process, it is first determined whether the transmission of the command has been completed, and if the transmission has not been completed, the process is terminated and the process is returned to the timer interrupt process to terminate the transmission of the command. If the transmission of the command has been completed, the value of the stack pointer of the main MPU 72 is saved in the work area 96 for the in-area process. Thereafter, the output state of the output port of the main MPU 72 is cleared, and all actuators (not shown) are turned off. Then, when the power failure is resolved, a judgment value for judging whether the data in the main RAM 74 is normal or not is calculated and stored in the work area 96 for in-region processing, and any further access to the RAM is prohibited. After the above processing is performed, an infinite loop is entered in preparation for a complete power cut-off that would make it impossible to execute processing.

[0111] If the power failure 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 a watchdog timer for monitoring the occurrence of a malfunction. In step S205, an interrupt end declaration process is carried out to enable the master 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, a sensor monitoring process is performed to read the status of various sensors connected to the input port and 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 results of counting 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 outside-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 management computer of the gaming hall (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 inside-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 outside area process. In other words, when the main process changes from a state in which the inside area process is being executed to a state in which the outside area process is executed, the outside area process is called by the CALLI command. The contents of the CALLI command have already been described.

[0115] In the management process, first, a fixed address at the start of the outside area process is set in the stack pointer of the main MPU 72 by a load command. After that, information in various registers of the main MPU 72 is saved in the work area 98 for outside area process by a load command. Then, the management execution process is executed. In the management execution process, the ratio of the total number of games in the second section SC2 to the total number of games is calculated, and the ratio of the calculation result 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 be continued without initializing the information of the ratio performed for each set value. After the management execution process is executed, a fixed address at the time of returning to the inside area process after the end of the management process is set in the stack pointer of the main MPU 72 by a load command, and further, various information saved in the work area 98 for outside area process is restored to the corresponding register of the main MPU 72 by a load command.

[0116] In step S216, an interrupt permission process is performed to permit the next timer interrupt. 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. Among 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). After that, a start waiting process is performed (step S302). In the start waiting process, if any replay winning has been 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 a replay winning has not been achieved in the previous game, the bet upper limit number for the current game is set to "3" if the current game state is not the second CB state ST3, and the bet upper limit number for the current game is set to "2" if the current game state is the second CB state ST3. On the condition that the value of the bet number setting counter 96a is not the current bet upper limit number, it is determined whether or not the number of virtual medals stored is one or more 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 virtual medals stored. When the value of the credit counter 96b is 1 or more and a valid bet operation is performed, 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 bet limit, the value of the bet number setting counter 96a is set to the upper bet limit 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 bet limit, 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. 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.

[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 are discharged to the medal tray 59. In this case, the bet number setting counter 96a is cleared to "0" and the credit counter 96b is 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 are discharged to 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 bet setting for the number of bets required to start the game has been completed (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] When the start lever 41 is operated (step S304: YES), the main line ML is activated and then the reception prohibition process is executed (step S305). By executing the reception 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] After that, in step S306, information that can specify 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 state area 96j in the work area 96 for intra-area processing of the main RAM 74. In addition, in step S307, a role selection process is executed to select a role in 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 current role selection process.

[0125] Then, a medium providing process is executed (step S309). In the medium providing process, when a small win is established 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 a virtual medal is provided, a value corresponding to the current small win is added to the credit counter 96b of the main RAM 74, and when the value of the credit counter 96b has reached the upper limit of the number of stored medals, the hopper device 53 is driven and controlled so that medals exceeding the upper limit of the number of stored medals are paid out to the medal tray 59. In addition, 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 performed. 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] After that, a response process at the time of game end is executed to enable the setting of the game state and game zone corresponding to the result of this game (step S310). In addition, 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 to be executed, the outside area process is called by the CALLI command. The contents of the CALLI command have already been explained. The contents of the end monitoring process will be explained later. In addition, an external output setting process is executed to output the state of the slot machine 10 to the management computer of the gaming hall (step S312).

[0127] Thereafter, a termination setting process is executed to specify whether or not to forcibly terminate the game, and to set the game to be forcibly terminated if the condition for forcibly terminating the game is satisfied (step S313). The contents of the termination setting process will be described later. In addition, information that enables specification 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 the game section (first section SC1 or second section SC2) at the end of the current game, is stored in the termination status area 96k in the work area 96 for processing within the area of ​​the main RAM 74. In addition, a process is executed to transmit a game termination command to make the performance side MPU 92 recognize that one game has ended (step S315). Thereafter, an acceptance permission process is executed (step S316). By executing the acceptance permission process, the medal inserted from the medal insertion port 45 is detected by the inserted medal detection sensor 45a and then collected by the hopper device 53.

[0128] <Role selection process> Next, the lottery process of the winning combination executed in step S307 of the normal process (FIG. 15) will be described with reference to the flowchart of FIG. 16. Note that the processes of steps S401 to S411 in the lottery process of the winning combination 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 obtained. In this slot machine 10, when the start lever 41 is operated, the random number at that time is latched from the random number circuit 75. The random number circuit 75 generates random numbers between "0" and "65535", and when the main MPU 72 confirms the operation of the start lever 41, it stores the value latched in the random number circuit 75 in a predetermined register of the main MPU 72. With this configuration, it is possible to quickly obtain a random number at the timing when the start lever 41 is operated, and it is possible to avoid 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 acquiring the random number, a lottery table for determining whether or not the winning combination has been achieved is read from the main ROM 73 (step S402). In the slot machine 10, six setting values ​​from "1" to "6" are prepared in advance, and by inserting a setting key into the setting key insertion hole 57 and turning it ON and performing a predetermined operation, it is possible to set which setting value corresponds to which winning probability the lottery process for the winning combination is to be executed. A setting value of "n+1" is more advantageous to the player than "n". Specifically, since a setting value of "n+1" is more advantageous to the player than "n" because a setting value of "n+1" has a higher winning probability of a predetermined combination than "n". In addition, even if the setting value is the same level, a case where the number of game media bet is "3" is more advantageous to the player than a case where it is "2". In addition, a first CB state ST2 and a second CB state ST3 exist as game states. In step S402, a lottery table corresponding to a 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 described 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 bet number is "3", and Figure 18 is an explanatory diagram for explaining the lottery table for two coins selected when the bet number is "2". In the following description, 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 Figs. 17 and 18, regardless of whether three coins or two coins are bet. Each index value IV is associated with winning data (i.e., 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 first bell winning data is set to the index values ​​IV=1 to 6, and one of the first to sixth compensation winning data is set. When the index value IV=1 is a winning, as shown in FIG. 19, if the first stop (the reel on which the stop command was generated first) is the left reel 32L, the second stop (the reel on which the stop command was generated second) is the center reel 32M, and the third stop (the reel on which the stop command was generated last) is the right reel 32R, the first bell winning is surely achieved regardless of the operation timing of each stop button 42 to 44, and the first compensation winning may be achieved in other cases. When the index value IV=2 is a winning, 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 operation timing of each stop button 42 to 44, and the fourth compensation winning may be achieved in other cases. In the case of a winning combination with index value IV=3, if 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 surely achieved regardless of the timing of operation of each stop button 42-44, and in other cases, the third supplementary win may be achieved. In the case of a winning combination with index value IV=4, if 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 surely achieved regardless of the timing of operation of each stop button 42-44, and in other cases, the sixth supplementary win may be achieved. In the case of a winning combination with index value IV=5, if 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 surely achieved regardless of the timing of operation of each stop button 42-44, and in other cases, the second supplementary win may be achieved. When an index value IV=6 is reached and a winning combination occurs, if 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 definitely occur regardless of the timing of operation of each stop button 42-44, and in any other cases the fifth supplementary win may occur.

[0134] As already explained, in the slot machine 10, when in the non-CB state, reel control that allows the reels 32L, 32M, and 32R to slide up to four symbols after the stop buttons 42-44 are operated is performed on each of the reels 32L, 32M, and 32R. In other words, reel control that stops the reels 32L, 32M, and 32R within a specified time (190 milliseconds) after the stop buttons 42-44 are operated is performed on each of the reels 32L, 32M, and 32R. By performing such reel control, it becomes easier to achieve a winning combination corresponding to a winning combination, and it becomes possible to prevent a winning combination corresponding to a non-winning combination from being achieved. However, since the amount of rotation of the reels 32L, 32M, and 32R that can be slid is limited as described above, when five or more symbols are present among the constituent symbols that constitute the combination of symbols for establishing a win on one reel 32L, 32M, and 32R, the constituent symbols may not stop on the main line ML depending on the operation timing of the corresponding stop buttons 42 to 44 (this phenomenon is also called "missing out"). The first bell win, the second bell win, and various replay wins are winning modes that do not cause a miss depending on the stop operation timing of the stop buttons 42 to 44 relative to the rotation positions of the reels 32L, 32M, and 32R, while the first to ninth compensation 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 cause a miss depending on the stop operation timing 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 with any of the seventh to ninth compensation winning data. When the index value IV=7 is a winning, 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 targets reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44, and otherwise the seventh compensation winning may be achieved. When the index value IV=8 is a winning, 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 targets reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44, and otherwise the ninth compensation winning may be achieved. If a win occurs with index value IV=9, then if the first stop is the right reel 32R, the second bell win will be achieved regardless of the types of the second and third stop targets, reels 32L, 32M, 32R, and the operation timing of each stop button 42-44; otherwise, the eighth supplementary win may be achieved.

[0136] As shown in Figures 17 and 18, the first bell winning data is set to the index value IV=10. When the index value IV=10 is won, the first bell winning is achieved without fail, regardless of the stopping order of the reels 32L, 32M, and 32R and the operation timing of each of the stop buttons 42 to 44, as shown in Figure 19.

[0137] As shown in FIG. 17 and FIG. 18, only the first watermelon winning data is set for the index value IV=11. When the index value IV=11 is won, the first 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 first watermelon winning may not be achieved. As shown in FIG. 17 and FIG. 18, only the second watermelon winning data is set for the index value IV=12. When the index value IV=12 is won, 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 spinning position of the left reel 32L, the cherry winning may not be achieved.

[0139] As shown in FIG. 17 and FIG. 18, only the first chance replay winning data is set to the index value IV=14. When the index value IV=14 is won, the first chance replay winning is surely established regardless of the stop 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 FIG. 17 and FIG. 18, only the second chance replay winning data is set to the index value IV=15. When the index value IV=15 is won, the second chance replay winning is surely established regardless of the stop 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 FIG. 17 and FIG. 18, only the normal replay winning data is set to the 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 of the stop buttons 42 to 44.

[0140] In the index value IV=17, only the first CB winning data is set as shown in FIG. 17 in the case of the role selection table when three coins are bet, and only the second CB winning data is set as shown in FIG. 18 in the case of the role selection table when two coins are bet. In other words, the first CB winning data is set as a winning role only when the number of bets on the game medium is "3", and the first CB winning can be achieved only when the number of bets on the game medium is "3". In addition, the second CB winning data is set as a winning role only when the number of bets on the game medium is "2", and the second CB winning can be achieved only when the number of bets on the game medium is "2". When the first CB winning data is set, if the number of bets on the game medium 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, there is a possibility that the first CB winning will not be achieved depending on the operation timing of each stop button 42 to 44. When the second CB winning data is set, if the number of bets on the game media is "2", the second CB 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 each stop button 42 to 44, the second CB winning may not be achieved.

[0141] Here, the winning data other than the first CB winning data and the second CB winning data is erased in the game in which the winning is won regardless of whether the corresponding winning is achieved or not, and is not carried over to the game following the game in which the winning is won. On the other hand, the first CB winning data and the second CB winning data are stored and held until the corresponding winning is achieved even in the game following the game in which the winning is won, except when the clearing process of the main RAM 74 (for the first CB winning data, the partial clearing process for the area (step S105) or the full clearing process for the area (step S106), and for the second CB winning data, the full clearing process for the area (step S106)) is performed. In this case, in the game in which either the first CB winning data or the second CB winning data is carried over, the index value IV corresponding to the first CB winning data and the second CB winning data is excluded from the lottery.

[0142] That is, if 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 is not established as a result of playing a game with the number of bets being "3", the index value IV corresponding to the first CB winning data is excluded from the lottery even if the game is subsequently played with the number of bets being "3", and the index value IV corresponding to the second CB winning data is excluded from the lottery even if the game is subsequently played with the number of bets being "2". Also, if 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 is not established as a result of playing a game with the number of bets being "2", the index value IV corresponding to the first CB winning data is excluded from the lottery even if the game is subsequently played with the number of bets being "3", and the index value IV corresponding to the second CB winning data is excluded from the lottery even if the game is subsequently 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 when 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 role selection table for betting 3 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 about 1 / 21.8. Also, the probability of winning when the index value IV=7, the probability of winning when the index value IV=8, and the probability of winning when the index value IV=9 are each about 1 / 21.8. Also, the probability of winning when the index value IV=10 is about 1 / 9.4. Also, the probability of winning when the index value IV=11 is about 1 / 164. Also, the probability of winning when the index value IV=12 is about 1 / 146. Also, the probability of winning when the index value IV=13 is about 1 / 423. Also, the probability of winning when the index value IV=14 is about 1 / 328. In addition, the probability of winning when the index value IV=15 is approximately 1 / 164. In addition, the probability of winning when the index value IV=16 is approximately 1 / 7.3. In addition, the probability of winning when the index value IV=17 is approximately 1 / 3.3.

[0144] On the other hand, when the role selection table for two bets in FIG. 18 is selected, the probability of winning at each of the index values ​​IV=1 to 16 is lower than when the role selection table for three bets is selected. Specifically, when the role selection table for two bets is selected, the probability of winning at each of the index values ​​IV=1 to 16 is 2 / 3 or less than when the role selection table for three bets is selected. This makes it possible to increase the probability of a small role win accompanied by the award of a game medium and a replay win that awards a replay in a game in which a game medium "3" is bet, compared to a game in which a game medium "2" is bet.

[0145] However, when the role selection table for when two coins are bet 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 when three coins are bet 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 "2" gaming media is bet higher than the probability that the first CB winning data is stored in the main RAM 74 in a game executed when "3" gaming media is bet.

[0146] In addition to the role selection table when 3 coins are bet and the role selection table when 2 coins are bet, the main ROM 73 stores a CB selection table that is referred to in the role selection process (FIG. 16) in each of the first CB state ST2 and the second CB state ST3. Only one index value IV is set in the CB selection table, and normal replay winning data is set in that one index value IV. The probability of winning with the index value IV is 3 / 10, and if the index value IV is won, the normal replay winning is established regardless of the stopping order of the reels 32L, 32M, and 32R if the operation timing of the left stop button 42 is a predetermined timing. If the operation timing of the left stop button 42 is not the predetermined timing, the normal replay winning is not established even if the normal replay winning data is stored. On the other hand, if the index value IV is won but the operation timing of the left stop button 42 is not the predetermined timing, or if the index value IV is not won, the first bell winning may be established.

[0147] Here, the winning probability is the same for index values ​​IV of "1" to "6" other than index values ​​IV=12 and 15. This applies to both the case where the number of bets on gaming media is "3" and the case where the number of bets on gaming media is "2". In contrast, the winning probability of index values ​​IV=12 and 15 differs between the set values ​​of "1" to "6". Specifically, the winning probability of an index value IV=12 is lowest when the set value is "1", the winning probability increases as the set value increases, and the winning probability is highest when the set value is "6". In addition, the winning probability of an index value IV=15 is lowest when the set value is "1", the winning probability increases as the set value increases, and the winning probability is highest when the set value is "6". This makes it possible to provide a difference in the degree of advantage between the set values ​​of "1" to "6".

[0148] Returning to the explanation of the lottery process for winning combinations (FIG. 16), after the lottery table is selected in step S402, the index value IV is set to "1" (step S403), and then a judgment value DV used in judging the winning combination is set (step S404). In this judgment value setting process, the current judgment value DV is set by adding the point value PV corresponding to the current index value IV to the current judgment value DV. Note that in the initial judgment value setting process, the value of the random number acquired in step S401 is set as the current judgment value DV, and the value of this random number is added to the point value PV corresponding to the current index value IV (index value IV=1) to set the new judgment value DV.

[0149] Thereafter, a win / loss judgment is made for the combination corresponding to the index value IV (step S405). In the win / loss judgment, it is judged whether the judgment 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 this case, after adding 1 to the index value IV (step S407), it is judged whether or not there is a hand corresponding to the index value IV, that is, whether or not there is a judgment target for which a win / loss judgment should be made (step S408). Specifically, it is judged whether or not the index value IV added by 1 exceeds the maximum value of the index value IV set in the lottery table. If there is a judgment target for which a win / loss judgment should be made, the process returns to step S404, and the judgment of the hand is continued. At this time, in step S404, the judgment value DV used for the judgment of the previous hand (i.e., the current judgment value DV) is added with the point value PV corresponding to the current index value IV to obtain a new judgment value DV, and in step S405, the hand is judged as being a win / loss based on the judgment value DV.

[0151] When the process of step S406 is executed, or when a negative judgment is made in step S408, it means that the judgment of the winning or losing combination has been completed. In this case, a first stop information setting process is executed to set the stop information for reel stop control (step S409). Then, a game start process is executed (step S410). In the game start process, the details of which will be explained later, various settings at the start of the game are made based on the results of the lottery process for the winning combination. Then, a process is executed to transmit 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 area> 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] In the slot machine 10, there are 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 occur in an overlapping manner.

[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). In addition, when the first CB state ST2 or the second CB state ST3 that occurs 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 bets on gaming media 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, in the normal gaming state ST1, 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.

[0156] The first CB state ST2 is a game state to which the player transitions when the first CB winning is established in a situation where the first CB winning data is stored in the master RAM 74. In the first CB state ST2, one game can be played when the number of bets on gaming media is "3", but one game cannot be played when the number of bets on gaming media is "2". In addition, the second CB state ST3 is a game state to which the player transitions when the second CB winning is established in a situation where the second CB winning data is stored in the master RAM 74. In the second CB state ST3, one game can be played when the number of bets on gaming media is "2", but the bet upper limit number is set to "2", so "3" gaming media cannot be bet.

[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. Moreover, the first CB state ST2 and the second CB state ST3 are game states that make the number of game media owned by the player at the end of the game state less than the number of game media owned by the player at the start of the game state.

[0158] The base AT state ST4 is a game state to which the game state transitions occur when the transition condition to the base AT state ST4 is satisfied in the normal game state ST1. The base AT state ST4 ends when the remaining number of game media awarded measured by the AT difference number counter 96e becomes "0" or when the ending pre-occurrence condition of the second section SC2 is satisfied. When the base AT state ST4 ends when the remaining number of game media awarded measured by the AT difference number counter 96e becomes "0", the game state transitions to the normal game state ST1. Also, when the base AT state ST4 ends when the ending pre-occurrence condition is satisfied, the game state transitions to the ending AT state ST5.

[0159] The ending AT state ST5 is a game state to which the game transitions when the ending occurrence pre-condition is satisfied in the base AT state ST4. The ending AT state ST5 ends when the ending condition of the second section SC2 is satisfied. When the ending AT state ST5 ends, the game transitions to the normal game state ST1.

[0160] In the base AT state ST4 and the ending AT state ST5, one game can be executed regardless of whether the number of bets on game media 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 the index value IV=1 to 6 is won, the stop order of the reels 32L, 32M, and 32R that allows the first bell to be won is announced. In addition, in the base AT state ST4 and the ending AT state ST5, if the index value IV=7 to 9 is won, the stop order of the reels 32L, 32M, and 32R that allows the second bell to be won is announced. When the first bell or the second bell is won, "15" game media is awarded. This makes it possible to increase the expected number of game media to be awarded in one game in the base AT state ST4 and the ending AT state ST5. In the base AT state ST4 and the ending AT state ST5, if three coins are bet, the expected net increase in game media in one game exceeds "0", and in the base AT state ST4 and the ending AT state ST5, if two coins are bet, the expected net increase in game media in one game is 0 or less.

[0162] In the configuration in which various game states ST1 to ST5 exist as described above, a game zone is set in addition to these game states ST1 to ST5. A first zone SC1 and a second zone SC2 are set as the game zone. That is, in this slot machine 10, the factors that determine the game situation are the number of bets on game media of "2" and "3", the set values ​​of "1" to "6", various game states ST1 to ST5, and the game zones of the first zone SC1 and the second zone 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 started in which the expected net increase value of 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") may exceed "0" by notifying the stopping order of the reels 32L, 32M, and 32R, which allows the player to win a winning combination advantageous to the player when the winning combination that is the target of the winning is different according to the stopping order of the reels 32L, 32M, and 32R, 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 set to the first section SC1. Also, when the initialization process for the second section SC2 is executed in the second section SC2, the first section SC1 is set.

[0164] In the first section SC1, a transition opportunity to the second section SC2 occurs based on the lottery process (FIG. 16), and the first section SC1 transitions to the second section SC2. In this case, if a game with a bet number of "3" is executed in the first section SC1, a transition opportunity to the second section SC2 may occur, whereas even if a game with a bet number of "2" is executed in the first section SC1, a transition opportunity to the second section SC2 does not occur. Therefore, a player who expects a transition to the second section SC2 in the first section SC1 needs to execute a game with a bet number of "3" rather than execute a game with a bet number of "2". The second section SC2 is a section in which the advantageous gaming state can be started and in which the advantageous gaming state can be continued. The second section SC2 ends when the base AT state ST4 or the ending AT state ST5 ends and transitions to the normal gaming state ST1. When the second section SC2 ends, a transition to the first section SC1 occurs.

[0165] The ending condition for the second section SC2 is set such that either one of the following conditions is met: the total number of games played by continuing the second section SC2 without transitioning to the first section SC1 reaches the upper limit number of games (specifically, 4000 games), or the total number of game media acquired by continuing the second section SC2 without transitioning to the first section SC1 reaches the upper limit number of game media acquired (specifically, 2400). The total acquired number refers to the increase in the predetermined difference in number when the predetermined difference in number is set to the value obtained by subtracting the total number of game media consumed to execute games while the second section SC2 is continuing ("0" when games are not 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 is awarded). When either of these ending conditions is established, even if the remaining number of game media given 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 established, and the second section SC2 ends and the game transitions 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 stayed in the second section SC2.

[0167] In the normal game state ST1 in the second section SC2, a lottery process for transition to the base AT state ST4 can be executed based on the result of the lottery process (FIG. 16) for each game, but the lottery process for transition is executed in a game in which the number of bets is "3", but is not executed in a game in which the number of bets is "2". In addition, in the normal game state ST1 in the second section SC2, the value of the release game number counter 96g provided in the main RAM 74 is subtracted by 1 each time one game is executed, and if the value of the release game number counter 96g after the subtraction is "0", the transition to the base AT state ST4 is confirmed, but the subtraction of the release game number counter 96g is executed in a game in which the number of bets is "3", but is not executed in a game in which the number of bets is "2". Therefore, in the normal game state ST1 in the second section SC2, it is more advantageous for the player to execute a game in which the number of bets is "3" than to execute a game in which the number of bets is "2".

[0168] Even if it is more advantageous to execute a game with a bet number of "3" in the normal game state ST1, base AT state ST4, and ending AT state ST5 in the second section SC2, the number of game media awarded in a game with a bet number of "2" in any of the normal game state ST1, base AT state ST4, and ending AT state ST5 in the second section SC2 is added to the total number of game media acquired in the second section SC2, and the game with a bet number of "2" executed in any of the normal game 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 by continuing the second section SC2. In other words, even though a game with a bet number of "2" in any of the normal game state ST1, base AT state ST4, and ending AT state ST5 in the second section SC2 is disadvantageous to the player, the game contributes to the side that establishes the ending condition of the second section SC2. From this point of view, when the state is either the normal game state ST1, the base AT state ST4 or the ending AT state ST5 in the second section SC2, it is more advantageous for the player to have a game with a bet number of "3" played than to have a game with a bet number of "2" played.

[0169] Even in the second section SC2, the first CB winning may be achieved and the second CB winning may be achieved, similarly to the first section SC1. When the first CB winning is achieved 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. Also, when the second CB winning is achieved 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, the games contribute to the establishment of 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 is 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 of 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), it is determined whether the value of the bet number setting counter 96a in the work area 96 for intra-area processing is "2" or not, thereby determining whether the bet number of the current game is "2" or not (step S502). If the bet number of the current game is "2" (step S502: YES), the process for setting it to the second section SC2 is not executed. On the other hand, if the bet number of the current game is "3" (step S502: NO), the second section transition process is executed (step S504) on the condition that any index value IV is won in the lottery process for the hand 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", thereby transitioning the game section from the first section SC1 to the second section SC2. In addition, the continued game number counter 96c in the work area 96 for intra-region processing is cleared to "0," and the total acquisition number counter 96d is set to "63121" as an initial value.

[0172] The total acquisition counter 96d is a 2-byte counter and can take values ​​from "0" to "65535". In this case, by setting "63121" as the initial value of the total acquisition counter 96d, the value of the total acquisition counter 96d will not reach the minimum value until the game media owned by the player are reduced by 63121 from the initial value. If the game media owned by the player are reduced from the initial value by more than 63121, the value of the total acquisition counter 96d will be reversed from the minimum value to the maximum value, and if this reversal occurs, the total acquisition counter 96d will be cleared to "0". Therefore, if the game media owned by the player are reduced by more than 63121 after moving to the second section SC2, the amount that has exceeded will not be measured 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 established and the ending AT state ST5 ends. In other words, when the increase in the number of game media owned by the player from the initial value when the second section SC2 starts reaches 2400, 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 "4000". In other words, when the number of games played in the second section SC2 reaches 4000, the ending condition is also met and the ending AT state ST5 ends.

[0173] In the second section transition process, the release game number counter 96g in the work area 96 for processing within the area of ​​the main RAM 74 is further set to "1000" as the ceiling game number. In the second section SC2 and in the normal gaming state ST1, the value of the release game number counter 96g is subtracted by 1 each time a game with the bet number of "3" is executed, and when the value of the release game number counter 96g after the subtraction of 1 becomes "0", a process for transitioning to the base AT state ST4 is executed. Note that, even in the second section SC2, when a game with the bet number of "2" is executed, the value of the release game number counter 96g is not subtracted, and the value of the release game number counter 96g is not subtracted when a game is executed in the CB state ST2, ST3. In addition, in the second section transition process, the section display unit 67 is switched from the off state to the on state.

[0174] If the second section flag in the various flag area 96i is set to "1" and it is the second section SC2 (step S501: NO), the value of the continued game number counter 96c is incremented by 1 (step S505). After that, by determining whether the value of the bet number setting counter 96a is "2" or not, it is determined whether the bet number of the current game is "2" or not (step S506), and it is determined whether the current game state is the first CB state ST2 or the second CB state ST3 or not (step S507). If the bet number of 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 after step S508.

[0175] If the number of bets in the current 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 process 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 process is executed (step S509). Details of the normal start process will be described later.

[0176] If the game is not in the normal game state ST1 (step S508: NO), it means that the current game 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 (FIG. 16) of the role in this game (step S510: YES), the setting process of the stop order data is executed (step S511). In the setting process of the stop order data, if the index value IV=1 to 6 is selected in the lottery process (FIG. 16), the display corresponding to the stop order of the reels 32L, 32M, and 32R that allows the first bell win is performed on the combined display unit 66. Also, if the index value IV=7 to 9 is selected in the lottery process (FIG. 16), the display corresponding to the stop order of the reels 32L, 32M, and 32R that allows the second bell win is performed on the combined display unit 66.

[0177] If a negative judgment is made in step S510, or if the processing of step S511 is executed, it is judged whether or not 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 it is, and if the current game state is the base AT state ST4 (step S512: YES), this game start processing is terminated after executing the base AT start processing (step S513). Details of the base AT start processing will be described 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 of FIG. 22. Note that the processes of 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, it is confirmed whether a predetermined wait time (for example, 4.1 seconds) has elapsed since the rotation of the reels 32L, 32M, and 32R was started in the previous game, and if not, 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 intra-area processing in the main RAM 74. By performing this process, the stepping motor acceleration process is started in the stepping motor control process in step S206 in the timer interrupt process (FIG. 14), and each of the reels 32L, 32M, and 32R starts to rotate. Thereafter, the process waits until each of the reels 32L, 32M, and 32R rotates at a constant speed at a predetermined rotation 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) of each stop button 42 to 44, thereby notifying the player that it is 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 buttons 42 to 44 corresponding to the reels 32L, 32M, and 32R being rotated have been operated, that is, whether or not a stop command has been generated (step S603). If a stop command has not been generated, 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 generated, a stop start command transmission process is executed (step S604). The stop start command is a command for causing the production side MPU 92 to recognize which of the stop buttons 42 to 44 has been operated to generate the current stop command. If a stop start command has been transmitted, the stop control process shown in steps S605 to S611 is executed to stop the reels being rotated.

[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 42-44 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. After that, the number of slips of the reels 32L, 32M, and 32R that should be stopped this time is calculated based on the stop information stored in the main RAM 74 (step S606).

[0182] In the slot machine 10, five stop modes are prepared for stopping each reel 32L, 32M, 32R when the stop button 42-44 is operated: a stop mode in which the reaching symbol that has reached the base position is stopped as it is, a stop mode in which the corresponding reel 32L, 32M, 32R is stopped after sliding for one symbol, a stop mode in which the corresponding reel 32L, 32M, 32R is stopped after sliding for two symbols, a stop mode in which the corresponding reel 32L, 32M, 32R is stopped after sliding for three symbols, and a stop mode in which the corresponding reel 32L, 32M, 32R is stopped after sliding for four symbols. Therefore, in step S606, one of the values ​​"0" to "4" is calculated as the number of slips based on the stop information stored in the work area 96 for processing within the area in the main RAM 74.

[0183] Then, the calculated slip count is added to the symbol number of the reached symbol, and the symbol number of the stopped symbol to be actually stopped at the base position is determined (step S607). Then, it is determined whether the symbol number of the reached symbol of the reels 32L, 32M, and 32R to be stopped this time is equal to the symbol number of the stopped symbol (step S608), and if so, 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 the reels 32L, 32M, and 32R have stopped (step S610). If all the 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 (FIG. 16), and 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 showing the correspondence between each symbol and the number of slips is stored in advance in the main ROM 73 as data for processing within the area in correspondence with each lottery result and the stop order of each reel 32L, 32M, 32R. However, it is not limited to this, and the slip number data corresponding to each lottery result and the stop order of each reel 32L, 32M, 32R may be configured to be derived during the rotation of the reels 32L, 32M, 32R.

[0185] The processes for setting the above 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, the 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 stopping 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 the reels 32L, 32M, and 32R are stopped, an all reels stop command indicating that all the reels 32L, 32M, and 32R have stopped is sent to the production side MPU 92 (step S612). After that, a winning determination process is executed (step S613). In the winning determination process, the type of symbols stopped on the main line ML on each of the reels 32L, 32M, and 32R is grasped. Then, based on the contents of the winning data stored in the work area 96 for processing within the area in the main RAM 74, it is determined whether or not 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 lottery process for the winning combination, and if it corresponds to a winning combination, a winning combination is established and a winning corresponding 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 processing within the area in the main RAM 74 so that the game media can be awarded in the media awarding process. On the other hand, if the winning is a replay winning combination, a flag setting process is executed so that the replay setting process is executed in the next start waiting process. After the winning determination process is executed, 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 has been achieved this time, and if a winning combination has been achieved, includes data indicating the type of winning. 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 when the game ends> 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 of the reels 32L, 32M, and 32R have stopped spinning in one game. 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 an intra-area processing program 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 the first CB winning is established in the current game, the first CB state flag provided in the various flag areas 96i in the work area 96 for the intra-area processing is set to "1", and the first CB winning data stored in the work area 96 for the intra-area processing is cleared. As a result, the game state becomes the first CB state ST2. In the first CB state ST2, the game is executed only when "3" gaming media are bet. In the CB processing, if the second CB winning is established in the current game, the second CB state flag provided in the various flag areas 96i in the work area 96 for the intra-area processing is set to "1", and the second CB winning data stored in the work area 96 for the intra-area processing is cleared. As a result, the game state becomes the second CB state ST3. In the second CB state ST3, the game is executed only when "2" gaming media are bet. In the first CB state ST2 or the second CB state ST3, if the first bell is won in the current game, the value of the total award counter provided in the work area 96 for processing within the area is incremented by 1. The total award counter is a counter for specifying the total number of gaming media awarded in the first CB state ST2 or the second CB state ST3 by the main MPU 72, and is cleared to "0" when the first CB state ST2 or the second CB state ST3 is started. When the value of the total award counter after incrementing by 1 becomes "30", which is the end 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 "0".

[0189] In the corresponding process at the end of the game, after executing the CB process in step S701, it jumps to the process corresponding to the current game state (step S703) on the condition that it is neither the first CB state ST2 nor the second CB state ST3 (step S702: NO). Specifically, if the game state is the normal game state ST1, it executes the normal process (step S704), if the game state is the base AT state ST4, it executes the base AT process (step S705), and if the game state is the ending AT state ST5, it executes the game section control process (step S706). Also, if the CB state ST2 or ST3 is judged to be positive in step S702, if the normal process is executed in step S704, and if the base AT process is executed in step S705, the game section control process is executed thereafter (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 a program for intra-area processing and data for intra-area processing.

[0191] First, the value of the release game number counter 96g is decremented by 1 (step S801). As a result, when a game with a bet of "3" is executed in the second section SC2 and in the normal gaming state ST1, the remaining ceiling game number is decremented by 1. Then, it is determined whether or not the AT winning flag provided in the various flag area 96i in the work area 96 for processing within the area is set to "1" (step S802). The AT winning flag is a flag for the main MPU 72 to specify whether or not the transition to the base AT state ST4 is confirmed. If the AT winning 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, the AT lottery table provided as data for intra-area processing in the main ROM 73 is read, and the random number information at that time is read from the lottery counter provided in the work area 96 for intra-area processing and updated periodically, and these AT lottery tables and random number information are used to determine whether or not the transition to the base AT state ST4 has been won. In the AT lottery table, a numerical information group to be referenced when not in the CZ state and a numerical information group to be referenced when in the CZ state are set. In this case, the numerical information group to be referenced when in the CZ state is set to have a higher probability of winning the transition to the base AT state ST4 than the numerical information group 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 hand (FIG. 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 hand (FIG. 16). The expected value of winning the transition to the base AT state ST4 when not in the CZ state is about 5%, and the expected value of winning the transition to the base AT state ST4 when in the CZ state is about 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 processing within the area is cleared to "0" (step S805). The CZ win flag is a flag for the main MPU 72 to identify that the transition to the CZ state is confirmed.

[0194] After that, the standby counter 96f provided in the work area 96 for processing within the area 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 specify 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 the 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 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), the CZ state is determined by determining whether the CZ state flag in the various flag areas 96i in the work area 96 for intra-area processing is set to "1", and 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 reached or the CZ winning flag is set to "1" (step S807: YES), the 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), a 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, and these CZ lottery tables 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 has won an index value IV with a relatively low winning probability in the lottery process for the hand (FIG. 16) has a higher probability of winning a transition to the CZ state than a game that has won an index value IV with a relatively high winning probability in the lottery process for the hand (FIG. 16). The expected value of winning a transition to the CZ state is about 10%.

[0197] If the CZ lottery process results in a win to transition to the CZ state (step S809: YES), the CZ winning flag in the various flags area 96i is set to "1" (step S810). After that, the standby counter 96f in the work area 96 for processing within the area is set to "4" corresponding to the number of waiting games (step S811). In a situation where the CZ winning flag is set to "1", the standby counter 96f is used by the main MPU 72 to specify the number of remaining games until transition to the CZ state occurs. When the value of the standby counter 96f is 1 or more, a game with the bet number of "3" is executed in a game state other than the CB state ST2, ST3, and 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", 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 in steps S901 to S914 in the normal processing is executed as intra-area processing using an intra-area processing program and intra-area processing data.

[0199] First, the bet number of the current game is judged to be "2" or not by judging whether the value of the bet number setting counter 96a is "2" or not (step S901). If the bet number of the current game is "2" (step S901: YES), this normal processing is terminated without executing the processing of step S902 and subsequent steps. If the bet number of the current game is "3" (step S901: NO), the value of the release game number counter 96g in the work area 96 for the area processing is judged to be "0" or not, thereby judging whether the ceiling number of games has been consumed in the second section SC2 and the 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 the normal gaming state ST1, so the processing for setting to the base AT state ST4 in steps S907 and S908 is executed. 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 waiting counter 96f in the work area 96 for processing within the area is 1 or more (step S903). In a situation where the 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 the 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 waiting counter 96f is 1 or more. If the value of the waiting counter 96f is 1 or more (step S903: YES), the value of the waiting counter 96f is subtracted by 1 (step S904), and it is determined whether the value of the waiting counter 96f after the subtraction of 1 is "0" (step S905).

[0201] If the value of the waiting counter 96f after subtracting 1 is "0" (step S905: YES), it is determined whether the AT winning flag of the various flag areas 96i in the work area 96 for intra-area processing is set to "1" to determine whether it is the final game of the four games for which transition to the base AT state ST4 is waiting (step S906). If a positive determination is made in step S906, processing for setting to the base AT state ST4 in steps S907 and S908 is executed. Specifically, the base AT state flag of the various flag areas 96i in the work area 96 for intra-area processing is set to "1", and the AT winning flag and the CZ state flag are cleared to "0" (step S907). After that, the start setting process of the AT state is executed (step S908). In the start setting process 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 to be awarded in the base AT state ST4.

[0202] If a negative judgment is made in step S906, the process for setting the CZ state is executed in steps S909 and S910. Specifically, the CZ state flag in the various flag areas 96i in the work area 96 for intra-area processing is set to "1", and the CZ winning flag is cleared to "0" (step S909). After that, the start setting process of the CZ state is executed (step S910). In the start setting process of the CZ state, the CZ state counter 96h provided in the work area 96 for intra-area processing is set to "10" as the number of games to be continued in the CZ state. As already explained, the CZ state counter 96h is a counter for the master MPU 72 to specify 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 a group of numerical information that is referenced in the AT lottery table when the state is CZ, so the expectation of winning the transition to the base AT state ST4 is higher than when the state is not CZ.

[0203] When 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 of the various flag areas 96i in the work area 96 for processing within the area is set to "1", thereby determining whether or not the state is the CZ state (step S911). When it is the CZ state (step S911: YES), the value of the CZ state counter 96h is subtracted by 1 (step S912), and when the value of the CZ state counter 96h after subtraction of 1 is "0" (step S913: YES), the CZ state is ended by clearing the CZ state flag of the various flag areas 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 referenced when the CZ state is not in the AT lottery table is referenced, so that the expectation of winning the transition to the base AT state ST4 is lower than when the state is 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 of FIG. 26. Note that the processing of steps S1001 to S1009 in the base AT start processing is executed as an area processing using the program for area processing and data for area processing.

[0205] First, the add-on lottery process is executed (step S1001). In the add-on lottery process, the add-on lottery table provided as data for the area processing in the main ROM 73 is read, and the random number information at that time is read from the lottery counter provided in the work area 96 for the area processing and updated periodically, and the add-on lottery table and the random number information are used to determine whether or not the remaining number of awards in the base AT state ST4 has been awarded with an additional bonus. The add-on lottery table is set so that a game that has won an index value IV with a relatively low winning probability in the lottery process for the role (FIG. 16) has a higher probability of winning an additional bonus than a game that has won an index value IV with a relatively high winning probability in the lottery process for the role (FIG. 16), and is also set so that the expected number of game media to be awarded when an additional bonus is awarded is also larger.

[0206] If the additional lottery process results in an additional win (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 processing within the area (step S1003). If the additional lottery process results in an additional win, the number of game media to be awarded is one of 20, 50, 80, 100, and 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 process for the role in this game (FIG. 16) is a losing result (step S1004). If the result of the lottery process for the role (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 processing within the area (step S1005). If the result of the lottery process for the role (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 a game where the number of bets is "2", the base AT start processing (Figure 26) is not executed, so even if the winning combination lottery processing (Figure 16) in a game where the number of bets is "2" results in a miss, no addition is made to the AT difference number counter 96e.Furthermore, in a game 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 winning combination lottery processing (Figure 16) or the winning result.

[0208] When any index value IV is selected in the lottery process (FIG. 16) (step S1004: NO), it is determined whether the selected index value IV is one of "1" to "13" (step S1006). In other words, it is determined whether the selected index value IV is selected with the winning data corresponding to the provision of game media. If the determination is positive in step S1006, the subtraction process of the AT difference number counter 96e is executed regardless of whether the winning data of the index value IV is selected or not (step S1007).

[0209] In the subtraction process of the AT difference number counter 96e, the result of subtracting "3", which is the number of bets in this game, from the number of game media to be awarded when the winning data that is the maximum number of game media to be awarded among the winning data set in the winning index value IV is won, is subtracted from the AT difference number counter 96e. Such subtraction process is executed regardless of whether the winning data is won or not. Specifically, when the index value IV is any of "1" to "10", the winning data that is the maximum 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 won, is subtracted from the AT difference number counter 96e. Also, when the index value IV is "11" or "12", the winning data that is the maximum number of game media to be awarded is the first watermelon winning data or the second watermelon winning data, so "2", which is the result of subtracting "3" from "5", which is the number of game media to be awarded when the winning data wins, is subtracted from the AT difference number counter 96e. Also, when the index value IV is "13", the winning data that is the maximum number of game media to be awarded is the cherry winning data, so "1", which is the result of subtracting "3" from "4", which is the number of game media to be awarded when the winning data wins, is subtracted from the AT difference number counter 96e. In other words, in the base AT state ST4, even if a winning entry corresponding to the winning data that results in the maximum number of game media being awarded among the winning data set in the winning index value IV is not established due to a missed win, the number of game media that would be awarded if a winning entry corresponding to the winning data that results in the maximum number of game media being awarded were established minus the number of bets for this game, "3", 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 is "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 time of the end of the game (FIG. 23) will be described with reference to the flowchart in FIG. 27. The processing of steps S1101 to S1105 in the processing for the base AT is executed as the processing within the area using the program for the processing within the area and the data for the processing within the area.

[0212] When the value of the AT difference number counter 96e in the work area 96 for processing within the area is "0" (step S1101: YES), it means that the end condition of the base AT state ST4 is met. In this case, the base AT state flag and the second section flag in the various flag area 96i in the work area 96 for processing within the area are cleared to "0" (step S1102). As a result, the situation of the second section SC2 and the base AT state ST4 ends, and the situation becomes the first section SC1 and the normal game state ST1. In addition, when the second section SC2 ends, the section 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, 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 acquisitions measured by the total acquisition number counter 96d in the work area 96 for processing within the area 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 processing within the area is a predetermined number or more, such as 1000 games or more, the second section SC2 may be ended.

[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 processing within the area is "3950" or more, which is the value corresponding to the ending pre-occurrence condition being satisfied (step S1103), and it is determined whether the value of the total acquisition number counter 96d in the work area 96 for processing within the area is "65321" or more, which is the value corresponding to the ending pre-occurrence condition being satisfied (step S1104). Since the continued game number corresponding to the ending condition being satisfied in the second section SC2 is "4000", the continued game number "3950" corresponding to the ending pre-occurrence condition being satisfied is a smaller number of games. Also, the total number of acquisitions corresponding to the establishment of the ending condition of the second section SC2 is "2400" obtained by subtracting "63121", which is the initial value of the total acquisition counter 96d when the second section SC2 starts, from "65521", which is the value of the total acquisition counter 96d corresponding to the establishment of the ending condition. On the other hand, the total number of acquisitions corresponding to the establishment of the pre-ending condition is "2200" obtained by subtracting "63121", which is the initial value of the total acquisition counter 96d when the second section SC2 starts, from "65321", which is the value of the total acquisition counter 96d corresponding to the establishment of the pre-ending condition. Therefore, the total number of acquisitions corresponding to the establishment of the pre-ending condition is smaller than the total number of acquisitions corresponding to the establishment of the ending condition of the second section SC2.

[0215] If a positive judgment is made in either step S1103 or step S1104, it means that the ending occurrence pre-condition has been established. In this case, the ending AT state flag provided in the various flag areas 96i in the work area 96 for processing within the area of ​​the main RAM 74 is set to "1", and the base AT state flag in the various flag areas 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 continued games or the total number of winnings in the second section SC2 corresponds to the establishment of the ending occurrence pre-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 game media awarded in the base AT state ST4. The ending AT state ST5 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 occurrence pre-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 game end response process (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, by determining whether or not "1" is set to the second section flag of the various flag areas 96i in the work area 96 for processing within the area, it is determined whether or not the game section is the second section SC2 (step S1201). If the game section is the first section SC1 (step S1201: NO), this game section control process is terminated without executing the process from step S1202 onwards. If the game section is the second section SC2 (step S1201: YES), it is determined whether or not the value of the continued game number counter 96c in the work area 96 for processing within the area is "4000" or more, thereby determining whether or not the number of continued games in the second section SC2 has reached the number of games corresponding to the establishment of the ending condition (step S1202). If the determination is affirmative in step S1202, an initialization process for the second section SC2 is executed in step S1208. The initialization process will be described later.

[0219] If a negative judgment is made in step S1202, it is judged whether or not any of the replay winnings, ie, the first chance replay winning, the second chance replay winning, and the normal replay winning, 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", it is subject to the judgment in step S1203, and whether the current game is in any of the game states of the normal game state ST1, the first CB state ST2, the second CB state ST3, the base AT state ST4, and the ending AT state ST5, it is subject to the judgment in step S1203. If any of the replay winnings has been achieved (step S1203: YES), the process proceeds to step S1207 without executing the processes of steps S1204 to S1206.

[0220] If no replay win is established (step S1203: NO), the number of bets in the current game is subtracted from the number of game media awarded to the player in the current game, and the result of the subtraction is added to the total acquisition counter 96d in the work area 96 for processing within the area (step S1204). In this case, if no game media is awarded to the player in the current game, the number of bets in the current game, "2" or "3", is subtracted from the value of the total acquisition counter 96d. Also, if game media is awarded to the player in the current game but the number of game media awarded is less than the number of bets in the current game, the value obtained by subtracting the number of game media awarded in the current game from the number of bets in the current game is subtracted from the value of the total acquisition 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 in the current game, the value obtained by subtracting the number of bets in the current game from the number of game media awarded in the current game is added to the value of the total acquisition 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 "63121" as an initial value, so the value of the total acquisition counter 96d will not become 0 or less until the game media owned by the player is reduced by 63121 from the initial value. If the game media owned by the player is reduced from the initial value by more than 63121, the value of the total acquisition counter 96d becomes 0 or less, but in this case, the total acquisition counter 96d is cleared to "0". Therefore, if the game media owned by the player is reduced by more than 63121 after the second section SC2, the amount of the excess is not included in the measurement of the total acquisition counter 96d.

[0222] When an affirmative judgment is made in step S1203, when a negative judgment is made in step S1205, or when the process of step S1206 is executed, it is judged whether or not the value of the total acquisition number counter 96d exceeds "65521" (step S1207). That is, it is judged whether or not the increase in the game media owned by the player from the initial value when the second section SC2 is started exceeds 2400. When an affirmative judgment is made in step S1207, similarly to the case where an affirmative judgment is made in step S1202, the initialization process of the second section SC2 is executed in step S1208. In the initialization process, the second section flag, the base AT state flag, and the ending AT state flag of the various flag areas 96i in the work area 96 for the area processing are cleared to "0", and the AT difference number counter 96e in the work area 96 for the area processing is cleared to "0". As a result, the first section SC1 is in a normal game state ST1. In addition, when the second section SC2 ends, the section display unit 67 is turned off from the on state.

[0223] <Configuration for communication between the main MPU 72 and the production MPU 92> Next, there will be explained the configuration relating to communication between the master MPU 72 and the production side MPU 92. Fig. 29(a) is an explanatory diagram for explaining the electrical configuration relating to communication between the master MPU 72 and the production side MPU 92.

[0224] The main 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 to electrically connect the main MPU 72 and the main side connector 102 in the main control board 71, a second signal path group 105 provided to electrically connect the performance side MPU 92 and the performance side connector 104 in the performance control board 91, 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 at one end and a second connector 106b at 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 for parallel communication, and may be a configuration for serial communication.

[0225] While multiple types of commands are sent from the master MPU 72 to the production side MPU 92 using signal path group 101, no signals, including commands, are sent from the production side MPU 92 to the master MPU 72. In other words, communication between the master MPU 72 and the production side MPU 92 is one-way communication, from the master MPU 72 to the production side MPU 92.

[0226] FIG. 29(b) is an explanatory diagram for explaining commands transmitted from the master MPU 72 to the production MPU 92.

[0227] When the supply of operating power to the main MPU 72 starts and processing is to be restored to that before the power outage occurred, a return 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 process (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 process 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 production side MPU 92. When a predetermined number of gaming media have been bet, and the start lever 41 is operated to start a game, the main MPU 72 sends a rotation acceptance command A and a rotation acceptance command B to the production side 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 production side MPU 92. When the acceleration period of the reels 32L, 32M, and 32R is completed and the reels 32L, 32M, and 32R start to rotate at a constant speed and it becomes possible to stop the reels 32L, 32M, and 32R, a stop possible command is sent from the main MPU 72 to the production side MPU 92.

[0229] When all reels 32L, 32M, 32R are spinning and a stop command is issued to any of the reels 32L, 32M, 32R, the main MPU 72 transmits a first stop start command to the production side MPU 92. When two reels 32L, 32M, 32R are spinning and a stop command is issued to the reel 32L, 32M, 32R that is spinning, the main MPU 72 transmits a second stop start command to the production side MPU 92. When one reel 32L, 32M, 32R is spinning and a stop command is issued to that reel 32L, 32M, 32R, the main MPU 72 transmits a third stop start command to the production side MPU 92. These first to third stop start commands include information corresponding to the type of the reel 32L, 32M, 32R that is the target of the stop command. When all reels 32L, 32M, and 32R have stopped spinning, the master MPU 72 transmits an all-reels stop command to the production MPU 92. When the operation of the stop buttons 42-44 corresponding to the last reels 32L, 32M, and 32R that were spinning is completed, the master MPU 72 transmits a symbol command to the production MPU 92. When the winning determination process (step S613) in the reel control process (FIG. 22) is completed, the master MPU 72 transmits a winning result command 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 content of the winning result. When all processes for one game are completed, the master MPU 72 transmits a game end command A and a game end command B to the production MPU 92.

[0230] When a predetermined error occurs in the slot machine 10, an error occurrence command is sent from the master MPU 72 to the performance side MPU 92, and when the predetermined error is cleared, an error clear command is sent from the master 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 master 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 the rotation acceptance command A, Figure 30(b) is an explanatory diagram for explaining the information contained in the rotation acceptance command B, Figure 31(a) is an explanatory diagram for explaining the information contained in the game end command A, and Figure 31(b) is an explanatory diagram for explaining the information contained in the 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 stopping 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 stopping order of the reels 32L, 32M, and 32R is notified, and information on the stopping 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 the game, information that allows the game state and the game section to be specified at that time before the timing of setting the rotation reception command A is stored in the start status area 96j in the work area 96 for intra-area processing, and at the end of the game, information that allows the game state and the game section to be specified at that time before the timing of setting the game end command A is stored in the end status area 96k in the work area 96 for intra-area processing. The game state information of the current game is read from the start status area 96j, and the game state information 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 the game state and the game section information at the end of the previous game. Therefore, the game state information of the current game in the rotation reception command A and the game state information of the next game are the same, and the game section information of the current game in the rotation reception command A and the game section information of the next game are the same. In addition, when the stop order of the reels 32L, 32M, and 32R is not notified, information indicating that the stop order will not be notified is set in the stop order information.

[0234] As information on the type of lottery result corresponding to the result of the lottery process for the winning role (FIG. 16), the winning index value IV is not transmitted as is, but if the index value IV including the first bell winning data is won, information corresponding to the first bell is transmitted, if the index value IV including the second bell winning data is won, information corresponding to the second bell is transmitted, if the index value IV including the first watermelon winning data is won, information corresponding to the first watermelon is transmitted, if the index value IV including the second watermelon winning data is won, information corresponding to the second watermelon is transmitted, and if the index value IV including the cherry winning data is won, If the index value IV including the first chance replay winning data is selected, information corresponding to the first chance replay is transmitted, if the index value IV including the second chance replay winning data is selected, information corresponding to the second chance replay is transmitted, if the index value IV including the normal replay winning data is selected, information corresponding to the 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. By using a configuration in which the index value IV is not transmitted as is, even if the rotation acceptance command A is illegally read in a situation other than the base AT state ST4 and the ending AT state ST5, it is possible to prevent the stop order of the reels 32L, 32M, and 32R that enables the establishment of the first bell winning or the second bell winning in a game in which any of the index values ​​IV=1 to 9 is selected from being specified.

[0235] In the configuration in which the information of the rotation reception command A is set as described above, the game end command A is set with the same information as the rotation reception command A as shown in FIG. 31(a). However, the contents of the information in the command header are different between the rotation reception command A and the game end command A. In addition, the information on the game status of the current game is read from the start status area 96j, and the information on the game status of the next game is read from the end status area 96k. However, in the end status area 96k at the end of the game, if a transition of the game status or game section occurs in the current game, the information on the game status or game section after the transition is stored. Therefore, the information on the game status of the current game in the game end command A may be different 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 be different from the information on the game section of the next game.

[0236] When transmitting the rotation acceptance command A or the game end command A, first, the information of the command header corresponding to each command is set. After that, the 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 in the main RAM 74, the bet number information is read from the bet number setting counter 96a in the work area 96 for intra-area processing, the lottery result type information corresponding to the winning index value IV information stored in the work area 96 for intra-area processing is read from the data for intra-area processing in the main ROM 73, the 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, the game state and game section information stored in the start state area 96j in the work area 96 for intra-area processing, and the game state and game section information stored in the end state area 96k in the work area 96 for intra-area processing are read. Then, the read information is set to the command to be set among the rotation acceptance command A and the game end command A, respectively.

[0237] As shown in Fig. 30(b), the rotation acceptance command B includes command header information that enables the production side MPU 92 to identify it as the rotation acceptance command B, information on the number of continued games counter 96c in the work area 96 for processing within the area, information on the total number of acquisition counter 96d in the work area 96 for processing within the area, information on the number of released games counter 96g in the work area 96 for processing within the area, information on the standby counter 96f in the work area 96 for processing within the area, information on the CZ state counter 96h in the work area 96 for processing within the area, information on the AT difference number counter 96e in the work area 96 for processing within the area, information on the number of added bonuses if an added bonus is won in the added bonus lottery processing of the base AT start processing (Fig. 26) at the start of the current game, and information on the end judgment counter 98b in the work area 98 for processing outside the area. In the 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 Fig. 31(b). However, the contents of the information in the command header are different 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 information of the command header corresponding to each command. After that, read information from each of the areas storing the information of the number of continued games counter 96c, the total number of acquisition counter 96d, the number of cancellation games counter 96g, the standby counter 96f, the CZ state counter 96h, the AT difference number counter 96e, and the number of added bonuses in the work area 96 for processing within the area in the main RAM 74, and read information from the end judgment counter 98b in the work area 98 for processing outside the area. Then, set the read information to the command to be set, among the rotation acceptance command B and the game end command B, respectively.

[0239] The rotation acceptance command A and the rotation acceptance command B set as described above are set in step S411 in the lottery process for winning combinations (FIG. 16) and are transmitted from the master MPU 72 to the production side MPU 92. That is, the rotation acceptance command A and the rotation acceptance command B are transmitted from the master MPU 72 to the production side MPU 92 when each game is started and the lottery process for winning combinations is executed. Also, the game end command A and the game end command B are set in step S315 in the normal process (FIG. 15) and are transmitted from the master MPU 72 to the production side MPU 92. That is, the game end command A and the game end command B are transmitted from the master MPU 72 to the production side MPU 92 when each game is ended.

[0240] <Command setting process> Next, the command setting process that is called commonly 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 utilizes an intra-area processing program and intra-area processing data.

[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 the rotation acceptance command A or the game end command A (step S1301: YES), if it is the rotation acceptance command A (step S1302: YES), the command header information corresponding to the rotation acceptance command A is read from the data for processing within the area (step S1303), and if it is the game end command A (step S1302: NO), the command header information corresponding to the game end command A is read from the data for processing within the area (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). The information on the number of reads is information for the main MPU 72 to specify the number of times information is read to set a command and the address of the area in which the information to be read is stored.

[0243] Then, information corresponding to the information of the number of reads stored in a predetermined register is read (step S1306). If the information of the number of reads is "8", the 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 of the number of reads is "7", the bet number information is read from the bet number setting counter 96a in the work area 96 for intra-area processing. If the information of the number of reads is "6", the information of the type of lottery result corresponding to the information of the index value IV that has been won and 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 of the number of reads is "5", the information of the stop order is read from the area in which the information of the stop order is stored in the work area 96 for intra-area processing. If the information of the number of reads is "4", the information of the game state stored in the start status area 96j is read. If the information of the number of reads is "3", the information of the game state stored in the end status area 96k is read. When the information on the number of reads is "2", the information on the game section stored in the start status area 96j is read. When 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 decrement 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 data for processing within the area (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 data for processing within the area (step S1311). When 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 of the number of reads stored in a predetermined register is read (step S1313). If the information of the number of reads is "8", information of the number of continued games counter 96c in the work area 96 for processing within the area is read. If the number of reads is "7", information of the total acquisition number counter 96d in the work area 96 for processing within the area is read. If the number of reads is "6", information of the release game number counter 96g in the work area 96 for processing within the area is read. If the number of reads is "5", information of the standby counter 96f in the work area 96 for processing within the area is read. If the number of reads is "4", information of the CZ state counter 96h in the work area 96 for processing within the area is read. If the number of reads is "3", information of the AT difference number counter 96e in the work area 96 for processing within the area is read. If the number of reads is "2", information is read from the area that stores information on the number of added awards in the work area 96 for processing within the area. 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 decrement 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> Next, 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 game state ST1 and the transition to the AT state ST4 is pending will be described. 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 pending.

[0250] When the transition to the base AT state ST4 is confirmed in the second section SC2 in the normal game state ST1, the standby counter 96f in the work area 96 for processing within the area is set to "4", and when the standby counter 96f is set to a value of 1 or more, the value of the standby counter 96f is subtracted by 1 each time one game is executed, and when the value of the standby counter 96f after subtraction becomes "0", a transition from the normal game 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] In a situation where the transition to the base AT state ST4 is awaited, a continuous display effect that makes the player expect the transition to the base AT state ST4 is executed on the image display device 63. In addition, even in a situation where the transition to the base AT state ST4 has not been confirmed in the second section SC2 in the normal game state ST1, the continuous display effect can be executed on the image display device 63. In other words, the continuous display effect is executed whether the transition to the base AT state ST4 occurs after that or the transition to the base AT state ST4 does not occur. In the continuous display effect when the transition to the base AT state ST4 occurs, a transition-compatible effect is executed that indicates that the transition to the base AT state ST4 occurs at the end of the continuous display effect, and in the continuous display effect when the transition to the base AT state ST4 does not occur, a non-transition-compatible effect is executed that indicates that the transition to the base AT state ST4 does not occur at the end of the continuous display effect. Therefore, when a continuous display effect occurs, the player will pay attention to the continuous display effect while hoping that the transition-compatible effect will eventually occur.

[0252] In addition, when a continuous display effect is being executed, an effect corresponding to the continuous display effect is executed by 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 games, 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 performance, the performance section progresses each time a game is played. Specifically, in the first game, an opening section is executed, indicating that the showdown performance is about to begin. In the opening section, an opening corresponding image G11 is displayed, as shown in FIG. 33(a). In the second game, a first half showdown section in the showdown performance is executed. In the first half showdown section, a first half showdown image G12 corresponding to the first half of the appearance of the two character images facing off, as shown in FIG. 33(b), is displayed. In the third game, a second half showdown section in the showdown performance is executed. In the second half showdown section, a second half showdown image corresponding to the second half of the appearance of the two character images facing off is displayed.

[0254] In the fourth game, the battle result section of the battle performance is executed. In the battle result section, a battle result image G13 corresponding to the battle result of the two character images is displayed as shown in FIG. 33(c). The battle result image G13 in FIG. 33(c) is a victory corresponding image displayed in the continuous display performance when a transition to the base AT state ST4 occurs. In the continuous display performance when a transition to the base AT state ST4 does not occur, a defeat corresponding image such as "Too bad!" is displayed as the battle result image G13. In the continuous display performance 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 battle result section as shown in FIG. 33(d). In the AT start image G14, the fact that the base AT state ST4 has started and the initial number of game media awarded in the base AT state ST4 are displayed.

[0255] The display of the AT start image G14 is executed when the game end command A, B is received from the main MPU 72 in the fourth game in a situation where the transition to the base AT state ST4 is awaited. In other words, when the information on the game state of the current game included in the game end command A is the normal game state ST1 and the information on the game state of the next game is the base AT state ST4, it is possible for the production side MPU 92 to specify that the base AT state ST4 will start from the next game, and further, it is possible for the production side MPU 92 to specify 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 production side MPU 92 controls the display of the image display device 63 so that the AT start image G14 is displayed with the specified initial award number displayed. In addition, in the continuous display performance when the transition to the base AT state ST4 does not occur, the base performance that is not the continuous display performance in the normal game state ST1 is resumed after the confrontation 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 game state ST1 and the transition to the CZ state is waiting. In addition, continuous display effects can be executed even in a situation where the transition to the CZ state is not confirmed in the normal game state ST1. Therefore, when a player confirms a continuous display effect, he or she will expect a transition to the base AT state ST4, and even if the transition to the base AT state ST4 does not occur, the player will expect a transition to the CZ state.

[0257] <Normal performance control processing> Next, the normal performance control process executed by the performance side MPU 92 will be described with reference to the flowchart of Fig. 34. Note that the normal performance control process is repeatedly executed in a relatively short cycle (for example, 2 milliseconds) in the normal gaming state ST1.

[0258] When the rotation reception commands A and B are received from the master MPU 72 (step S1401: YES), the performance adjustment process is executed (step S1402). The performance adjustment process is a process for resolving a mismatch between the progress of the game controlled by the master MPU 72 and the content of the performance execution control by the performance MPU 92 when such a mismatch occurs. The details of the performance adjustment process will be described later.

[0259] Then, 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 remaining number of games in the CZ state is grasped from the information on the CZ state counter 96h included in the rotation acceptance command B, and data setting is performed so that the CZ state presentation corresponding to the remaining number of games is executed (step S1404). As a result, the image display device 63 executes a display presentation corresponding to the remaining number of continued games in the CZ state, and the upper lamp 61 and speaker 62 execute a light emission presentation and a sound output presentation corresponding to the display presentation.

[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 is either a state in which the transition to the base AT state ST4 is confirmed and the transition to the base AT state ST4 is waiting, or a state in which the transition to the CZ state is confirmed and the transition to the CZ state is waiting. The premonition state continues for four games whether the transition to the base AT state ST4 is waiting or the transition to the CZ state is waiting, but the number of games in which the premonition state continues may be different between the former and latter situations. In addition, 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 receiving command B is 1 or more.

[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 reception command B is executed (step S1406). Specifically, if the value of the standby counter 96f is "4", it 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 corresponding image G11 as shown in FIG. 33(a) is displayed on the image display device 63. In addition, data setting is 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. In addition, data setting is 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 latter half competition section of the continuous display performance is executed. As a result, the latter half competition image is displayed on the image display device 63. In addition, data is set for the upper lamp 61 and the speaker 62 to execute the light-emitting performance and sound output performance 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, the competition result image G13 as shown in FIG. 33(d) is displayed on the image display device 63. In addition, data is set for the upper lamp 61 and the speaker 62 to execute the light-emitting performance and sound output performance corresponding to the display performance.

[0263] In addition, the process of step S1406 is executed in the same manner in either the main premonition state when transitioning to the base AT state ST4 or the main premonition state when transitioning to the CZ state, so that the continuous display performance is executed in the same manner in either main premonition state, but this is not limited to this, and the execution manner of the process of step S1406 may be different between the main premonition state when transitioning to the base AT state ST4 and the main premonition state when transitioning to the CZ state, so that the execution manner of the continuous display performance differs in each main premonition state. In this case, the performance contents of the continuous display performance may be completely different between the main premonition state when transitioning to the base AT state ST4 and the main premonition state when transitioning to the CZ state, and the continuous display performance in each main premonition state may have the same performance contents, but the main premonition state when transitioning to the base AT state ST4 has a higher expectation than the main premonition state when transitioning to the CZ state. In addition, 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 state is not the real premonition state (step S1405: NO), it is determined whether the 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 in a state in which neither a transition to the base AT state ST4 nor a transition to the CZ state is confirmed. If the state is a false premonition state (step S1407: YES), an update process for the false premonition effect is executed (step S1408). The false premonition effect is executed when a lottery executed by the performance side MPU 92 is generated and won, as will be described later in detail. The performance side RAM 94 is provided with a counter for false premonition effect, and when a false premonition effect is generated and won in the lottery process for generating the false premonition effect, "4" is set to the counter for false premonition effect, and the value of the counter for false premonition effect is subtracted by 1 each time the rotation acceptance commands A and B are received, i.e., each time one game is executed. The process of subtracting 1 from the value of the counter for false premonition effect is executed when the update process for the false premonition effect is completed.

[0265] In the update process of the false premonition effect, when the value of the counter for the false premonition effect is "4", data setting is performed so that the opening section of the continuous display effect is executed for the display effect of the image display device 63. As a result, an opening corresponding image G11 as shown in FIG. 33(a) is displayed on the image display device 63. In addition, data setting is performed so that the upper lamp 61 and the speaker 62 execute a light emitting effect and a sound output effect corresponding to the display effect. When the value of the counter for the false premonition effect is "3", data setting is performed so that the first half showdown section of the continuous display effect is executed for the display effect 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. In addition, data setting is performed so that the upper lamp 61 and the speaker 62 execute a light emitting effect and a sound output effect corresponding to the display effect.

[0266] When the value of the counter for false premonition performance is "2", data setting is performed for the display performance of the image display device 63 so that the latter half showdown section of the continuous display performance is executed. As a result, the latter half showdown image is displayed on the image display device 63. Also, data setting is performed for the upper lamp 61 and the speaker 62 to execute the light-emitting performance and sound output performance corresponding to the display performance. When the value of the counter for false premonition performance is "1", data setting is performed for the display performance of the image display device 63 so that the showdown result section of the continuous display performance is executed. As a result, the showdown result image is displayed on the image display device 63. In this case, a performance indicating that the showdown performance has been lost is executed. Also, data setting is performed for the upper lamp 61 and the speaker 62 to execute the light-emitting performance and sound output performance corresponding to the display performance.

[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 performance side ROM 93 is read out, and numerical information is read out from a lottery counter that is periodically updated in the performance side RAM 94, and 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 the occurrence of 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 a false premonition effect will start from the next game.

[0268] When the process of step S1404, step S1406, step S1408, step S1410 is determined to be negative, or step S1411 is executed, other processes are executed in response to the reception of the rotation acceptance commands A and B. In the other processes, the illumination control of the bet lamp according to the number of bets is executed.

[0269] When any of the stop start commands or all reels stop commands are 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 contents in response to the reception of either the stop start command or the all reels stop command. In this case, settings are made to advance the performance execution contents in response to the start of stop control of the reels 32L, 32M, and 32R being stopped when a stop start command corresponding to the first stop is received. In addition, settings are made to advance the performance execution contents in response to the start of stop control of the reels 32L, 32M, and 32R being stopped when a stop start command corresponding to the second stop is received when a stop start command corresponding to the second stop is received. Also, when a stop start command corresponding to the third stop is received, a stop command is generated for the third reel 32L, 32M, 32R, and stop control of the reels 32L, 32M, 32R is started, and the performance execution content is set to proceed accordingly. Also, when an all reels stop command is received, a setting is made to proceed accordingly to the stopping of all reels 32L, 32M, 32R.

[0270] In the opening section, first half match section, second half match section, and match result section in the continuous display performance, the execution contents of the performance progress 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 section is being executed by the image display device 63, when a stop start command corresponding to the first stop is received, the execution contents of the display performance of the opening section progresses accordingly, when a stop start command corresponding to the second stop is received, the execution contents of the display performance of the opening section progresses accordingly, when a stop start command corresponding to the third stop is received, the execution contents of the display performance of the opening section progresses accordingly, and when an all reels stop command is received, the execution contents of the display performance of the opening section progresses accordingly. Also, 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 is progressed 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 is progressed 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 is progressed accordingly, and when an all reels stop command is received, the execution content of the display performance of the second half showdown section is progressed 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 state of the current game included in the game end command A is not information corresponding to the CZ state and whether the information on the game state of the next game included in the game end command A is information corresponding to the CZ state (step S1416). In other words, since the game end command A is configured to include not only the information on the game state of the current game but also the information on the game state of the next game, the production side MPU 92 can determine that a transition to the CZ state will occur in the current game and that the CZ state will start from the next game simply by checking the contents of the game end command A.

[0272] When it is determined that the CZ state will start from the next game (step S1416: YES), a setting process for the CZ effect is executed (step S1417). In the setting process for the CZ effect, 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 the upper lamp 61 and the speaker 62 execute a light emission effect and a sound output effect corresponding to the display effect.

[0273] If the CZ state is not started from the next game (step S1416: NO), the game end command A determines whether the information on the game state of the current game is not information corresponding to the base AT state ST4 and the information on the game state of the next game 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 the information on the game state of the current game but also the information on the game state of the next game, the production side MPU92 can specify 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 for the production side MPU 92 to determine whether or not it is in 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 later is executed.

[0275] After that, 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 end condition of the base AT state ST4 is established is displayed on the image display device 63, and the awarded number corresponding to the value of the display target remaining number counter 94a is displayed on the image display device 63 as the remaining awarded number of the game media. When the base AT state ST4 is started, "200" is set to the AT difference number counter 96e as the initial awarded number, 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 awarded number of "200". Therefore, in step S1420, "200" is set to the display target remaining number counter 94a, and 200 is displayed as the remaining awarded number of game media on the image display device 63.

[0276] Then, the setting process of the AT performance is executed (step S1421). In the setting process of the AT performance, data is set so that the performance corresponding to the base AT state ST4 is executed. As a result, the display performance corresponding to the base AT state ST4 is started on the image display device 63, and the upper lamp 61 and the speaker 62 execute the light emission performance and the sound output performance corresponding to the display performance.

[0277] When the process of step S1412, the process of step S1414, the determination in step S1415 is negative, the process of step S1417 is executed, the determination in step S1418 is negative, or the process of step S1421 is executed, other processes are executed (step S1422). In the other processes, processes are executed to execute effects or notifications corresponding to the reception of commands other than the spin acceptance commands A and B, the stop start command, the all reels stop command, and the game end commands A and B.

[0278] <Performance adjustment processing> Next, the performance adjustment process executed in step S1402 of the normal performance control process (FIG. 34) will be described with reference to the flowchart of FIG. 35. As already described, the performance adjustment process is executed when the rotation reception commands A and B are received from the master MPU 72.

[0279] First, it is determined whether or not the information on the CZ state is set as the information on the game state of the current game included in the rotation reception command A (step S1501). If the information on the CZ state is set (step S1501: YES), it is determined whether or not the performance corresponding to the CZ state has already started by checking the data for the performance to be executed set in the performance side RAM 94 (step S1502). If the performance corresponding to the CZ state has not yet started (step S1502: NO), a setting process for the CZ performance is executed (step S1503). In the setting process for the CZ performance, data is set so that the performance corresponding to the CZ state is executed. As a result, a display performance corresponding to the CZ state is started on the image display device 63, and a light emission performance and a sound output performance corresponding to the display performance 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 state of the current game included in the rotation reception 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 state of the current game included in the rotation reception command A (step S1504). As already explained, when the production side AT state flag of the production side RAM 94 is not set to "1", the production side MPU 92 executes the normal production control process (Fig. 34) assuming that the game state is the normal game state ST1, and executes the production adjustment process (Fig. 35) in the normal production control process. In this case, if it is determined in the production adjustment process that the information on the base AT state ST4 is set as the information on the game state of the current game included in the rotation reception command A (step S1504: YES), it means that the production side MPU 92 has been performing the execution control of the production corresponding to the normal game state ST1, even though it is actually the base AT state ST4. Therefore, in such a case, the execution control of the production 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 for the production side MPU 92 to determine whether or not it is in 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 later is executed.

[0282] After that, the value of the AT difference number counter 96e included in the rotation reception command B is set to the display target remaining number counter 94a (see FIG. 41) of 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 game media to be awarded until the end condition of the base AT state ST4 is established. When the base AT state ST4 is started, "200" is set to the AT difference number counter 96e as the initial award number, but 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 was performing execution control of the performance corresponding to the normal game state ST1 despite the fact that it is actually the base AT state ST4. Therefore, in the situation in which the processing of step S1506 is executed, there is a possibility that the remaining number of game media to be awarded in the base AT state ST4 is already less than the initial award number. In step S1506, the value of the AT difference number counter 96e is set to the display target remaining number counter 94a, so that the remaining number of awarded game media in the current base AT state ST4 is displayed on the image display device 63.

[0283] Then, the setting process of the AT performance is executed (step S1507). In the setting process of the AT performance, data is set so that the performance corresponding to the base AT state ST4 is executed. As a result, the display performance corresponding to the base AT state ST4 is started on the image display device 63, and the light emission performance and sound output performance corresponding to the display performance are executed on the upper lamp 61 and the speaker 62.

[0284] Then, 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 information on the stop order included in the rotation acceptance command A (step S1508). When the index value IV=1 to 9 is won in the lottery process (FIG. 16) of the role 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 winning or the second bell winning is notified by the image display device 63 and the combined display unit 66. When it is determined by the main MPU 72 to perform the notification, information corresponding to the stop order is set in the rotation acceptance command A as the information on the stop order, and when it is not determined by the main MPU 72 to perform the notification, information corresponding to not notifying the stop order is set in the rotation acceptance command A as the information on the stop order. If information indicating that the stop order of the reels 32L, 32M, and 32R should be notified is set in the rotation acceptance command A (step S1508: YES), the information on the stop order is stored in the performance-side RAM 94 (step S1509). Then, data is set so that a notification corresponding to the information on the stop order is executed by the image display device 63 (step S1510). This causes the image display device 63 to start notifying the stop order of the reels 32L, 32M, and 32R that allows the first or second bell win to be achieved. The notification of the stop order is continued until the game end commands A and B are received from the master MPU 72.

[0285] As described above, since the rotation reception command A contains information on the game status of the current game, when the production side MPU 92 is controlling the execution of a performance corresponding to the normal game status ST1 even though the game is actually in the base AT status ST4, it becomes possible for the production side MPU 92 to control the execution of a performance corresponding to the base AT status ST4. Here, a situation in which the production side MPU 92 controls the execution of a performance corresponding to the normal game status ST1 even though the game is actually in the base AT status ST4 may occur when an abnormality occurs in the signal path group 101 between the main side MPU 72 and the production side MPU 92.

[0286] For example, when 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 the connection is temporarily disconnected, or when the connection between the performance side connector 104 of the performance control board 91 and the second connector 106b of the connector unit 106 is insufficient and the connection is temporarily disconnected, an abnormality occurs in the signal path group 101 and the command is not properly transmitted from the main MPU 72 to the performance side MPU 92, resulting in a situation in which the performance side MPU 92 controls the execution of a performance corresponding to the normal game state ST1 even though the base AT state ST4 is actually in effect. Also, during the execution of a continuous display performance in a situation where the transition to the base AT state ST4 is awaited, an abnormality in the signal path group 101 as described above may occur, causing the command to be not properly transmitted from the main MPU 72 to the performance side MPU 92. In addition, not only in situations where transition to the base AT state ST4 is awaited, but also during execution of a continuous display performance when transition to the CZ state is awaited, an abnormality in the signal path group 101 as described above may occur, 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 contents 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 when transition to the base AT state ST4 is awaited, and the abnormality in the signal path group 101 is resolved when the competition result section starts.

[0288] As shown in Fig. 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 a command 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 in a state where 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] After that, the abnormality of the signal path group 101 is resolved immediately before the start of the fourth game in a situation where the transition to the base AT state ST4 is awaited. In this case, in step S1406 in the normal performance control process (FIG. 34), as already explained, a process is executed to execute a continuous display performance of the performance content corresponding to the value of the standby counter 96f included in the rotation reception command B, so that the image display device 63 skips the display performance of the first half match section and the second half match section from a situation where the display performance of the opening section is executed as shown in FIG. 36(a), and executes the display performance of the match result section as shown in FIG. 36(b). Then, when the game end commands A and B in this 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 contents 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 awaited situation.

[0291] As shown in Fig. 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 a command 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 in a state where 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 the transition to the base AT state ST4 is pending, 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, as already explained in step S1421 of the normal production control process (FIG. 34), the AT production setting process is executed, and the AT start image G14 indicating that the base AT state ST4 will start 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 contents 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 awaited situation ends and control of the base AT state ST4 begins.

[0294] As shown in Fig. 38(a), an abnormality occurs in the signal path group 101 when 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 a command 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 the situation where the transition to the base AT state ST4 is awaited, but also in the games after the base AT state ST4 is started, 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 of the signal path group 101 is eliminated after the end of the second game after the base AT state ST4 is started, and the rotation acceptance commands A and B for the third game after the base AT state ST4 is started are received by the production side MPU 92. In this case, as already explained in step S1507 in the production adjustment process (FIG. 35), the setting process of the AT production is executed, and the AT start image G14 indicating that the base AT state ST4 will start 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 miss, the result of subtracting the bet number of this game "3" from the winning number of game media when the winning corresponding to the winning data that is the maximum number of game media awarded is established is 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 a number less than 200 (for example, 188) is displayed as a number according to the execution content of the game so far in the base AT state ST4. Also, since the index value IV=1 to 9 has been won in the role selection process (FIG. 16) in the current game in the base AT state ST4, 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 performance when an abnormality in the signal path group 101 occurs temporarily in a situation where the continuous display performance 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 performance is being executed, Figure 39(g) shows the period during which the first half competition section or the second half competition section in the continuous display performance is being executed, Figure 39(h) shows the period during which the competition result section in the continuous display performance is being executed, and Figure 39(i) shows the period during which the AT start image G14 is displayed on the image display device 63.

[0297] First, we will explain the case where no abnormality occurs in the signal path group 101 during a continuous display performance being executed while transition to the base AT state ST4 is awaited.

[0298] At the timing of t1, the start lever 41 is operated as shown in Fig. 39(d), and a new game is started as shown in Fig. 39(c). At the start of this game, if the AT is won in the AT lottery process (step S803), the performance of the opening section in the continuous display performance is started as shown in Fig. 39(f). After that, at the timing of t2, the rotation of all the reels 32L, 32M, and 32R is stopped as shown in Fig. 39(e), and the game ends as shown in Fig. 39(c).

[0299] After that, at the timing of t3, the start lever 41 is operated as shown in FIG. 39(d), and a new game is started as shown in FIG. 39(c). Since this game is the second game in a situation where the transition to the base AT state ST4 is awaited, the presentation of the showdown section in the continuous display presentation is started at the timing of t3 as shown in FIG. 39(g). The presentation of the showdown section is executed over two games. After that, at the timing of t4, 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).

[0300] After that, at the timing of t5, the start lever 41 is operated as shown in FIG. 39(d), and a new game is started as shown in FIG. 39(c). Since the current game is the fourth game in a situation where the transition to the base AT state ST4 is on hold, the performance of the match result division in the continuous display performance is started at the timing of t5 as shown in FIG. 39(h). After that, at the timing of 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 ends in a situation where the transition to the base AT state ST4 is on hold in the game, the base AT state ST4 starts at the timing of t6 as shown in FIG. 39(b). In addition, the game end command A transmitted from the main side MPU 72 to the performance side MPU 92 at the end of the game has information of the normal game state ST1 set as the game state information of the current game and information of the base AT state ST4 set as the game state information of 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 of t6.

[0301] After that, at the timing of t7, the start lever 41 is operated as shown in Fig. 39(d) to start a new game as shown in Fig. 39(c). This game becomes the first game in the base AT state ST4.

[0302] Next, we will explain the case where 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 pending.

[0303] At the timing of t9, the start lever 41 is operated as shown in Fig. 39(d), and a new game is started as shown in Fig. 39(c). If the AT is won in the AT lottery process (step S803) at the start of this game, the performance of the opening section in the continuous display performance is started as shown in Fig. 39(f).

[0304] After that, an abnormality occurs in the signal path group 101 at the timing of t10, which is a timing in the middle of the game, as shown in FIG. 39(a). In this case, even if the process for transmitting a command is executed in the main side MPU 72, the command is not received by the production side MPU 92, so that the production of the opening section continues as shown in FIG. 39(f) even if the above game ends at the timing of t11 as shown in FIG. 39(c) and a new game is executed at the timing of t12 to t13. Also, even if a fourth game is executed in a situation where a transition to the base AT state ST4 is waiting at the timing of t14 to t15 as shown in FIG. 39(c), the production of the opening section continues. In this case, the base AT state ST4 starts at the timing of t15 as shown in FIG. 39(b). Also, even if a game is executed in the base AT state ST4 at the timing of t16 to t17 and at the timing of t18 to t19, the production of the opening section continues.

[0305] After that, the abnormality of the signal path group 101 is eliminated at the timing of t20 as shown in FIG. 39(a). Then, in a situation where the signal path group 101 is normal, the start lever 41 is operated at the timing of t21 as shown in FIG. 39(d), and a new game is started as shown in FIG. 39(c). In this case, although the information on the game state of the current game included in the rotation acceptance command A transmitted from the main side MPU 72 to the production side MPU 92 corresponds to the base AT state ST4, the production side AT state flag in the production side RAM 94 is not set to "1", and the normal production control process (FIG. 34) is executed, and a positive judgment is made in step S1504 of the production adjustment process (FIG. 35), and a process for starting the production of the base AT state ST4 in steps S1505 to S1510 is executed. Therefore, at the timing of t21, the display of the AT start image G14 is started 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 the continuous display presentation in a situation where the transition to the base AT state ST4 is awaited, and the abnormality in the signal path group 101 is then resolved, the continuous display presentation is not resumed from the presentation content immediately before the abnormality in the signal path group 101 occurred, but is adjusted to a presentation content that matches the progress of the game under the control of the main MPU 72. As a result, even if an abnormality occurs temporarily in the signal path group 101, after the abnormality is resolved, it is possible to execute a presentation that corresponds to 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 a continuous display performance in a false premonition state will be described.

[0308] At timing t23, the start lever 41 is operated as shown in Fig. 39(d), and a new game is started as shown in Fig. 39(c). In this game, the continuous display performance in the false premonition state starts, and therefore the performance of the opening section in the continuous display performance starts as shown in Fig. 39(f).

[0309] Then, at timing t24, which is midway through the game, an abnormality occurs in the signal path group 101 as shown in Fig. 39(a). In this case, even if the master MPU 72 executes a process to send a command, the command is not received by the production MPU 92, and therefore the production of the opening section continues as shown in Fig. 39(f) even if the game ends at timing t25 as shown in Fig. 39(c) and a new game starts at timing t26.

[0310] After that, the abnormality of the signal path group 101 is resolved at the timing of t27 as shown in FIG. 39(a). Then, in a situation where the signal path group 101 is normal, the game is ended at the timing of t28, and the start lever 41 is operated at the timing of t29 as shown in FIG. 39(d) to start a new game as shown in FIG. 39(c). In this case, in the continuous display performance in the false premonition state, the performance side MPU 92 executes the performance of the section corresponding to the value of the counter for false premonition performance in the performance side RAM 94 in the update process (step S1408) of the false premonition performance in the normal performance control process (FIG. 34). At the timing of t29, the value of the counter for false premonition performance is "3", which corresponds to the second game of the continuous display performance, so that the performance of the showdown section in the continuous display performance is started as shown in FIG. 39(g). The performance of the showdown section is executed over two games. After that, at timing t30, the rotation of all the reels 32L, 32M, 32R is stopped as shown in FIG. 39(e), 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 then eliminated, even if the game has been completed before the abnormality is eliminated, the effect of the classification corresponding to the value of the false precursor effect counter immediately before the abnormality occurs 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, the image display device 63 displays the remaining number of awarded images G21, the number of acquired images G22, and the number of games played image G23, as shown in FIG. 40(a). The remaining number of awarded images G21 are images for notifying the remaining number of awarded game media in the base AT state ST4. However, not only the remaining number of awarded game media stored in the AT difference number counter 96e of the main RAM 74 is displayed as the remaining number of awarded images G21, but also a number less than the remaining number of awarded game media stored in the AT difference number counter 96e may be displayed as the remaining number of awarded game media image G21. The acquired number image G22 is an image for notifying the total number of game 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 acquisition number image G22 and the number of games played image G23, but does not display the remaining number of awarded images G21. As already explained, the ending AT state ST5 continues until the ending condition of the second section SC2 is met regardless of the value of the AT difference number counter 96e of the main RAM 74, so there is no need to display the remaining number of awarded game media as the remaining number of awarded images G21. In addition, the acquisition number image G22 is an image for notifying the player of the total number of game 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] FIG. 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-mentioned 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 with reference 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 information of the stop order included in the rotation acceptance command A (step S1602). When the index value IV=1 to 9 is won in the lottery process (FIG. 16) of the role 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 winning or the second bell winning is notified by the image display device 63 and the combined display unit 66. When the main MPU 72 decides to make such a notification, information corresponding to the stop order is set in the rotation acceptance command A as the information of the stop order, and when the main MPU 72 does not decide to make such a notification, information corresponding to not making a notification of the stop order is set in the rotation acceptance command A as the information of the stop order. If information indicating that the stop order of the reels 32L, 32M, and 32R should be notified is set in the rotation acceptance command A (step S1602: YES), the information on the stop order is stored in the performance-side RAM 94 (step S1603). Then, data is set so that a notification corresponding to the information on the stop order is executed by the image display device 63 (step S1604). This causes the image display device 63 to start notifying the stop order of the reels 32L, 32M, and 32R that allows the first or second bell win to be achieved. The notification of the stop order is continued 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 is displayed on the image display device 63 in the base AT state ST4. In a state 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 presentation 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 presentation 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 presentation RAM 94 (step S1606). After that, an adjustment process of the remaining number counter is executed (step S1607). FIG. 43 is a flowchart showing the adjustment process of the remaining number counter.

[0322] The value of the AT difference number counter 96e included in the rotation reception command B received this time is read. 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 of the performance side RAM 94 is calculated. Then, it is determined whether 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, so that 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. In addition, if the value calculated in step S1702 is a negative value, the value of the non-display target remaining number counter 94b decreases, 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 ...

Claims

[Claim 1] 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, The first game state occurs after continuing for multiple games, resulting in a transition to a favorable game state that is advantageous to the player. 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, In each game, transmission information including information that allows for the identification of the current game state is transmitted from the main control means to the performance control means. The main control means is In the aforementioned advantageous game state, a means is provided to update the continuation information to move closer to the termination information in accordance with the execution of one game, A means for terminating the advantageous game state when the continuation information becomes the termination information in the advantageous game state, Equipped with, The specified execution means is capable of displaying, by display means, a display corresponding to the continuation response information in the advantageous game state in an advantageous response performance that is executed when a communication abnormality occurs in the first game state and the communication abnormality is resolved in the advantageous game state. 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.