Game machine

The gaming machine system enhances player excitement by transitioning to advantageous gaming states with end-time expectations and replay features, addressing the need for dynamic engagement in pachinko and slot machines.

JP2025013704AActive Publication Date: 2025-01-24SANYO BUSSAN KK
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Patent Information

Application Number
JP2024198670
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-11-14
Publication Date
2025-01-24
Estimated Expiration
2038-12-05

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player excitement and engagement, particularly in pachinko and slot machines, by providing dynamic and unpredictable gaming experiences.

Method used

The gaming machine incorporates a system that transitions players to advantageous gaming states with end-time expectations, memory of value number information, and predetermined determination of ending conditions, allowing for replayable games with fluctuating value numbers and varying gaming states.

Benefits of technology

This system significantly enhances player excitement by introducing dynamic gaming states, replay opportunities, and increased engagement through unpredictable outcomes, improving overall player experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025013704000001_ABST
    Figure 2025013704000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of enhancing interest in a game.SOLUTION: While no shift to a pseudo bonus state occurs in a first section, a shift to a pseudo bonus state may occur in a second section. While a shift to a pseudo bonus state occurs when a bet number in a game after a game set to a second section is "3", a situation in the second section and in a normal game state continues when a bet number in a game after a game set to the second section is "2". A shift to a pseudo bonus state does not occur in a situation in the second section and in a normal game state. The second section is completed and a first section is set when the number of remaining release games reaches "0" in a situation of the second section and a normal game state, or release winning occurs in release lottery processing.SELECTED DRAWING: Figure 9
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Description

[Technical field]

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

[0002] Pachinko machines and slot machines are known as gaming machines. For example, a pachinko machine has a tray storage section on the front of the machine for storing game balls given to a player, and the game balls stored in the tray storage section are guided to a game ball launching device and launched toward a game area according to a launching operation by the player. Then, for example, when a game ball enters a ball entry section provided in the game area, a lottery process is executed, or the game ball is paid out from a payout device to the tray storage section. In addition, a configuration in which an upper tray storage section and a lower tray storage section are provided as the tray storage section is also known in pachinko machines, and in this case, the game balls stored in the upper tray storage section are guided to the game ball launching device, and the game balls that are surplus in the upper tray storage section are discharged to the lower tray storage section.

[0003] In addition, in a slot machine, when a start lever is operated to start a new game while medals are bet, a lottery process is executed by the control means. When the lottery process is executed, the control means executes a rotation start control to start the rotation of the reels, and when a stop button is operated during the rotation of the reels, the control means executes a rotation stop control to stop the rotation of the reels. Then, if the stop result after the rotation of the reels has stopped corresponds to a winning combination in the lottery process, a bonus corresponding to the winning combination is given to the player (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2014-045989 A Summary of the Invention [Problem to be solved by the invention]

[0005] Here, in gaming machines such as those exemplified above, it is necessary to improve the entertainment value of the game, 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 as its object to provide a gaming machine that can increase the enjoyment of gaming. [Means for solving the problem]

[0007] In order to solve the above problem, the present invention provides a situation setting means for setting a specific situation, When the specific situation occurs, an advantageous transition means for transitioning the game state to an advantageous game state that is advantageous to the player; A means for terminating the advantageous gaming state when an advantageous terminating condition is established in the advantageous gaming state; An end expectation setting means for setting an end expectation state when the advantageous game state ends; an information storage means for storing value number information that varies according to a total number of game values ​​granted to a player in the specific situation; a predetermined determination means for executing a predetermined determination process for determining whether or not an ending condition in which the value number information stored in the information storage means corresponds to a predetermined number is established; a means for ending the advantageous game state and the specific situation when it is determined in the predetermined determination process that the ending condition is established, even if the advantageous ending condition is not established; a means for setting predetermined information in a predetermined storage area when the ending condition is satisfied; a means for executing an ending performance when the predetermined information is set in the predetermined storage area; Equipped with The end-time expectation state is more likely to transition to the advantageous game state than a predetermined game state that is the specific situation and is not the end-time expectation state, The end expectation setting means is configured not to set the end expectation state when the advantageous game state ends in a situation where the predetermined information is set in the predetermined memory area, When a replay win is established, a new game can be started with the same number of game values ​​bet as the number of game values ​​bet in the game in which the replay win is established, The predetermined determination means is characterized in that it executes the predetermined determination process even in a game in which the replay winning is established in the specific situation. Effect of the Invention

[0008] According to the present invention, it is possible to improve the enjoyment of games. [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] 4 is a flowchart showing main processing executed by a main MPU. [Figure 11] 11 is a flowchart showing a timer interrupt process executed by a main MPU. [Figure 12] 11 is a flowchart showing normal processing executed by a main MPU. [Figure 13] 13 is a flowchart showing a start waiting process executed by a main MPU. [Figure 14] 13 is a flowchart showing a bet response process executed by the master MPU. [Figure 15] 13 is a flowchart showing a setting process at the start executed by the 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] 13 is a flowchart showing a reel control process executed by a master MPU. [Figure 21] 13 is a flowchart showing the response process executed by the main MPU when a game ends. [Figure 22] 1 is an explanatory diagram for explaining the game states and game zones existing in a slot machine. FIG. [Diagram 23] FIG. 2A is an explanatory diagram for explaining a first section and a second section, and FIG. 2B is an explanatory diagram for explaining the contents of each game state in the second section. [Figure 24] FIG. 1A is an explanatory diagram for explaining the first CB role and the second CB role, and FIG. 1B is an explanatory diagram for explaining the first CB state and the second CB state. [Diagram 25] 13 is a flowchart showing a CB process executed by the main MPU. [Figure 26]13(a) to (h) are time charts showing how the gaming state transitions to the CB state and how the transition to the CB state is restricted. [Figure 27] 13A to 13C are explanatory diagrams for explaining the contents of notifications related to the winning states of the first CB role and the second CB role. [Figure 28] 13A to 13J are time charts showing how various notifications are executed in relation to the winning status of the CB role and the number of bets on gaming media. [Figure 29] 13 is a flowchart showing an internal notification control process executed by the production side MPU. [Diagram 30] 13 is a flowchart showing the control processing executed by the production side MPU at the start of supply. [Diagram 31] 13 is a flowchart showing the non-internal notification processing executed by the production side MPU. [Diagram 32] A flowchart showing the first CB internal notification processing executed by the production side MPU. [Diagram 33] A flowchart showing the second CB internal notification processing executed by the production side MPU. [Diagram 34] FIG. 2 is an explanatory diagram for explaining the contents of a storage area of ​​a main RAM. [Diagram 35] 13A is a flowchart showing a full clear process executed by the main MPU, and FIG. 13B is a flowchart showing a partial clear process executed by the main MPU. [Diagram 36] 13(a) to (h) are time charts showing how the partial clear process and the full clear process are executed by the main MPU. [Figure 37] 13 is a flowchart showing the first control processing of the game area executed by the main MPU. [Figure 38] 13 is a flowchart showing the second control processing of the game area executed by the main MPU. [Figure 39] 13 is a flowchart showing an ending handling process executed by the main MPU. [Diagram 40]13 is a flowchart showing the advantageous lottery processing executed by the master MPU at the start of a game. [Diagram 41] 11 is a flowchart showing a normal process executed by a main MPU. [Diagram 42] FIG. 1A is an explanatory diagram for explaining the display contents of the image display device when a first start command is received, and FIG. 1B is an explanatory diagram for explaining the display contents of the image display device when a second start command is received. [Diagram 43] (a) to (g) are time charts showing how the transition to the pseudo bonus state occurs. [Diagram 44] (a) is an explanatory diagram for explaining the situation when a winning combination occurs with index value IV=10 and it is notified that the first reel will stop on the left reel, and (b) is an explanatory diagram for explaining the situation when a winning combination occurs with index value IV=10 and it is notified that the first reel will stop on the right reel. [Diagram 45] FIG. 13A is a flowchart showing the stop order notification control process executed by the main MPU, and FIG. 13B is a flowchart showing the winning determination process executed by the main MPU. [Diagram 46] 13 is a flowchart showing the normal performance control processing executed by the performance side MPU. [Figure 47] (a)~(i) are time charts showing how various effects are executed during the transition waiting period. [Figure 48] 13 is a flowchart showing a pseudo bonus process executed by the master MPU at the start of a game. [Figure 49] 13 is a flowchart showing the pseudo bonus processing executed by the main MPU. [Figure 50] 13 is a flowchart showing the presentation control processing for a pseudo bonus executed by the presentation side MPU. [Figure 51] 13 is a flowchart showing an addition process executed by the production side MPU. [Figure 52] A flowchart showing the processing for the production side added period executed by the production side MPU. [Figure 53] (a) to (g) are time charts showing the progression of the pseudo bonus state. [Figure 54] FIG. 13A is an explanatory diagram for explaining the execution contents of an ending effect in the image display device, and FIG. 13B is an explanatory diagram for explaining the execution contents of a revival effect in the image display device. [Figure 55] (a) to (g) are time charts showing how the number of games is increased during the increase period and how the increase in the number of games is announced. [Figure 56] (a) An explanatory diagram for explaining the combination of symbols that will result in the first CB winning and the combination of symbols that will result in the second CB winning in the second embodiment, and (b) a time chart showing the flow of the game when the first CB role or the second CB role is won. [Figure 57] 13 is a flowchart showing the first control process of the game area executed by the main MPU in the third embodiment. [Figure 58] 11 is a flowchart showing a normal process executed by a main MPU. [Figure 59] 13 is a flowchart showing the pseudo bonus processing executed by the main MPU. [Figure 60] 13(a) to 13(g) are time charts showing the progress of the second section. [Figure 61] 13 is a flowchart showing a role selection process executed by the master MPU in the fourth embodiment. [Figure 62] FIG. 13A is an explanatory diagram for explaining the winning combination table when betting three coins, and FIG. 13B is an explanatory diagram for explaining the symbol combination that will result in the 10th supplementary winning prize. [Figure 63] FIG. 13 is an explanatory diagram for explaining a role selection table when two coins are bet. [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] 13 is a flowchart showing the first control processing of the game area executed by the main MPU. [Figure 66] 13(a) to (h) are time charts showing how a transition to the second section occurs. [Figure 67] 13 is an explanatory diagram for explaining the types of game states and transition patterns of the game states in the fifth embodiment. FIG. [Figure 68] 13 is a flowchart showing the first control processing of the game area executed by the main MPU. [Figure 69] 13 is a flowchart showing the advantageous lottery processing executed by the master MPU at the start of a game. [Figure 70] 11 is a flowchart showing a normal process executed by a main MPU. [Figure 71] 13 is a flowchart showing the pseudo bonus processing executed by the main MPU. [Figure 72] 13(a) to (f) are time charts showing transitions in game states. [Figure 73] 13(a) to 13(c) are explanatory diagrams for explaining the operation of the reels when a special bell winning is achieved in the sixth 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, 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 portions 21L, 21M, and 21R. The medals inserted from the medal insertion port 45 are guided by a selector 52 provided on the back side of the front door 12 to a hopper device 53 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 button than the second credit insertion button 48. This improves the operability of the first credit insertion button 47.

[0025] A settlement button 51 is provided to the left of the start lever 41. This slot machine 10 has a credit function that stores and stores, as virtual medals, 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 winnings that award gaming media include the first compensation winning, the second compensation winning, the third compensation winning, the fourth compensation winning, the fifth compensation winning, the sixth compensation winning, the seventh compensation winning, the eighth compensation winning, the ninth compensation winning, the first bell winning, the second bell winning, the special bell winning, the first watermelon winning, the second watermelon winning, and the cherry winning. In detail, when the stopping symbol on the left reel 32L on the main line ML is a "bell" symbol, the stopping symbol on the middle reel 32M is a "bell" symbol, and the stopping symbol on the right reel 32R is a "red 7" symbol, it is the first compensation winning. If the stopping pattern on the left reel 32L on the main line ML is a "bell" pattern, the stopping pattern on the middle reel 32M is a "red 7" pattern, and the stopping pattern on the right reel 32R is a "bell" pattern, then the second supplementary win will be awarded. If the stopping pattern on the left reel 32L on the main line ML 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, then the third supplementary win will be awarded. If the stopping pattern on the left reel 32L on the main line ML 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, then the fourth supplementary win will be awarded. 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 5th 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 symbol on the left reel 32L is a "bell" symbol, the stopping symbol on the middle reel 32M is a "white 7" symbol, and the stopping symbol on the right reel 32R is a "bell" symbol on the main line ML, it will be the 8th supplementary win. If the stopping symbol on the left reel 32L is a "white 7" symbol, the stopping symbol on the middle reel 32M is a "bell" symbol, and the stopping symbol on the right reel 32R is a "bell" symbol on the main line ML, it will be the 9th supplementary win.In the event of any of the first to ninth compensation winnings, the number of gaming media to be awarded will be "1".

[0035] The first bell will be won if the stopping pattern on the left reel 32L on the main line ML 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 "bell" pattern, if the stopping pattern on the left reel 32L on the main line ML is a "bell" pattern, the stopping pattern on the middle reel 32M is a "replay" pattern, and the stopping pattern on the right reel 32R is a "red 7" pattern, if the stopping pattern on the left reel 32L on the main line ML 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 "red 7" pattern, or 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 "replay" pattern on the main line ML. If the stopped symbol on the left reel 32L on the main line ML is a "bell" symbol, the stopped symbol on the middle reel 32M is a "bell" symbol, and the stopped symbol on the right reel 32R is a "replay" symbol, a second bell win will occur. If the stopped symbol on the left reel 32L on the main line ML is a "white 7" symbol, the stopped symbol on the middle reel 32M is a "white 7" symbol, and the stopped symbol on the right reel 32R is a "red 7" symbol, a special bell win will occur. If the first bell win, second bell win, or special bell win occurs, the number of game media to be awarded will be "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, regardless of the stopping pattern on the middle reel 32M and the right reel 32R, the cherry win is obtained. When the cherry win is obtained, the number of game media to be awarded is "2".

[0037] There are three types of winnings that can be awarded with a replay privilege, which allows a player to play the next game without betting gaming media: the normal replay winning, the first chance replay winning, and the second chance replay winning. In detail, when the stopped symbol on the left reel 32L on the main line ML is a "replay" symbol, the stopped symbol on the middle reel 32M is a "replay" symbol, and the stopped symbol on the right reel 32R is a "replay" symbol, a normal replay winning is awarded. When the stopped symbol on the left reel 32L on the main line ML is a "replay" symbol, the stopped symbol on the middle reel 32M is a "cherry" symbol, and the stopped symbol on the right reel 32R is a "bell" symbol, a first chance replay winning is 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 that allows the player to play the next game without needing to bet on gaming media. Specifically, if any of the replay wins are won in a game where "3" gaming media is bet, the player can start playing the next game with "3" gaming media betted, without needing to bet on gaming media. Also, if any of the replay wins are won in a game where "2" gaming media is bet, the player can start playing the next game with "2" gaming media betted, without needing to bet on gaming media.

[0039] The state transition winnings that only transition the game state include 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 "BAR" 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 "BAR" 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, and when the second CB winning is achieved, the game state transitions to the second CB state.

[0040] In the first CB state and the second CB state, 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 and the second CB state, reel control different from that in the non-CB state is performed. In the non-CB state, reel control capable of sliding up to a maximum of four symbols after the stop buttons 42 to 44 are operated is performed for each of the reels 32L, 32M, and 32R. That is, in the non-CB state, reel control for stopping the reels within a specified time (190 msec) after the stop buttons 42 to 44 are operated is performed for each of the reels 32L, 32M, and 32R. On the other hand, in the first CB state and the second CB state, 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 a maximum of one symbol after the left stop button 42 is operated. That is, in the first CB state and the second CB state, reel control is performed on the left reel 32L to stop the reel within a specified time (75 msec) that is shorter than the specified time after the left stop button 42 is operated.

[0042] In the first CB state and the second CB state, the reel control that causes the reel to slide only by a maximum of one symbol is not limited to the left reel 32L, but may cause the reel corresponding to the first operated stop button to slide only by a maximum of one symbol, or may cause only a predetermined reel to slide only by a maximum of one symbol. Furthermore, the reel control that causes the reel corresponding to the second or last operated stop button to slide only by a maximum of one symbol may be performed, so that the reel corresponding to the stop button operated in a certain order may slide only by a maximum of one symbol.

[0043] In the first and second CB states, 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] Both the first CB state and the second CB state are game states that do not increase the number of game media owned by the player. Moreover, both the first CB state and the second CB state are game states that reduce the number of game media owned by the player at the end of the game state from the number of game media owned by the player at the start of the game state. Details of the first CB state and the second CB state will be described later.

[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 gaming panel 20 of the front door 12 is provided with, below the display windows 21L, 21M, and 21R, a credit display section 65 that displays the number of virtual medals stored, a dual-purpose display section 66 that displays the number of gaming media to be awarded when a small winning combination is won, and also displays a display corresponding to the contents notified when the stopping order of the reels 32L, 32M, and 32R is notified on the image display device 63, and further displays a display for notifying the management result of the gaming history, and a section display section 67 that displays a display corresponding to the fact that the gaming 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, special 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, 2nd bell winning, or special bell winning is 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 "2", thereby notifying that "2" game media have been awarded.

[0051] In the first CB state and the second CB state, the number of game media awarded by winning a small prize is "1", as will be described in detail later. Therefore, when a small prize is won in the first CB state or the second CB state, the left 7-segment display 66a is turned off and "1" is displayed on the right 7-segment display 66b, thereby notifying that "1" game medium has been awarded.

[0052] On the other hand, even if a 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 game following the game for which that display was made, 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, when a role including the second bell winning data and any one of the seventh to ninth compensation winning data is won, or when a role including the first bell winning data and any one of the special bell 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 when the reels 32L, 32M, and 32R are not stopped in the stopping order corresponding to the current winning role, any one of the first to sixth compensation winning may be established. As already explained, if the first bell wins, the player will be awarded 15 gaming media, and if any of the first through sixth compensation wins are achieved, the player will be awarded 1 gaming media, 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 a combination including the first bell winning data and the special bell winning data is won, if the reels 32L, 32M, and 32R are stopped in the stopping sequence in which the left reel 32L is stopped first among the above stopping sequences, the first bell winning is achieved, and if the reels 32L, 32M, and 32R are stopped in the stopping sequence in which the center reel 32M or the right reel 32R is stopped first, the first bell winning or the special bell winning is achieved. When the first bell winning or the special bell winning is achieved, as already explained, the game medium "15" is awarded to the player.

[0057] 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.

[0058] 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.

[0059] 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.

[0060] 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.

[0061] 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.

[0062] 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.

[0063] 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.

[0064] 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 out of the first section and the second section. The second section is a section in which an advantageous game state (specifically, a pseudo bonus state) in which the expected value of game media in one game (the value obtained by subtracting the "number of game media bet in one game" from the "expected number of game media to be awarded in one game") can be 1 or more can be started by notifying the stopping order of the reels 32L, 32M, and 32R, which allows the player to win a prize advantageous to the player when the winning combinations that are the target of winning are different depending on 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 is a section in which the advantageous game state is not started and the advantageous game state is not continued.

[0065] The section display unit 67 is turned on in the advantageous gaming state in which the expected value of the game medium is 1 or more by notifying the stop order of the reels 32L, 32M, and 32R that enables the player to win a winning combination that is advantageous to the player when the player wins a winning combination that is different depending on the stop order of the reels 32L, 32M, and 32R or a winning combination that is different depending on the stop order of the reels 32L, 32M, and 32R. In this case, the pseudo bonus state corresponds to the advantageous gaming state, while the second section that is not a pseudo bonus state does not correspond to the advantageous gaming state. Therefore, when the first section is shifted to the second section, the section display unit 67 may or may not switch from the off state to the on state. If the section display unit 67 is kept off when the second section is shifted to, the section display unit 67 will be turned on from the off state when the pseudo bonus state starts in the second section.

[0066] When the interval display unit 67 is turned on, it maintains the on state until the second interval ends, and turns off when the second interval ends and transitions to the first interval. Therefore, even if the pseudo bonus state ends and the normal game state is restored, the second interval may be maintained, and in this case, the interval display unit 67 maintains the on state even if the pseudo bonus state ends, and turns off when the second interval ends.

[0067] In the above-mentioned configuration in which the section display unit 67 is turned on once in the second section and the turned on state is maintained until the end of the second section, 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 in the second section, making it easier for the manager of the game parlor to check the section display unit 67.

[0068] Note that, instead of maintaining the lighting state of the section display unit 67 in the second section, a configuration may be adopted in which the section display unit 67 flashes at a predetermined cycle in the second section. 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.

[0069] The slot machine 10 is provided with various control devices. Specifically, as shown in FIG. 3, a main control device 70 is provided above the reel unit 31. The main control device 70 is attached to a back plate 11b that forms the back surface of the 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 transparently 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.

[0070] 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.

[0071] 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.

[0072] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagram of FIG.

[0073] 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.

[0074] 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.

[0075] 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.

[0076] The MPU 72 executes drive control of the hopper device 53 when a small winning combination is achieved and a medal is paid out. The MPU 72 also 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. The MPU 72 also controls the display of the section display unit 67 so that an announcement is made when an announcement start trigger occurs in the second section. The MPU 72 also controls the display of the combined display unit 66 so that a display corresponding to the game management result is made. The MPU 72 also transmits a command to the performance control device 90 at each timing of each game, and when the MPU 72 transmits a command to the performance control device 90 to notify the image display device 63 of the stop order of the reels 32L, 32M, and 32R, it executes display control of the combined display unit 66 so that a display corresponding to the contents to be announced is made. 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, for the image display device 63, which is the subject of relatively complex display control, direct display control is executed in the performance control device 90, and for the combined display unit 66, which is the subject of relatively simple display control, direct display control is executed in the MPU 72. This makes it possible to perform both display that prioritizes increasing attention to the performance and display that prioritizes reliability, while reducing the processing load of the MPU 72.

[0077] 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).

[0078] 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.

[0079] 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, while the RAM 94 is not supplied with backup power from the power interruption power supply unit of the power supply device 54 in a situation where the supply of operating power from the external power supply is cut off, the RAM 94 may be supplied with backup power.

[0080] 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.

[0081] 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.

[0082] 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.

[0083] Next, a description will be given of the processing executed by the main MPU 72. First, a 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 of FIG.

[0084] In the main process, an initialization process is first executed (step S101). In the initialization process, an interrupt by a timer interrupt process is permitted, and various initial settings are made to the registers and I / O devices in the main MPU 72. Then, 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 S102). If the power is turned on with the setting key turned on (step S102: YES), and if the reset button 56 is not pressed when the power is turned on (step S103: NO), a partial clear process is executed (step S104), and then a setting value update process is executed (step S106). On the other hand, if the reset button 56 is pressed when the power is turned on (step S103: YES), then a full clear process is executed (step S105), and then a setting value update process is executed (step S106). In the partial clear process (step S104) and the full clear process (step S105), some or all of the areas of the main RAM 74 are initialized. The details of the partial clear process (step S104) and the full clear process (step S105) will be described later.

[0085] In the setting value update process, the current setting value is read under the condition that the setting key is inserted and turned ON, and the current setting value is displayed on the credit display unit 65. When the setting value update process is executed, either the partial clear process (step S104) or the full clear process (step S105) has been executed before that, so that the credit display unit 65 displays the setting value "1" when the setting value update process starts. In the setting value update process, the setting value is updated by 1 every time the reset button 56 is operated, and the updated setting value is displayed on the credit display unit 65. Note that if the reset button 56 is operated when the setting value is "6", the setting value is updated to "1". When the ON operation of the setting key is released after the start lever 41 is operated, the setting value selected at that time becomes the setting value set in this setting value update process, and the setting value update process ends. In this case, the display of the setting value on the credit display unit 65 ends. Thereafter, the process moves to normal processing (step S107). The normal processing will be described in detail later.

[0086] If the setting key is not turned ON in the main process (step S102: NO), the power recovery process from step S108 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 S108). 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 or not the power failure flag is set to "1" (step S109). The power failure flag is provided in the main RAM 74, and if the supply of operating power to the main MPU 72 is stopped and a predetermined power failure process is normally executed, the power failure flag is set to "1". If the power failure flag is set to "1", it is confirmed whether or not the RAM determination value is normal (step S110). Specifically, the checksum value of the main RAM 74 is checked to confirm whether or not the value is normal.

[0087] If the determination is affirmative in all of steps S108 to S110, 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 S111). In addition, the power failure flag of the main RAM 74 is cleared to "0" (step S112). After that, a power recovery command for making the production side MPU 92 recognize the execution of the power recovery process is sent to the production side MPU 92 (step S113), and then the address before the power was cut off is returned to (step S114).

[0088] The return command is set with information indicating whether or not any of the first CB winning data and the second CB winning data described later is stored in the main RAM 74. That is, in step S113, it is determined whether or not the first CB winning data is stored in the main RAM 74, and if the first CB winning data is stored, a return command in a state in which information indicating that the first CB winning data is stored is set is transmitted to the production side MPU 92. Also, in step S113, it is determined whether or not the second CB winning data is stored in the main RAM 74, and if the second CB winning data is stored, a return command in a state in which information indicating that the second CB winning data is stored is set is transmitted to the production side MPU 92. Also, in step S113, if it is determined that neither the first CB winning data nor the second CB winning data is stored in the main RAM 74, a return command in a state in which information indicating that neither the first CB winning data nor the second CB winning data is stored is transmitted to the production side MPU 92.

[0089] On the other hand, if a negative determination is made in any of steps S108 to S110, an operation prohibition process is executed. In the operation prohibition process, execution of the next timer interrupt process (FIG. 11) is prohibited (step S115), all output ports of the main MPU 72 are cleared to "0" to turn off all actuators connected to the output ports (step S116), and an error notification process is executed to notify the hall manager or the like of the occurrence of an error (step S117). This then becomes an infinite loop. The operation prohibition process is released by executing a partial clear process (step S104) or a full clear process (step S105).

[0090] Next, the timer interrupt process executed by the main MPU 72 will be described with reference to the flowchart of Fig. 11. Note that the timer interrupt process is started, for example, every 1.49 milliseconds.

[0091] In the register save process (step S201), the values ​​of all registers in the main MPU 72 that are used in the normal process described below are saved in the main RAM 74. 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 and power failure processing is executed.

[0092] The power failure flag is set when a power failure signal from the power failure monitoring circuit of the power supply device 54 is input to the main MPU 72. In the power failure processing, first, it is determined whether the transmission of the command has been completed, and if the transmission has not been completed, this processing is terminated and the process returns to the timer interrupt processing, and the transmission of the command is terminated. If the transmission of the command has been completed, the value of the stack pointer of the main MPU 72 is saved in the main RAM 74. Then, 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 saved in the main RAM 74, and subsequent RAM access is prohibited. After the above processing is performed, an infinite loop is entered in preparation for the power being completely cut off and processing being unable to be executed.

[0093] 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.

[0094] In step S207, the state of various sensors connected to the input port is read, and a sensor monitoring process is performed to monitor whether the read result is normal. Here, the slot machine 10 is provided with a detection sensor for detecting fraud against the hopper device 53. As already explained, the hopper device 53 has a function of paying out medals stored in the storage tank to the medal tray 59 when a winning event corresponding to the provision of game media is established on the main line ML. The hopper device 53 is provided with a payout device for paying out medals stored in the storage tank toward the medal discharge port 58, and a payout detection sensor for detecting medals paid out from the payout device. When it becomes necessary to pay out medals, the payout device is driven and controlled to pay out medals, and the paid out medals are detected by the payout detection sensor. Then, when the number of medals detected by the payout detection sensor reaches the number of medals to be paid out, the payout of medals from the payout device is stopped. In this case, a fraudulent act is assumed in which a fraudulent tool is inserted from the front of the slot machine 10 through the medal discharge port 58, and the fraudulent tool prevents the payout detection sensor from detecting medals, thereby dispensing more medals than the number of medals that should actually be paid out. In this slot machine 10, even though the payout device is driven and controlled to pay out medals, if the payout detection sensor does not detect medals for a predetermined period (for example, 10 seconds), a payout abnormality occurs and the drive control of the payout device is stopped. If a fraudulent act as described above is performed, a large number of medals will be paid out during the predetermined period. Note that if a payout abnormality occurs, an abnormality notification is issued, but the abnormality notification is released by performing an abnormality release operation on the key cylinder 14 after refilling medals.

[0095] In order to prevent the above-mentioned fraudulent acts, the slot machine 10 is provided with an object detection sensor for detecting an object moving from the medal discharge port 58 toward the payout detection sensor. A plurality of object detection sensors are provided along the path from the medal discharge port 58 toward the payout detection sensor. In the sensor monitoring process of step S207, if the object detection sensors are in a detection state in the order of the object detection sensor on the payout detection sensor side → the object detection sensor on the medal discharge port 58 side within the abnormality detection period (for example, 5 seconds), it is determined to be normal, but if the object detection sensors are in a detection state in the order of the object detection sensor on the medal discharge port 58 side → the object detection sensor on the payout detection sensor side within the abnormality detection period, it is determined to be an intrusion abnormality. If it is determined to be an intrusion abnormality, the intrusion abnormality flag provided in the main side RAM 74 is set to "1" and an intrusion abnormality command corresponding to the intrusion abnormality is sent to the performance side MPU 92. As a result, the performance side MPU 92 controls the upper lamp 61, the speaker 62, and the image display device 63 so that an intrusion abnormality notification is executed. The intrusion abnormality notification is temporarily stopped by stopping the supply of operating power to the slot machine 10, but if the intrusion abnormality flag in the main RAM 74 is set to "1" after the supply of operating power is resumed, the intrusion abnormality command is sent again to the performance side MPU 92, and the intrusion abnormality notification is resumed. In order to release the state in which the intrusion abnormality flag is set to "1", it is necessary to execute a partial clear process (step S104) or a full clear process (step S105).

[0096] In step S208, timer subtraction processing is performed to subtract the values ​​of each counter and timer. In step S209, counter processing 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, command output processing is performed to send various commands to the production side MPU 92. In step S211, port output processing is performed to output data corresponding to the I / O device from the input / output port. In step S212, the values ​​of each register that were saved in the main side RAM 74 in the previous step S201 are restored to the corresponding register in the main side MPU 72.

[0097] In step S213, a management process is executed to manage the game history and display the contents corresponding to the management result on the combined display unit 66. Specifically, the ratio of the total number of games in the second section to the total number of games is calculated, and the ratio of the calculation result is displayed on the combined display unit 66. In this case, the calculation of the ratio of the total number of games in the second section to the total number of games may be configured to 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 on the ratio performed for each set value. Thereafter, in step S214, an interrupt permission process is performed to permit the next timer interrupt, and this series of timer interrupt processes is terminated.

[0098] Next, the normal processing executed by the main MPU 72 will be described with reference to the flowchart of FIG.

[0099] 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). Fig. 13 is a flowchart showing the start waiting process.

[0100] First, it is determined whether or not the replay bet setting flag provided in the master RAM 74 is set to "1" (step S401). The replay bet setting flag is a flag for the master MPU 72 to determine whether or not the same number of bets as the previous bet number has already been set when any replay winning has been established in the previous game. If the determination is negative in step S401, the value of the bet number history counter provided in the master RAM 74 is set to the bet number setting counter 74a (see FIG. 9) provided in the master RAM 74 on the condition that any replay winning has been established in the previous game (step S402: YES). The bet number setting counter 74a is a counter for specifying the number of bets for the game to be executed by the master MPU 72, and the bet number history counter is a counter for specifying the number of bets for the previous game by the master MPU 72. Thereafter, the replay bet setting flag is set to "1" (step S404).

[0101] When an affirmative determination is made in step S401, when a negative determination is made in step S402, or when the process of step S404 is executed, a bet handling process is executed (step S405). Fig. 14 is a flowchart showing the bet handling process.

[0102] If the current gaming state is not the second CB state (step S501: NO), the bet upper limit number, which is the upper limit number of gaming media that can be bet in the current game, is set to "3" (step S502). If the current gaming state is the second CB state (step S501: YES), the bet upper limit number, which is the upper limit number of gaming media that can be bet in the current game, is set to "2" (step S503). That is, in this slot machine 10, if it is in the second CB state, the bet upper limit number is set to "2", and if it is not in the second CB state, the bet upper limit number is set to "3".

[0103] When the process of step S502 or step S503 is executed, on the condition that the value of the bet number setting counter 74a of the main RAM 74 is not the current bet upper limit number (step S504: NO), it is determined whether or not the number of virtual medals stored is one or more and a valid bet operation has been performed (step S505). The main RAM 74 is provided with a credit counter 74b (see FIG. 9) as an area for storing the number of virtual medals stored. In step S505, it is determined whether or not the number of virtual medals stored is one or more by determining whether or not the value of the credit counter 74b is 1 or more. In addition, when the first credit insertion button 47 is operated, it is determined that a valid bet operation has been performed, and when the second credit insertion button 48 is operated, it is determined that a valid bet operation has been performed on the condition that the value of the bet number setting counter 74a is 1 or less.

[0104] If the determination in step S505 is affirmative, a bet setting process is executed (step S506). 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 74a and the value of the credit counter 74b is equal to or greater than the upper limit number of bets, the value of the bet number setting counter 74a is set to the upper limit number of bets, and the value of the number of virtual medals used in the setting is subtracted from the credit counter 74b, and if the sum of the value of the bet number setting counter 74a and the value of the credit counter 74b is less than the upper limit number of bets, the value of the credit counter 74b is added to the bet number setting counter 74a, and then the value of the credit counter 74b 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 74a and the value of the credit counter 74b is 2 or more, the value of the bet number setting counter 74a is set to "2" and the value of the number of virtual medals used in the setting is subtracted from the credit counter 74b, and if the sum of the value of the bet number setting counter 74a and the value of the credit counter 74b is less than 2, the value of the credit counter 74b is added to the bet number setting counter 74a and then the value of the credit counter 74b is cleared to "0".

[0105] When an affirmative determination is made in step S504, when a negative determination is made in step S505, or when the process of step S506 is executed, it is determined whether or not one medal is detected by the inserted medal detection sensor 45a due to insertion of a medal into the medal insertion slot 45 (step S507). When an affirmative determination is made in step S507, if the value of the bet number setting counter 74a in the main RAM 74 is less than the upper limit number of bets (step S508: NO), the value of the bet number setting counter 74a is incremented by 1 (step S509), and if the value of the bet number setting counter 74a is equal to or greater than the upper limit number of bets (step S508: YES), the value of the credit counter 74b in the main RAM 74 is incremented by 1 (step S510). When the process of step S509 or step S510 is executed, on the condition that the value of the bet number setting counter 74a is equal to or greater than the upper limit number of bets and the value of the credit counter 74b is equal to or greater than the upper limit number of accumulated memories (specifically, "50") (step S511: YES), the reception prohibition process is executed (step S512). 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.

[0106] When a negative judgment is made in step S507, when a negative judgment is made in step S511, or when the process of step S512 is executed, it is judged whether or not the current gaming state is the first CB state (step S513). When the current gaming state is the first CB state (step S513: YES), the bet setting completion flag at the time of acceptance provided in the main RAM 74 is set to "1" (step S515) on the condition that the value of the bet number setting counter 74a is "3" (step S514: YES). On the other hand, when the current gaming state is not the first CB state (step S513: NO), the bet setting completion flag at the time of acceptance is set to "1" (step S515) on the condition that the value of the bet number setting counter 74a is 2 or more (step S516: YES).

[0107] The bet set flag at the time of acceptance is a flag for the main MPU 72 to specify whether or not a situation has arisen in which a number of gaming media sufficient to start one game has been bet. When the gaming state is the first CB state, one game cannot be started unless "3" gaming media have been bet, and one game can be started only when "3" gaming media have been bet. Also, when the gaming state is not the first CB state, one game cannot be started unless two or more gaming media have been bet, and one game can be started only when two or more gaming media have been bet.

[0108] Returning to the explanation of the start waiting process (FIG. 13), after the bet corresponding process is executed in step S405, it is determined whether the settlement button 51 is operated (step S406). If the settlement button 51 is operated (step S406: YES), the settlement process is executed (step S407), and then the bet set flag at the time of acceptance in the main RAM 74 is cleared to "0" (step S408). In the settlement process in step S407, if the bet set flag at the time of replay in the main RAM 74 is not set to "1", the hopper device 53 is driven and controlled so that the number of medals corresponding to the sum of the value of the bet number setting counter 74a and the value of the credit counter 74b are discharged to the medal tray 59. In this case, the bet number setting counter 74a is cleared to "0" and the credit counter 74b is cleared to "0". On the other hand, when the replay bet setting flag in the main RAM 74 is set to "1", the hopper device 53 is controlled and driven so that the number of medals corresponding to the value of the credit counter 74b is discharged to the medal tray 59. In this case, the credit counter 74b is cleared to "0".

[0109] Returning to the explanation of the normal processing (FIG. 12), after executing the start waiting processing in step S302, it is determined whether or not either the bet set flag at replay time or the bet set flag at acceptance time in the main RAM 74 is set to "1" (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.

[0110] 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.

[0111] Then, in step S306, a start setting process is executed to make various settings when the game is started, in step S307, a role selection process is executed to select roles for the current game, and in step S308, a reel control process is executed to drive and control each of the reels 32L, 32M, 32R in a manner corresponding to the result of the role selection process for the current game.

[0112] 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 74b of the main RAM 74, and when the value of the credit counter 74b 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.

[0113] Then, a response process at the end of the game is executed to enable the setting of the game state and the game zone corresponding to the result of the current game (step S310). 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 S311). Then, an acceptance permission process is executed (step S312). 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.

[0114] Next, the start-time setting process executed in step S306 of the normal process (FIG. 12) will be described with reference to the flowchart of FIG.

[0115] First, both the replay bet setting flag and the acceptance bet setting flag in the master RAM 74 are cleared to "0" (step S601). After that, if the value of the bet number setting counter 74a in the master RAM 74 is "3" (step S602: NO), a first bet number command is sent to the production side MPU 92 (step S603), and if the value of the bet number setting counter 74a in the master RAM 74 is "2" (step S602: YES), a second bet number command is sent to the production side MPU 92 (step S604). The first bet number command is a command for making the production side MPU 92 recognize that the number of bets on the currently started game is "3", and the second bet number command is a command for making the production side MPU 92 recognize that the number of bets on the currently started game is "2".

[0116] When the process of step S603 or step S604 is executed, the value of the bet number setting counter 74a in the master RAM 74 is set in the bet number history counter in the master RAM 74 (step S605). Note that the value of the bet number setting counter 74a is cleared to "0" when the current game ends.

[0117] Next, the lottery process for determining a winning combination executed in step S307 of the normal process (FIG. 12) will be described with reference to the flowchart of FIG.

[0118] In step S701, 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 from "0" to "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 the main RAM 74. 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.

[0119] After obtaining 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 S702). In this 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 and a second CB state exist as game states. In step S702, a lottery table corresponding to a combination of the current setting value, the current number of bets, and the current game state is selected.

[0120] 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.

[0121] 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.

[0122] 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.

[0123] 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 a "missed win"). The first bell win, the second bell win, and various replay wins are winning modes that do not cause a miss if the reels 32L, 32M, and 32R are stopped in the corresponding order, 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.

[0124] 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.

[0125] As shown in FIG. 17 and FIG. 18, the first bell winning data and the special bell winning data are set for the index value IV=10. When the index value IV=10 is won, as shown in FIG. 19, if the first stop is the left reel 32L, the first bell winning is surely achieved regardless of the type of the second and third stop targets of the reels 32L, 32M, and 32R and the operation timing of each stop button 42-44. On the other hand, if the first stop is either the center reel 32M or the right reel 32R, the special bell winning can be achieved regardless of the type of the second and third stop targets of the reels 32L, 32M, and 32R. However, the special bell winning is not achieved depending on the operation timing of the stop buttons 42-44 relative to the rotation positions of the reels 32L, 32M, and 32R. In this case, the first bell winning is achieved regardless of the type of the second and third stop targets of the reels 32L, 32M, and 32R and the operation timing of the stop buttons 42-44. In other words, if a winning combination occurs with index value IV=10 and the middle reel 32M or right reel 32R stops as the first stop, the special bell winning is prioritized, and if the special bell winning cannot be achieved in relation to the operation timing of each stop button 42-44, the first bell winning is guaranteed to be achieved.

[0126] 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.

[0127] 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.

[0128] 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.

[0129] 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.

[0130] 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 (partial clearing process (step S104) or full clearing process (step S105) for the first CB winning data, and full clearing process (step S105) for the second CB winning data) is performed. In this case, in the game in which either the first CB winning data or the second CB winning data is carried over, the index value IV corresponding to the first CB winning data and the second CB winning data is excluded from the lottery.

[0131] 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.

[0132] 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.

[0133] 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.

[0134] 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.

[0135] 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 and the second CB state. Only one index value IV is set in the CB selection table, and normal replay winning data is set in the 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 left stop button 42 is operated at a predetermined timing. If the left stop button 42 is not operated at a 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 left stop button 42 is not operated at a predetermined timing, or if the index value IV is not won, the first bell winning may be established.

[0136] 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".

[0137] Returning to the explanation of the lottery process for winning combinations (FIG. 16), after the lottery table is selected in step S702, the index value IV is set to 1 (step S703), and then a judgment value DV used in judging the winning combination is set (step S704). In this judgment value setting process, a point value PV corresponding to the current index value IV is added to the current judgment value DV to set a new judgment value DV. Note that in the initial judgment value setting process, the value of the random number acquired in step S701 is set as the current judgment value DV, and the point value PV corresponding to the current index value IV (index value IV=1) is added to this random number value to set a new judgment value DV.

[0138] Thereafter, a win / loss judgment is made for the combination corresponding to the index value IV (step S705). In the win / loss judgment, it is judged whether the judgment value DV exceeds "65535". If it exceeds "65535" (step S705: 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 S706).

[0139] If the judgment value DV does not exceed "65535" (step S705: 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 S707), 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 S708). 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 S704, and the judgment of the hand is continued. At this time, in step S704, 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 S705, the hand is judged as being a win / loss based on the judgment value DV.

[0140] When the process of step S706 is executed, or when a negative judgment is made in step S708, it means that the judgment of the winning or losing combination is completed. In this case, a first setting process of stop information is executed to set stop information for reel stop control (step S709). After that, a favorable lottery process at the start of the game is executed in step S710, a first control process of the game area is executed in step S711, and a stop order notification control process is executed in step S712. The process contents of steps S710 to S712 will be described in detail later.

[0141] Then, a transmission process of a game start command is executed (step S713). In this transmission process, if any role is won in the current role lottery process (FIG. 16), information corresponding to the winning role, information corresponding to the current game state, and information corresponding to the processing results of steps S710 and S711 are set in the game start command, and the game start command is transmitted to the production side MPU 92. The game start command is a command for making the production side MPU 92 recognize that a new game has started, and is a command for making the production side MPU 92 recognize various information determined by the main side MPU 72.

[0142] When the production side MPU 92 receives a game start command, it grasps various information for the current game from the game start command.The production side MPU 92 then determines the content of the presentation in a manner according to the various information grasped.The production side MPU 92 then reads a data table corresponding to the determined content of the presentation from the production side ROM 93 to the production side RAM 94, and 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 according to the read data table.

[0143] Next, the reel control process executed in step S308 of the normal process (FIG. 12) will be described with reference to the flowchart of FIG.

[0144] In the reel control process, first, a rotation start process is performed to start the rotation of each of the reels 32L, 32M, and 32R (step S801). 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 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. 11), 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.

[0145] Thereafter, it is determined whether any of the stop buttons 42 to 44 has been operated (step S802). If none of the stop buttons 42 to 44 has been operated, the process of step S802 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 that are spinning have been operated, that is, whether or not a stop command has been generated (step S803). If a stop command has not been generated, the process returns to step S802, and the process of step S802 is repeated until any of the stop buttons 42 to 44 is operated. If a stop command has been generated, a stop command command is sent to the production-side MPU 92 (step S804). The stop command 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 stop command. If a stop command command has been transmitted, the stop control process shown in steps S805 to S811 is performed to stop the reels that are spinning.

[0146] 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 S805). 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 S806).

[0147] 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 reel is stopped after sliding for two symbols, a stop mode in which the reel is stopped after sliding for three symbols, and a stop mode in which the reel is stopped after sliding for four symbols. Therefore, in step S806, one of the values ​​"0" to "4" is calculated as the number of slips based on the stop information stored in the main RAM 74.

[0148] 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 S807). 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 S808), and if so, a reel stop process is performed to stop the rotation of the reels 32L, 32M, and 32R (step S809). Then, it is determined whether all the reels 32L, 32M, and 32R have stopped (step S810). If all the reels 32L, 32M, and 32R have not stopped, a second stop information setting process is performed (step S811), and the process returns to step S802.

[0149] 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 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.

[0150] The processes for setting the above stop information include a first stop information setting process executed in step S709 of the winning combination lottery process (FIG. 16) and a second stop information setting process executed in step S811 of the reel control process (FIG. 20). 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 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.

[0151] If it is determined in step S810 that all reels 32L, 32M, and 32R are stopped, a winning determination process is executed in step S812. In the winning determination process, the type of symbols stopped on the main line ML on each reel 32L, 32M, and 32R is identified. Then, based on the contents of the winning data stored 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 reel 32L, 32M, and 32R corresponds to a winning combination in the winning combination lottery process. If the combination of symbols corresponds to a winning combination, the winning combination is considered to have been won and a winning corresponding process is executed.

[0152] In the winning response process, if the winning is a small winning, information on the number of game media to be awarded is set in the main RAM 74 so that the game media can be awarded in the medium awarding process. On the other hand, if the winning is a replay winning, a flag setting process is executed so that the replay setting process is executed in the next start waiting process (FIG. 13).

[0153] After the winning determination process is executed, a winning result command is sent to the production side MPU 92 (step S813). The winning result command includes data indicating whether or not a win has been achieved this time, and if a win has been achieved, includes data indicating the type of win.

[0154] Next, the response process at the end of a game, which is executed in step S310 of the normal process (FIG. 12), will be described with reference to the flowchart of FIG. 21. Note that, since the process of step S310 in the normal process (FIG. 12) is executed after the reel control process (step S308), the response process at the end of a game is executed after the rotation of all of the reels 32L, 32M, and 32R in one game has stopped.

[0155] First, the CB process is executed to control the transition and progress of the first or second CB state (step S901). The CB process will be described in detail later. After that, if the state is neither the first CB state nor the second CB state (step S902: NO), the process jumps to the process corresponding to the current game state (step S904). Specifically, if the game state is the normal game state, the normal process is executed (step S905), if the game state is the pseudo bonus state, the pseudo bonus process is executed (step S906), and if the game state is the end preparation state, the second control process of the game section is executed (step S906). Also, if either the normal process of step S904 or the pseudo bonus process of step S905 is executed, the second control process of the game section (step S906) is executed. The process contents of steps S904 to S906 will be described in detail later.

[0156] If the current game state is the first CB state or the second CB state, a positive determination is made in step S902, and the normal processing in step S904 and the pseudo bonus processing in step S905 are not executed. Therefore, if it is the first CB state or the second CB state, the processing for progressing the normal game state and the processing for progressing the pseudo bonus state are not executed. On the other hand, even if the current game state is the first CB state or the second CB state, the second control processing of the game section in step S906 is executed. Therefore, even if it is the first CB state or the second CB state, the processing for progressing the second section is executed.

[0157] <About game status and game area> Next, the gaming states and gaming intervals will be explained. Fig. 22 is an explanatory diagram for explaining the gaming states and gaming intervals existing in the slot machine 10.

[0158] In the slot machine 10, there are a normal gaming state ST1, a first CB state ST2, a second CB state ST3, a pseudo bonus state ST4, and a finish preparation state ST5 as gaming states. These gaming states ST1 to ST5 do not occur in an overlapping manner.

[0159] The normal gaming state ST1 is a gaming state in which the player remains by executing a partial clear process (step S104) or a full clear process (step S105) of the main RAM 74. When the first CB state ST2 or the second CB state ST3 that occurs in the normal gaming state ST1 ends, or when the end preparation state ST5 ends, the gaming state becomes the normal gaming state ST1. In the normal gaming state ST1, one game can be played regardless of whether the number of gaming media bets is "3" or "2".

[0160] 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 less than 1. 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.

[0161] 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.

[0162] 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, both the first CB state ST2 and the second CB state ST3 are game states that reduce the number of game media owned by the player at the end of the game state compared to the number of game media owned by the player at the start of the game state. Details of the first CB state ST2 and the second CB state ST3 will be explained later.

[0163] The pseudo bonus state ST4 is a game state to which the game is transitioned when the transition condition to the pseudo bonus state ST4 is satisfied in the normal game state ST1. The pseudo bonus state ST4 ends when the remaining number of continued games in the pseudo bonus state ST4 becomes "0" or when the ending condition of the second section SC2 is satisfied. If the pseudo bonus state ST4 ends without the ending condition of the second section SC2 being satisfied, which will be described later, and the second section SC2 ends when transitioning to the normal game state ST1, the game transitions to the end preparation state ST5. If the pseudo bonus state ST4 ends without the ending condition of the second section SC2 being satisfied, which will be described later, and the second section SC2 does not end when transitioning to the normal game state ST1, the game transitions to the normal game state ST1 without transitioning to the end preparation state ST5. Also, if the pseudo bonus state ST4 ends when the ending condition of the second section SC2 being satisfied, which will be described later, the game transitions to the normal game state ST1.

[0164] In the pseudo bonus state ST4, one game can be played regardless of whether the number of bets on gaming media is "3" or "2." In the pseudo bonus state ST4, there are a non-internal state in which neither the first CB winning data nor the second CB winning data is stored in the main RAM 74, and an internal state in which either the first CB winning data or the second CB winning data is stored in the main RAM 74.

[0165] In the pseudo bonus state ST4, if any of the index values ​​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 pseudo bonus state ST4, if any of the index values ​​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. If 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 pseudo bonus state ST4. In the pseudo bonus state ST4, if three coins are bet, the expected net increase in game media in one game is 1 or more, and in the pseudo bonus state ST4, if two coins are bet, the expected net increase in game media in one game is less than 1.

[0166] The end preparation state ST5 is a game state to which the game state is shifted when the pseudo bonus state ST4 ends without the ending condition of the second section SC2 described later being satisfied, and the second section SC2 ends when the game state is shifted to the normal game state ST1. The end preparation state ST5 ends when one game is executed. When the end preparation state ST5 ends, the game state is shifted to the normal game state ST1. The end preparation state ST5 can execute one game regardless of whether the number of game media bets is "3" or "2". The end preparation state ST5 is a game state in which the net increase expected value of game media in one game is less than 1 regardless of whether three coins are bet or two coins are bet. In addition, the end preparation state ST5 has a non-internal state in which neither the first CB winning data nor the second CB winning data is stored in the main RAM 74, and an internal state in which either the first CB winning data or the second CB winning data is stored in the main RAM 74.

[0167] 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.

[0168] The first section SC1 is a section in which an advantageous gaming state (pseudo bonus state ST4) is not started in which the expected net increase value of gaming media in one game (a value obtained by subtracting the "number of gaming media bet in one game" from the "expected number of gaming media to be awarded in one game") can be 1 or more when the winning combination that is the target of winning is different depending on the stopping order of the reels 32L, 32M, and 32R is announced, and the advantageous gaming state is not continued. When a partial clear process (step S104) or a full clear process (step S105) of the main RAM 74 is executed, the normal gaming state ST1 is set to the first section SC1. Also, when an initialization process of the second section SC2 is executed in the second section SC2, the first section SC1 is set. The second section SC2 is a section in which the advantageous gaming state can be started and the advantageous gaming state can be continued.

[0169] FIG. 23(a) is an explanatory diagram for explaining the first section SC1 and the second section SC2. As described above, when the partial clear process (step S104) or the full clear process (step S105) of the main RAM 74 is executed, the section becomes the first section SC1, and when the initialization process of the second section SC2 is executed, the section becomes the first section SC1. On the other hand, the second section SC2 is shifted from the first section SC1 when a transition opportunity to the second section SC2 occurs based on the lottery process of the hand (FIG. 16) in the first section SC1. In this case, when a game with the number of bets "3" is executed in the first section SC1, a transition opportunity to the second section SC2 may occur, whereas even if a game with the number of bets "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 the number of bets "3" instead of executing a game with the number of bets "2".

[0170] In the first section SC1, the expected net increase in gaming media per game is always less than 1, whereas in the second section SC2, the expected net increase in gaming media per game may be less than 1 or may be 1 or more. Therefore, the second section SC2 is in a more advantageous situation than the first section SC1. Therefore, the player will expect to move to the second section SC2 in the first section SC1.

[0171] The first section SC1 ends when a transition trigger to the second section SC2 occurs, and transition occurs to the second section SC2. In contrast, the second section SC2 may end when the pseudo bonus state ST4 or the end preparation state ST5 ends and transition occurs to the normal gaming state ST1. When the second section SC2 ends, transition occurs to the first section SC1. In addition, as an ending condition for the second section SC2, an ending condition is set in which either one of the following conditions is met: the total number of games played reaches the upper limit number of games (specifically, 1500 games) as the second section SC2 continues without transition to the first section SC1, or the limited total net increase in the number of game media reaches the upper limit net increase (specifically, 2400) as the second section SC2 continues without transition to the first section SC1. The limited total net increase in the number of gaming media is the increase in the predetermined difference from the predetermined reference value, where the predetermined difference is the minimum value of the predetermined difference, calculated by subtracting the total number of gaming media consumed to play games while the second section SC2 is continuing (0 when no gaming media is being played) from the total number of gaming media awarded by games played while the second section SC2 is continuing (0 when no awarding of gaming media has occurred).

[0172] That is, when the second section SC2 continues and the limited total net increase in the number of game media since the start of the second section SC2 reaches the upper limit net increase, the second section SC2 ends and transitions to the first section SC1. Also, when the second section SC2 continues and the number of games played since the start of the second section SC2 reaches the upper limit game number, the second section SC2 ends and transitions to the first section SC1. And when either one of these ending conditions is met, even if it is in the middle of the pseudo bonus state ST4, the pseudo bonus state ST4 ends in the game where the ending condition is met, and the second section SC2 ends and transitions to the first section SC1 and normal game state ST1. This makes it possible to prevent the second section SC2 from continuing excessively.

[0173] As shown in Fig. 22, the normal game state ST1, the first CB state ST2, and the second CB state ST3 can be in either the first section SC1 or the second section SC2. On the other hand, the pseudo bonus state ST4 and the end preparation state ST5 are not in the first section SC1, but are only in the second section SC2.

[0174] Fig. 23(b) is an explanatory diagram for explaining the contents of each game state ST1 to ST5 in the second section SC2. As already explained, in the normal game state ST1, the pseudo bonus state ST4 and the end preparation state ST5, the game can be executed in either the situation where the number of game media bets is "3" or the situation where the number is "2", and further, in the first CB state ST2, the game can be executed only when the number of game media bets is "3", and in the second CB state ST3, the game can be executed only when the number of game media bets is "2". This is the same even if the game section is the second section SC2.

[0175] In the normal gaming state ST1 in the second section SC2, the net increase expected value of the gaming medium is less than 1, whether a game with a bet number of "3" is executed or a game with a bet number of "2" is executed. In this case, in the normal gaming state ST1 in the second section SC2, a lottery process for transition to the pseudo bonus state ST4 may be executed based on the result of a lottery process (FIG. 16) for each game, as described later, but the lottery process for transition is executed in a game with a bet number of "3", but is not executed in a game with a bet number of "2". Also, in the normal gaming state ST1 in the second section SC2, as described later, the value of the release game number counter 74e provided in the main RAM 74 is decremented by 1 every time one game is executed, and if the value of the release game number counter 74e after the decrement is "0", the transition to the pseudo bonus state ST4 is confirmed, but the decrement of the release game number counter 74e is executed in a game with a bet number of "3", but is not executed in a game with a bet number of "2". Therefore, in the normal gaming state ST1 in the second section SC2, it is more advantageous for the player to have a game with a bet number of "3" executed than to have a game with a bet number of "2" executed.

[0176] In the pseudo bonus state ST4 in the second section SC2, when a game with a bet number of "3" is executed, the expected net increase in gaming media can be 1 or more, whereas when a game with a bet number of "2" is executed, the expected net increase in gaming media is less than 1. Therefore, in the pseudo bonus state ST4 in the second section SC2, it is more advantageous for the player to have a game with a bet number of "3" executed than to have a game with a bet number of "2" executed.

[0177] Even if it is advantageous to execute a game with a bet number of "3" in the normal game state ST1 and the pseudo bonus state ST4 in the second section SC2 as described above, the number of game media awarded in a game with a bet number of "2" in either the normal game state ST1 or the pseudo bonus state ST4 in the second section SC2 is added as the limited total net increase in game media in the second section SC2, and a game with a bet number of "2" in either the normal game state ST1 or the pseudo bonus state ST4 in the second section SC2 is added as 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 either the normal game state ST1 or the pseudo bonus state ST4 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 player is in either the normal game state ST1 or the pseudo-bonus state ST4 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.

[0178] 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.

[0179] Note that although the expected net increase value of the gaming medium is less than 1 in the end preparation state ST5 whether the game with a bet number of "3" or the game with a bet number of "2" is executed in the second section SC2, the second section SC2 ends as the pseudo bonus state ST4 ends, and it is a gaming state in which only one game is executed. Therefore, the game executed in the end preparation state ST5 does not contribute to the restricted total net increase number of the gaming medium in the second section SC2, and further does not contribute to the total number of games in the second section SC2. However, it is not limited to this, and even the game executed in the end preparation state ST5 may be configured to contribute to the restricted total net increase number of the gaming medium in the second section SC2 and further contribute to the total number of games in the second section SC2.

[0180] <Regarding the CB states ST2 and ST3> Next, the first CB state ST2 and the second CB state ST3 will be described in detail. FIG. 24(a) is an explanatory diagram for explaining the first CB role (i.e., the index value IV in which the first CB winning data is to be stored in the main side RAM 74) and the second CB role (i.e., the index value IV in which the second CB winning data is to be stored in the main side RAM 74), and FIG. 24(b) is an explanatory diagram for explaining the first CB state ST2 and the second CB state ST3.

[0181] As shown in FIG. 24(a), the first CB role can be won in a game with a bet number of "3", but cannot be won in a game with a bet number of "2". In a game with a bet number of "3", the first CB role is won with a probability of about 1 / 3.3. However, if it is in any of the winning states of the first CB role (i.e., the state in which the first CB winning data is stored in the main side RAM 74), the winning state of the second CB role (i.e., the state in which the second CB winning data is stored in the main side RAM 74), the first CB state ST2, and the second CB state ST3, the first CB role is excluded from the lottery targets in the lottery process of the role (FIG. 16).

[0182] The second CB role can be a winning combination in a game with a bet number of "2", but cannot be a winning combination in a game with a bet number of "3". In a game with a bet number of "2", the second CB role is won with a probability of about 1 / 2.2. However, in any of the following states: the first CB role is in a winning state (i.e., the first CB winning data is stored in the main RAM 74), the second CB role is in a winning state (i.e., the second CB winning data is stored in the main RAM 74), the first CB state ST2, and the second CB state ST3, the second CB role is excluded from the lottery target in the lottery process for roles (FIG. 16).

[0183] In the winning state of the 1st CB role, the 1st CB winning can be achieved in a game with a bet number of "3", while the 1st CB winning cannot be achieved in a game with a bet number of "2". Therefore, even if a game with a bet number of "2" is executed in the winning state of the 1st CB role and the lottery process of the role (FIG. 16) results in a loss result in which none of the index values ​​IV are won, the 1st CB winning cannot be achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of the stop operation of the stop buttons 42 to 44. Also, even if a game with a bet number of "2" is executed in the winning state of the 1st CB role and the lottery process of the role (FIG. 16) results in an index value IV that may cause a so-called miss, the 1st CB winning cannot be achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of the stop operation of the stop buttons 42 to 44. When a game with a bet number of "3" is executed in the winning state of the 1st CB role and the 1st CB winning is achieved, the 1st CB state ST2 is entered.

[0184] As shown in FIG. 24(b), in the first CB state ST2, it is possible to execute a game with a bet number of "3", and it is impossible to execute a game with a bet number of 2 or less. In the first CB state ST2, the winning data for normal replay is stored in the main RAM 74 with a probability of 3 / 10 in the lottery process (FIG. 16) for each game, and when the winning data for normal replay is stored, if the operation timing of the left stop button 42 is a specified timing, a normal replay win 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 not the specified timing, a normal replay win is not established even if the winning data for normal replay is stored.

[0185] In the first CB state ST2, if the winning data for the normal replay is not stored in the main RAM 74 in the lottery process (FIG. 16), or if the winning data for the normal replay is stored in the main RAM 74 but the operation timing of the left stop button 42 is not the specified timing, the first bell winning may be achieved. In this case, the first bell winning is achieved regardless of the stopping order of the reels 32L, 32M, and 32R, but the first bell winning may not be achieved depending on the timing of the stop operation of the left stop button 42.

[0186] However, without being limited to this, a configuration may be adopted in which, when normal replay winning data is stored in the master RAM 74 in the lottery process (FIG. 16) in the first CB state ST2, a normal replay winning is surely established regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of the stop operation of each of the stop buttons 42 to 44. Also, when normal replay winning data is not stored in the master RAM 74 in the lottery process (FIG. 16) in the first CB state ST2, a configuration may be adopted in which a first bell winning is surely established regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of the stop operation of each of the stop buttons 42 to 44.

[0187] In the first CB state ST2, if the first bell wins, "1" gaming medium is awarded. As already explained, in the first CB state ST2, a game can be executed only when "3" gaming media are bet. In contrast, the number of gaming media awarded in the game in the first CB state ST2 is "1". And the first CB state ST2 ends when "30" gaming media are awarded. Therefore, in the first CB state ST2, it is necessary to generate an event in which "1" gaming medium is awarded in a game executed by betting "3" gaming media 30 times, and in this case, the gaming media owned by the player will decrease by at least 60 from the start to the end of the first CB state ST2. Therefore, the first CB state ST2 becomes a gaming state that is disadvantageous to the player.

[0188] In the first CB state ST2, as described above, a normal replay win may be achieved, but neither a normal replay win nor a first bell win may be achieved. In this case, when the first CB state ST2 occurs in the second section SC2, the first CB state ST2, which is disadvantageous to the player, will continue for 30 games or more, and the number of games will be added to the total number of games played in the second section SC2.

[0189] In the winning state of the 2nd CB role, the 2nd CB winning can be achieved in a game with a bet number of "2", while the 2nd CB winning cannot be achieved in a game with a bet number of "3". Therefore, even if a game with a bet number of "3" is executed in the winning state of the 2nd CB role and the lottery process of the role (FIG. 16) results in a loss result in which none of the index values ​​IV are won, the 2nd CB winning cannot be achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of the stop operation of the stop buttons 42 to 44. Also, even if a game with a bet number of "3" is executed in the winning state of the 2nd CB role and the lottery process of the role (FIG. 16) results in a win in the index value IV that may cause a so-called miss, the 2nd CB winning cannot be achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of the stop operation of the stop buttons 42 to 44. When a game with a bet number of "2" is executed in the winning state of the 2nd CB role and the 2nd CB winning is achieved, the 2nd CB state ST3 is entered.

[0190] As shown in FIG. 24(b), in the second CB state ST3, it is possible to play a game when the number of bets is "2", and the upper limit number of bets for game media is "2". In the second CB state ST3, normal replay winning data is stored in the main RAM 74 with a probability of 3 / 10 in the lottery process for winning combinations in each game (FIG. 16), and when the normal replay winning data is stored, if the left stop button 42 is operated at a specified timing, a normal replay winning is achieved regardless of the stopping order of the reels 32L, 32M, and 32R. If the left stop button 42 is not operated at the specified timing, a normal replay winning is not achieved even if the normal replay winning data is stored.

[0191] In the second CB state ST3, if the normal replay winning data is not stored in the main RAM 74 in the lottery process (FIG. 16), or if the normal replay winning data is stored in the main RAM 74 but the operation timing of the left stop button 42 is not the specified timing and the normal replay winning cannot be achieved, the first bell winning may be achieved. In this case, the first bell winning is achieved regardless of the stopping order of the reels 32L, 32M, and 32R, but the first bell winning may not be achieved depending on the stopping operation timing of the left stop button 42.

[0192] However, without being limited to this, a configuration may be adopted in which, when normal replay winning data is stored in the main RAM 74 in the lottery process for winning combinations (FIG. 16) in the second CB state ST3, a normal replay winning is surely established regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of the stop operation of each of the stop buttons 42 to 44. Also, when normal replay winning data is not stored in the main RAM 74 in the lottery process for winning combinations (FIG. 16) in the second CB state ST3, a configuration may be adopted in which a first bell winning is surely established regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of the stop operation of each of the stop buttons 42 to 44.

[0193] In the second CB state ST3, if the first bell wins, "1" gaming medium is awarded. As already explained, in the second CB state ST3, a game can be executed only when "2" gaming media are bet. In contrast, the number of gaming media awarded in the game in the second CB state ST3 is "1". And the second CB state ST3 ends when "30" gaming media are awarded. Therefore, in the second CB state ST3, it is necessary to generate an event in which "1" gaming medium is awarded in a game executed by betting "2" gaming media 30 times, and in this case, the gaming media owned by the player will decrease by at least 30 from the start to the end of the second CB state ST3. Therefore, the second CB state ST3 becomes a gaming state that is disadvantageous to the player. However, this disadvantageous degree of the second CB state ST3 is lower than that of the first CB state ST2.

[0194] In the second CB state ST3, as described above, a normal replay win may be achieved, but neither a normal replay win nor a first bell win may be achieved. In this case, when the second CB state ST3 occurs in the second section SC2, the second CB state ST3, which is disadvantageous to the player, will continue for 30 games or more, and the number of games will be added to the total number of games played in the second section SC2.

[0195] In the configuration in which the first CB state ST2 and the second CB state ST3 are set as game states disadvantageous to the player as described above, a game with a bet number of "2" is executed to enter a winning state of the second CB role and prevent the second CB winning from being established, and then a game with a bet number of "3" is executed. As a result of the lottery process (FIG. 16) for the role in each game, it is possible to play while preventing the transition to the first CB state ST2 and the second CB state ST3 from occurring, regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of the stop operation of each stop button 42 to 44. In other words, if a winning state of the second CB role is entered by executing a game with a bet number of "2", the second CB winning will not be established even if the winning state of the second CB role is entered by executing a game with a bet number of "3" thereafter. Also, in the winning state of the second CB role, even if a game with a bet number of "3" is executed, the first CB role is excluded from the lottery target in the lottery process (FIG. 16), so the winning state of the first CB role will not be entered. Since the first CB role is not in a winning state, the first CB winning is not established, and the game state does not transition to the first CB state ST2. This makes it possible to play a game with a bet number of "3" while preventing transitions to the first CB state ST2 and the second CB state ST3. By playing a game with a bet number of "3", a transition to the second section SC2 may occur as already explained, and a transition to the pseudo bonus state ST4 may occur.

[0196] Here, it is assumed that the slot machine 10 executes the all-clear process (step S105) of the main RAM 74 for the purpose of obtaining an illegal advantage. For example, it is assumed that a fraudulent act occurs in which a fraudulent tool is used to make the payout detection sensor of the hopper device 53 unable to detect medals in a situation where medals are paid out, thereby dispensing more medals than should be paid out. In response to this, as already explained, the slot machine 10 is provided with an object detection sensor for detecting the intrusion of the fraudulent tool, and when the intrusion of the fraudulent tool is detected by the object detection sensor, an intrusion abnormality notification is executed. Therefore, even if the fraudulent tool is inserted in a way that is not detected by the object detection sensor, the intrusion of the fraudulent tool may be detected by the object detection sensor in the process of repeating the act of fraudulently dispensing many medals using the fraudulent tool, and an intrusion abnormality notification may be executed. In this case, it is assumed that the fraudulent commits an act of forcibly terminating the intrusion abnormality notification by fraudulently executing the all-clear process (step S105) of the main RAM 74. Then, it is assumed that the illegally obtained medals will be used to play games in the slot machine 10 in which the intrusion abnormality notification is not executed.

[0197] However, when such a fraudulent act is performed, the main RAM 74 is cleared completely (step S105), and the main RAM 74 is put into a state where the second CB winning data is not stored. In other words, the state is not a winning state of the second CB role. When a game with the bet number of "3" is played in a state where the second CB role is not a winning state, the first CB role can be won, and when the first CB win is established, the game state becomes the first CB state ST2, which is a disadvantageous game state for the player. This makes it possible to give a disadvantage to a person who has performed the above-mentioned fraudulent act. On the other hand, in an amusement hall, a game with the bet number of "2" is played before business starts, and the second CB role is put into a winning state, so that a normal player who does not perform the above-mentioned fraudulent act can play a game with the bet number of "3" while preventing the first CB state ST2 and the second CB state ST3 from occurring.

[0198] As shown in FIG. 24(a), the probability of winning the second CB role in a game with a bet number of "2" is about 1 / 2.2, whereas the probability of winning the first CB role in a game with a bet number of "3" is about 1 / 3.3. In other words, the probability of winning the second CB role is set higher than the probability of winning the first CB role. This makes it possible to reduce the number of games required to win the second CB role when the winning state of the second CB role is achieved by playing a game with a bet number of "2" in an amusement hall or the like. On the other hand, even if a game with a bet number of "3" is played before the winning state of the second CB role is achieved by mistake, it is possible to make it difficult to win the first CB role because the probability of winning the first CB role is lower than the probability of winning the second CB role.

[0199] In addition, the configuration is not limited to one in which the probability of winning the second CB role is higher than the probability of winning the first CB role, and the configuration may be one in which the probability of winning the first CB role is higher than the probability of winning the second CB role, or one in which the probability of winning the first CB role and the probability of winning the second CB role are the same or approximately the same.

[0200] Fig. 25 is a flow chart showing the CB process executed by the master MPU 72. The CB process is executed in step S901 in the game end response process (Fig. 21). As already explained, the game end response process (Fig. 21) is executed after all the reels 32L, 32M, and 32R have stopped spinning in one game, so the CB process is also executed after all the reels 32L, 32M, and 32R have stopped spinning in one game.

[0201] By determining whether or not "1" is set to either the first CB state flag or the second CB state flag provided in the main RAM 74, it is determined whether or not the current game state is either the first CB state ST2 or the second CB state ST3 (step S1001). The first CB state flag is a flag for the main MPU 72 to specify whether or not the game state is the first CB state ST2, and the second CB state flag is a flag for the main MPU 72 to specify whether or not the game state is the second CB state ST3.

[0202] If the negative judgment is made in step S1001, it is judged whether or not the first CB winning has been achieved in this game (step S1002). That is, it is judged whether or not the combination of symbols corresponding to the first CB winning has stopped on the main line ML in a situation where the first CB winning data is stored in the master RAM 74. If the first CB winning has been achieved (step S1002: YES), the first CB state flag in the master RAM 74 is set to "1" (step S1003), and the first CB winning data in the master RAM 74 is cleared (step S1004). Then, a first CB winning command indicating a transition to the first CB state ST2 is sent to the production side MPU 92 (step S1005). As a result, the game state becomes the first CB state ST2. In the first CB state ST2, as already explained, the processing of steps S513 to S515 in the bet corresponding processing (FIG. 14) is executed, so that the game is executed only in a situation where "3" gaming media is bet.

[0203] If the negative judgment is made in step S1002, it is judged whether or not the second CB winning has been achieved in this game (step S1006). In other words, it is judged whether or not the combination of symbols corresponding to the second CB winning has stopped on the main line ML in a situation where the second CB winning data is stored in the master RAM 74. If the second CB winning has been achieved (step S1006: YES), the second CB state flag of the master RAM 74 is set to "1" (step S1007), and the second CB winning data of the master RAM 74 is cleared (step S1008). Then, a second CB winning command indicating a transition to the second CB state ST3 is sent to the production side MPU 92 (step S1009). As a result, the game state becomes the second CB state ST3. In the second CB state ST3, as already explained, the processing of steps S503, S508, S515 and S516 in the bet corresponding processing (FIG. 14) is executed, and the game is executed only when "2" gaming media has been bet.

[0204] If the determination in step S1001 is positive, it is determined whether or not the first bell has been won in the current game (step S1010). If the first bell has been won (step S1010: YES), the value of the total award counter provided in the master RAM 74 is incremented by 1 (step S1011). The total award counter is a counter for specifying the total number of game media awarded in the first CB state ST2 or the second CB state ST3 by the master MPU 72, and is cleared to "0" when the first CB state ST2 or the second CB state ST3 is started.

[0205] When the value of the total grant counter after adding 1 becomes "30", which is the end reference number of the first CB state ST2 and the second CB state ST3 (step S1012: YES), the CB state flags corresponding to the current CB states ST2 and ST3 are cleared to "0" (step S1013). Then, a CB end command indicating that the current CB states ST2 and ST3 have ended is sent to the production side MPU 92 (step S1014).

[0206] Next, the manner in which the game state transitions to the CB state ST2, ST3 and the manner in which the transition to the CB state ST2, ST3 is restricted will be described with reference to the time chart in Fig. 26. Fig. 26(a) shows the period in which the game is played in a situation in which "3" game media are bet, Fig. 26(b) shows the period in which the game is played in a situation in which "2" game media are bet, Fig. 26(c) shows the period in which the first CB role is in a winning state, Fig. 26(d) shows the period in which the second CB role is in a winning state, Fig. 26(e) shows the period in which the first CB winning or the second CB winning can be established, Fig. 26(f) shows the period in which the first CB state ST2 or the second CB state ST3 is in, Fig. 26(g) shows the period in which the first section SC1 can transition to the second section SC2, and Fig. 26(h) shows the period in which the game is consumed in the second section SC2.

[0207] First, the case where transitions to the CB states ST2 and ST3 are restricted will be described.

[0208] At the timing of t1 after the execution of the all-clear process (step S105) of the main RAM 74, a game with the bet number of "2" is started as shown in FIG. 26(b). In this case, neither the first CB role nor the second CB role is won, the game section is the first section SC1, and the game is in the normal game state ST1. Then, the game with the bet number of "2" is repeatedly executed, and the second CB role is won at the timing of t2 as shown in FIG. 26(d). In this case, the transition to the second CB state ST3 does not occur by preventing the second CB winning from being established. Also, in the situation where the second CB role is won, a game with the bet number of "2" is executed as shown in FIG. 26(b), and the period in which the second CB winning can be established is entered as shown in FIG. 26(e).

[0209] After that, at the timing of t3, as shown in FIG. 26(a), a state is entered in which a game with a bet number of "3" is repeatedly executed. Even if the second CB role is in a winning state, if a game with a bet number of "3" is executed, the second CB winning will not be established, and furthermore, in the winning state of the second CB role, the first CB role will not be won. Therefore, at the timing of t3, as shown in FIG. 26(e), a period in which the CB winning cannot be established is entered. Also, if a game with a bet number of "2" is executed, a transition trigger to the second section SC2 does not occur, but if a game with a bet number of "3" is executed, a transition trigger to the second section SC2 may occur, so at the timing of t3, as shown in FIG. 26(g), a transition possible period to the second section SC2 is entered.

[0210] Thereafter, at timing t4, an opportunity to transition to the second section SC2 occurs, and the game enters the second section SC2 as shown in Figure 26(h), and then a game with a bet of "3" is played, and the game is completed in the second section SC2.

[0211] After that, at the timing of t5, a game with the bet number of "2" is executed as shown in FIG. 26(b). In this case, since a game with the bet number of "2" is executed in the winning state of the second CB role, it becomes a situation where the second CB winning can be established as shown in FIG. 26(e). Even if a game with the bet number of "2" is executed in the second section SC2, it is treated as a game that has been consumed in the second section SC2 as shown in FIG. 26(h). After that, the second CB winning is established at the timing of t6, and the second CB state ST3 is established as shown in FIG. 26(f). Even if a game in the second CB state ST3 is executed in the second section SC2, it is treated as a game that has been consumed in the second section SC2 as shown in FIG. 26(h).

[0212] Next, a case will be described where a game with the bet number "3" is repeated from the timing after the process of clearing all of the main RAM 74 (step S105) is executed.

[0213] At the timing of t7 after the all clear process (step S105) of the main RAM 74 is executed, a game with the bet number of "3" is started as shown in FIG. 26(a). In this case, neither the first CB role nor the second CB role is won, the game section is the first section SC1, and the game state is the normal game state ST1. When a game with the bet number of "3" is executed, a transition trigger to the second section SC2 may occur, so at the timing of t7, as shown in FIG. 26(g), a transition possible period to the second section SC2 occurs. After that, as shown in FIG. 26(h), a transition trigger to the second section SC2 occurs at the timing of t8, and the second section SC2 is entered, and then a game with the bet number of "3" is executed, and the game is consumed in the second section SC2.

[0214] After that, the game with the bet number of "3" is repeatedly executed, and the first CB role is won at the timing of t9 as shown in FIG. 26(c). In addition, in the situation where the first CB role is won, a game with the bet number of "3" is executed as shown in FIG. 26(a), and a period in which the first CB winning can be achieved is entered as shown in FIG. 26(e). After that, the first CB winning is achieved at the timing of t10, and the first CB state ST2 is entered as shown in FIG. 26(f). Even if a game in the first CB state ST2 is executed in the second section SC2, it is treated as a game that has been played in the second section SC2 as shown in FIG. 26(h).

[0215] After that, the first CB state ST2 ends at the timing of t11 as shown in Fig. 26(f). Even after the first CB state ST2 ends, the second section SC2 continues as shown in Fig. 26(h), and when a game with a bet of "3" is executed as shown in Fig. 26(a), it is treated as a game that has been consumed in the second section SC2 as shown in Fig. 26(h).

[0216] Next, a case will be described where a game with a bet amount of "2" is repeated from the timing after the process of clearing all of the main RAM 74 (step S105) is executed.

[0217] At the timing of t12 after the execution of the all-clear process (step S105) of the main RAM 74, a game with the number of bets "2" is started as shown in FIG. 26(b). In this case, neither the first CB role nor the second CB role is won, the game section is the first section SC1, and the game section is in the normal game state ST1. Then, the game with the number of bets "2" is repeatedly executed, and the game enters the winning state of the second CB role as shown in FIG. 26(d) at the timing of t13. In this case, the transition to the second CB state ST3 does not occur by preventing the second CB winning from being established. Also, in the situation where the second CB role is in the winning state, a game with the number of bets "2" is executed as shown in FIG. 26(b), and the period in which the second CB winning can be established is entered as shown in FIG. 26(e). Note that when a game with the number of bets "2" is executed, no opportunity for transition to the second section SC2 occurs, and therefore the period does not become a period in which transition to the second section SC2 is possible as shown in FIG. 26(g). Thereafter, the second CB winning occurs at the timing t14, and the state becomes the second CB state ST3 from the timing t14 to the timing t15, as shown in FIG. 26(f).

[0218] Next, the contents of various notifications executed in relation to the winning state of the CB role and the number of bets on gaming media will be described.

[0219] As described above, the first CB state ST2 and the second CB state ST3 are disadvantageous game states for the player, but by first playing a game with a bet number of "2" to bring about a winning state of the second CB role, and then playing a game with a bet number of "3", it is possible to aim for the occurrence of the pseudo bonus state ST4 while preventing the transition to the first CB state ST2 and the second CB state ST3 from occurring. In this case, the slot machine 10 is configured to notify the player that the second CB role is not in the winning state and to notify the player that the third CB role is in the winning state.

[0220] 27(a) to 27(c) are explanatory diagrams for explaining the contents of notifications related to the winning states of the first CB role and the second CB role executed by the image display device 63. FIG.

[0221] In a situation where the game can be executed and in a situation where the game is being executed, a video of a predetermined character image G11 is displayed on the image display device 63 as shown in Fig. 27(a) to Fig. 27(c). In this case, in a situation where neither the first CB role nor the second CB role is won, a non-internal notification image G12 is displayed in a part of the image display device 63 as shown in Fig. 27(a). The non-internal notification image G12 is displayed in a corner of the image display device 63 so as not to overlap with the predetermined character image G11 in the front-back direction. The non-internal notification image G12 is maintained displayed if the situation where neither the first CB role nor the second CB role is won continues.

[0222] As the non-internal notification image G12, a non-internal explicit image G21 indicating that neither the first CB role nor the second CB role has been won, and a non-internal number of games played image G22 indicating the number of games played in a situation in which neither the first CB role nor the second CB role has been won are displayed. Specifically, a text image saying "Returning" is displayed as the non-internal explicit image G21. This clearly indicates that neither the first CB role nor the second CB role has been won.

[0223] Specifically, as the non-internal consumed game number image G22, a text image such as "010 games" is displayed, which indicates the number of games executed in a situation where neither the first CB role nor the second CB role is won. In this case, "000 games" is displayed as the non-internal consumed game number image G22 until the first game in a situation where neither the first CB role nor the second CB role is won is completed after the partial clear process (step S104) or the full clear process (step S105) of the main RAM 74 is executed. Also, "000 games" is displayed as the non-internal consumed game number image G22 until the first game in a situation where neither the first CB role nor the second CB role is won is completed after the first CB state ST2 or the second CB state ST3 ends. After that, whether it is a game with a bet number of "3" or a game with a bet number of "2", the number of games displayed as the non-internal consumed game number image G22 is incremented by one each time one game is executed.

[0224] In a situation where neither the first CB nor the second CB has been won, the second CB is won in a game with a bet number of "2", and the second CB is won, and the display of the non-internal notification image G12 ends as shown in Fig. 27(b). In this case, the display of the predetermined character image G11 continues, but the image indicating that the second CB has been won is not displayed on the image display device 63.

[0225] In a situation where neither the first CB role nor the second CB role is won, the first CB role is won in a game with a bet number of "3", and the first CB role is in a winning state, and the display of the non-internal notification image G12 is terminated as shown in FIG. 27(c). In this case, the first internal indication image G13 indicating that the first CB role is in a winning state is displayed in a part of the image display device 63. The first internal indication image G13 is displayed in a corner part of the image display device 63 so as not to overlap with the predetermined character image G11 in the front-back direction. The first internal indication image G13 is maintained in display while the winning state of the first CB role continues. Then, the first CB win is established and the game state transitions to the first CB state ST2, and the display of the first internal indication image G13 is terminated.

[0226] In addition, in the first CB state ST2, a CB state display is performed on the image display device 63. Also, in the second CB state ST3, a CB state display is performed on the image display device 63. The specific content of the CB state display is arbitrary, but for example, the entire display surface of the image display device 63 may be dimmed when a predetermined character image G11 is displayed on the image display device 63. Also, an image showing the remaining number of game media required to be paid out until the first CB state ST2 or the second CB state ST3 ends may be displayed.

[0227] In addition to the above notifications, various bet number notifications are executed as notifications related to the winning state of the first CB role and the second CB role. Specifically, in a situation where neither the first CB role nor the second CB role is won, when the second CB role is won in a game with a bet number of "2", a winning corresponding notification of the second CB role is executed by the time when the stop operation of the reels 32L, 32M, and 32R becomes effective in a state where neither the first CB role nor the second CB role is won. The execution mode of the winning corresponding notification of the second CB role is arbitrary, but for example, a message such as "Winning the second CB role" is output from the speaker 62. The winning corresponding notification of the second CB role is generated when a game with a bet number of "2" is executed in the winning state of the second CB role even after the game in which the second CB role is won.

[0228] In the winning state of the second CB role, if a game with a bet number of "2" is executed, a two-bet compatible notification is executed. The execution manner of the two-bet compatible notification is arbitrary, but for example, a message such as "2 coins" is output from the speaker 62. In the winning state of the second CB role, if a game with a bet number of "2" is repeated without a game with a bet number of "3" in between, the two-bet compatible notification is not generated from the second game onwards of the game with a bet number of "2".

[0229] In a situation where neither the first CB role nor the second CB role is won, a 3 bet notification is executed when a game with a bet number of "3" is executed. The execution manner of the 3 bet notification is arbitrary, but for example, a message such as "3 coins" is output from the speaker 62. In a situation where neither the first CB role nor the second CB role is won, if a game with a bet number of "3" is repeated without a game with a bet number of "2" in between, the 3 bet notification is not generated in the second game onwards of the game with a bet number of "3".

[0230] In a situation where neither the first CB role nor the second CB role is won, if the first CB role is won in a game with a bet number of "3", a winning corresponding notification of the first CB role is executed by the time the stopping operation of the reels 32L, 32M, and 32R becomes effective. The manner of execution of the winning corresponding notification of the first CB role is arbitrary, but for example, a message such as "The first CB role has been won" is output from the speaker 62. However, the winning corresponding notification of the first CB role is generated only in the game in which the first CB role is won, and is not executed in either the game with the bet number of "2" or the game with the bet number of "3" in the winning state of the first CB role thereafter.

[0231] In the winning state of the first CB role, if a game with a bet number of "2" is executed, a two-bet compatible notification is executed. The manner of execution of the two-bet compatible notification is arbitrary, but for example, a message such as "2 coins" is output from the speaker 62. In the winning state of the first CB role, if a game with a bet number of "2" is repeated without a game with a bet number of "3" in between, the two-bet compatible notification is not generated from the second game onwards of the game with a bet number of "2".

[0232] Next, the manner in which various notifications are executed in relation to the winning state of the CB combination and the number of bets on game media will be described with reference to the time chart of FIG. 28(a) shows the execution period of a game with the bet number of "2", FIG. 28(b) shows the execution period of a game with the bet number of "3", FIG. 28(c) shows the period during which an alarm sound is output when a bet of "2" is made when a game with the bet number of "2" is executed, FIG. 28(d) shows the period during which an alarm sound is output when a bet of "3" is made when a game with the bet number of "3" is executed, FIG. 28(e) shows the period during which a non-internal alarm image G12 is displayed on the image display device 63, FIG. 28(f) shows the period during which a first internal indication image G13 is displayed on the image display device 63, FIG. 28(g) shows the period during which the first CB role is in a winning state, FIG. 28(h) shows the period during which the second CB role is in a winning state, FIG. 28(i) shows the period during which the first CB state ST2 or the second CB state ST3 is executed, and FIG. 28(j) shows the period during which a CB state display is being performed on the image display device 63.

[0233] When the supply of operating power to the slot machine 10 is started, the performance execution control is started in the performance side MPU 92 at the timing of t1. In this case, since the all-clear process (step S105) of the main side RAM 74 is being executed, neither the first CB role nor the second CB role is won. Therefore, at the timing of t1, the display of the non-internal notification image G12 is started on the image display device 63 as shown in FIG. 28(e).

[0234] After that, at the timing of t2, a game with the bet number of "3" is executed as shown in FIG. 28(b). In this case, since a game with the bet number of "3" is executed in a situation where neither the first CB role nor the second CB role is won, an alarm sound corresponding to the 3 bet corresponding alarm is output as shown in FIG. 28(d). This allows a player or a manager of a game hall to recognize that a game with the bet number of "3" is executed in a situation where neither the first CB role nor the second CB role is won. Also, at the timing of t2, the display content of the non-internal number of games played image G22 of the non-internal alarm image G12 on the image display device 63 is updated from "000 games" to "001 games".

[0235] At the timing of t3, as shown in FIG. 28(b), a game with a bet number of "3" is executed again in a situation where neither the first CB role nor the second CB role is won. However, since this game is a game with a bet number of "3" executed from the second time onwards without an intervening game with a bet number of "2", a 3 bet notification is not executed. This makes it possible to prevent a 3 bet notification from being repeatedly executed in a situation where neither the first CB role nor the second CB role is won, when a game with a bet number of "3" is intentionally repeated. Also, at the timing of t3, the display content of the non-internal number of games played image G22 of the non-internal notification image G12 on the image display device 63 is updated from "001 game" to "002 game".

[0236] After that, at the timing of t4, as shown in FIG. 28(b), a game with the bet number of "3" is executed again in a situation where neither the first CB role nor the second CB role is won. In the game, the first CB role is won as shown in FIG. 28(g). Therefore, at the timing of t4, as shown in FIG. 28(d), a notification sound corresponding to the winning corresponding notification of the first CB role is output. This makes it possible for the player and the manager of the game hall to recognize that the first CB role has been won. In addition, the winning corresponding notification of the first CB role is started before the timing when the stop operation of the reels 32L, 32M, and 32R becomes effective in the game in which the first CB role is won. This makes it possible for the player and the manager of the game hall to recognize that the first CB role has been won before the stop operation of the reels 32L, 32M, and 32R is performed in the game in which the first CB role is won. Also, at timing t4, the display content of the non-internal game count image G22 of the non-internal notification image G12 on the image display device 63 is updated from "002 games" to "003 games."

[0237] After that, at the timing of t5, the game in which the first CB role was won ends without the first CB winning occurring. In this case, at the timing of t5, the display of the non-internal notification image G12 on the image display device 63 ends as shown in Fig. 28(e), and the display of the first internally indicating image G13 on the image display device 63 starts as shown in Fig. 28(f). This allows the player and the manager of the game hall to recognize that the first CB role has been won.

[0238] After that, at the timing of t6, as shown in Fig. 28(b), a game is executed with the bet number "3" in the winning state of the first CB role. Then, at the timing of t7 when the game ends, as shown in Fig. 28(g) and Fig. 28(i), the first CB winning is established, and the game transitions to the first CB state ST2. In this case, at the timing of t7, as shown in Fig. 28(f), the display of the first internally indicating image G13 on the image display device 63 is ended, and as shown in Fig. 28(j), the display of the CB state on the image display device 63 is started.

[0239] After that, at the timing of t8, a game with the bet number of "3" is executed in the first CB state ST2. In this game, the CB state display is continued on the image display device 63 as shown in FIG. 28(j). After that, the game with the bet number of "3" is repeated, and the first CB state ST2 ends at the timing of t9 as shown in FIG. 28(i). In this case, the CB state display on the image display device 63 ends at the timing of t9 as shown in FIG. 28(j). In addition, since neither the first CB role nor the second CB role is won, the display of the non-internal notification image G12 on the image display device 63 starts at the timing of t9 as shown in FIG. 28(e). In this case, the display content of the non-internal played game number image G22 of the non-internal notification image G12 on the image display device 63 becomes "000 games".

[0240] After that, at the timing of t10, a game with the bet number of "2" is executed in a situation where neither the first CB role nor the second CB role is won as shown in Fig. 28(a). At the timing of t10, the display content of the non-internal number of games played image G22 of the non-internal notification image G12 on the image display device 63 is updated from "000 games" to "001 games".

[0241] After that, at the timing of t11, as shown in FIG. 28(a), a game with the bet number of "2" is executed again in a situation where neither the first CB role nor the second CB role is won. In the game, the second CB role is won as shown in FIG. 28(h). Therefore, at the timing of t11, as shown in FIG. 28(c), a notification sound corresponding to the winning corresponding notification of the second CB role is output. This makes it possible for the player and the manager of the game hall to recognize that the second CB role has been won. In addition, the winning corresponding notification of the second CB role is started before the timing at which the stop operation of the reels 32L, 32M, and 32R becomes effective in the game in which the second CB role is won. This makes it possible for the player and the manager of the game hall to recognize that the second CB role has been won before the stop operation of the reels 32L, 32M, and 32R is performed in the game in which the second CB role is won. Also, at timing t11, the display content of the non-internal game count image G22 of the non-internal notification image G12 on the image display device 63 is updated from "001 game" to "002 game."

[0242] After that, at the timing of t12, the game in which the second CB winning combination was won ends without the second CB winning combination being achieved. In this case, at the timing of t12, the display of the non-internal notification image G12 on the image display device 63 ends as shown in Fig. 28(e). This allows the player and the manager of the gaming hall to recognize that the second CB winning combination has been achieved.

[0243] After that, at the timing of t13, as shown in FIG. 28(a), a game with the bet number of "2" is executed in the winning state of the second CB role. In this case, as shown in FIG. 28(c), an alarm sound corresponding to the 2 bet corresponding alarm is output, and an alarm sound corresponding to the winning corresponding alarm of the second CB role is output again. This allows the player and the manager of the game hall to recognize that the game with the bet number of "2" has been executed in the winning state of the second CB role, and allows the player and the manager of the game hall to recognize that the second CB role has been won. In addition, the winning corresponding alarm of the second CB role is started before the timing when the stop operation of the reels 32L, 32M, and 32R becomes effective. This allows the player and the manager of the game hall to recognize that the second CB role has been won before the stop operation of the reels 32L, 32M, and 32R is performed.

[0244] After that, at the timing of t14, as shown in FIG. 28(a), a game with the bet number of "2" is executed again in the winning state of the second CB role. However, since the game is a game with the bet number of "2" executed from the second time onwards without an intervening game with the bet number of "3", the 2-bet corresponding notification is not executed. This makes it possible to prevent the 2-bet corresponding notification from being repeatedly executed when the game with the bet number of "2" is intentionally repeated in the winning state of the second CB role. Meanwhile, at the timing of t14, as shown in FIG. 28(c), a notification sound corresponding to the winning corresponding notification of the second CB role is output again. This makes it possible to make the player or the manager of the game hall recognize that the second CB role has been won. In addition, the winning corresponding notification of the second CB role is started before the timing when the stop operation of the reels 32L, 32M, and 32R becomes effective. This makes it possible for the player or the manager of the gaming hall to recognize that the second CB combination has been won before the reels 32L, 32M, and 32R are stopped.

[0245] After that, at the timing of t15 and the timing of t16, as shown in Fig. 28(b), a game with the bet number of "3" is executed in the winning state of the second CB role. Since the execution of a game with the bet number of "3" in the winning state of the second CB role is the originally expected game content, a 3 bet corresponding notification and a winning corresponding notification of the second CB role are not executed for the game.

[0246] After that, at the timing of t17, as shown in FIG. 28(a), a game with the bet number of "2" is executed in the winning state of the second CB role. In this case, as shown in FIG. 28(c), an alarm sound corresponding to the 2 bet corresponding alarm is output, and an alarm sound corresponding to the winning corresponding alarm of the second CB role is output again. This allows the player and the manager of the game hall to recognize that the game with the bet number of "2" has been executed in the winning state of the second CB role, and allows the player and the manager of the game hall to recognize that the second CB role has been won. In addition, the winning corresponding alarm of the second CB role is started before the timing when the stop operation of the reels 32L, 32M, and 32R becomes effective. This allows the player and the manager of the game hall to recognize that the second CB role has been won before the stop operation of the reels 32L, 32M, and 32R is performed.

[0247] After that, at the timing of t18, as shown in FIG. 28(a), a game with the bet number of "2" is executed again in the winning state of the second CB role. However, since the game is a game with the bet number of "2" executed from the second time onwards without an intervening game with the bet number of "3", the 2-bet corresponding notification is not executed. This makes it possible to prevent the 2-bet corresponding notification from being repeatedly executed when the game with the bet number of "2" is intentionally repeated in the winning state of the second CB role. Meanwhile, at the timing of t18, as shown in FIG. 28(c), a notification sound corresponding to the winning corresponding notification of the second CB role is output again. This makes it possible to make the player or the manager of the game hall recognize that the second CB role has been won. In addition, the winning corresponding notification of the second CB role is started before the timing when the stop operation of the reels 32L, 32M, and 32R becomes effective. This makes it possible for the player or the manager of the gaming hall to recognize that the second CB combination has been won before the reels 32L, 32M, and 32R are stopped.

[0248] Next, a processing configuration for performing various notifications executed in relation to the winning state of the CB role and the number of bets on game media as described above will be described.

[0249] 29 is a flowchart showing the internal notification control process executed by the production side MPU 92. The internal notification control process is repeatedly executed by the production side MPU 92 at relatively short intervals (for example, every 4 milliseconds).

[0250] First, it is determined whether or not a command at the start of supply has been received from the main MPU 72 (step S1101). When the supply of operating power is started, if no abnormality occurs in the storage state of the main RAM 74, the main MPU 72 transmits one of a power restoration command, a full initialization command, and a partial initialization command as the command at the start of supply in the main process (FIG. 10). As already explained, the power restoration command is a command transmitted when no abnormality occurs in the storage state of the main RAM 74 and the address before the power cut is returned to without executing the partial clear process (step S104) and the full clear process (step S105). The full initialization command is a command transmitted when the full clear process (step S105) is executed as described later. The partial initialization command is a command transmitted when the partial clear process (step S104) is executed as described later.

[0251] If the determination in step S1101 is affirmative, control processing at the start of supply is executed (step S1102). Fig. 30 is a flowchart showing the control processing at the start of supply.

[0252] When the all clear process (step S105) is being executed in the main process (FIG. 10) of the master MPU 72 and the all initialization command is received (step S1201: YES), the display of the non-internal notification image G12 is started on the image display device 63 (step S1202). When the all clear process (step S105) is executed, as will be described later in detail, all areas of the master RAM 74 are initialized, so that neither the first CB role nor the second CB role is won. Therefore, when the all initialization command is received, the display of the non-internal notification image G12 on the image display device 63 is started. In this case, the display content of the non-internal number of games played image G22 of the non-internal notification image G12 is "000 games".

[0253] When the partial clear process (step S104) is being executed in the main process (FIG. 10) of the master MPU 72 and a partial initialization command is received (step S1203: YES), it is determined whether or not the second CB role is in a winning state based on the information set in the partial initialization command (step S1204). When the partial clear process (step S104) is executed, as described in detail below, the area in the master RAM 74 where the second CB winning data is to be stored is not initialized, and areas other than the area (including the area where the first CB winning data is stored) are initialized.

[0254] If the second CB winning data was stored in the main RAM 74 immediately before the supply of operating power was stopped, the state in which the second CB winning data is stored in the main RAM 74 is maintained even after the partial clear process (step S104) is executed after the supply of operating power is resumed. On the other hand, if the second CB winning data was not stored in the main RAM 74 immediately before the supply of operating power was stopped, the state in which the second CB winning data is not stored in the main RAM 74 is maintained even after the partial clear process (step S104) is executed after the supply of operating power is resumed. In the partial initialization command, information indicating whether or not the second CB winning data is stored in the main RAM 74 is set, as described later. Therefore, in step S1204, it is determined whether or not information indicating that the second CB winning data is stored is included in the partial initialization command.

[0255] If a negative determination is made in step S1204, the display of the non-internal notification image G12 is started on the image display device 63 (step S1205). In this case, the display content of the non-internal number of games played image G22 of the non-internal notification image G12 becomes "000 games." If a positive determination is made in step S1204, the second CB internal flag provided in the production side RAM 94 is set to "1" (step S1206). The second CB internal flag is a flag for the production side MPU 92 to identify that the second CB role is in a winning state.

[0256] If a power restoration command is received from the main MPU 72 (step S1207: YES), it is determined whether or not the second CB role is in a winning state based on the information set in the power restoration command (step S1208). As already explained, the power restoration command is set with information indicating whether or not either the first CB winning data or the second CB winning data is stored in the main RAM 74. If the second CB role is in a winning state (step S1208: YES), the second CB internal flag in the performance RAM 94 is set to "1" (step S1209).

[0257] If the second CB role is not in a winning state (step S1208: NO), it is determined whether the first CB role is in a winning state based on the information set in the power recovery command (step S1210). If the first CB role is not in a winning state (step S1210: NO), the display of the non-internal notification image G12 on the image display device 63 is started (step S1211). In this case, the display content of the non-internal number of games played image G22 of the non-internal notification image G12 becomes "000 games". If the first CB role is in a winning state (step S1210: YES), the display of the first internal explicit image G13 on the image display device 63 is started (step S1212). After that, the first CB internal flag provided in the performance side RAM 94 is set to "1" (step S1213). The first CB internal flag is a flag for specifying that the first CB role is in a winning state by the performance side MPU 92.

[0258] Returning to the explanation of the internal notification control process (Fig. 29), when a winning result command is received from the master MPU 72 (step S1103: YES), it is judged from the information set in the winning result command whether the first CB combination has been won in the current game and the first CB winning has not been achieved (step S1104). The master MPU 72 transmits a winning result command to the production MPU 92 in step S813, which is a process executed after all the rotations of the reels 32L, 32M, and 32R in one game have stopped in the reel control process (Fig. 20). The winning result command is set with information corresponding to the type of winning data to be stored in the master RAM 74 in the lottery process for the combination in the current game (Fig. 16), information on whether or not a winning has been achieved in the current game, and information on the type of winning that has been achieved if a winning has been achieved in the current game. If a positive judgment is made in step S1104, the first CB internal flag in the production side RAM 94 is set to "1" (step S1105), the display of the non-internal notification image G12 on the image display device 63 is terminated (step S1106), and the display of the first internal explicit image G13 on the image display device 63 is started (step S1107).

[0259] In the internal notification control process, if a winning result command is received from the main MPU 72 (step S1103: YES), it is determined from the information set in the winning result command whether the second CB role was won in this game and the second CB winning was not achieved (step S1108). If the determination is affirmative in step S1108, the second CB internal flag in the performance RAM 94 is set to "1" (step S1109), and the display of the non-internal notification image G12 on the image display device 63 is terminated (step S1110).

[0260] In the internal notification control process, if a winning result command has been received from the main MPU 72 (step S1103: YES), it is further determined whether a first CB winning command or a second CB winning command has been received from the main MPU 72, thereby determining whether a first CB winning or a second CB winning has been achieved in the current game (step S1111). As already explained, if a first CB winning has been achieved, the main MPU 72 sends a first CB winning command in step S1005 of the CB processing (Fig. 25), and if a second CB winning has been achieved, it sends a second CB winning command in step S1009 of the CB processing (Fig. 25).

[0261] If any of the CB wins is established (step S1111: YES), a clear process of the CB internal flag is executed (step S1112). In the clear process of the CB internal flag, if the first CB internal flag of the performance side RAM 94 is set to "1", the first CB internal flag is cleared to "0", and if the second CB internal flag of the performance side RAM 94 is set to "1", the second CB internal flag is cleared to "0". After that, a termination process of various displays is executed (step S1113). In the termination process, if the non-internal notification image G12 is displayed on the image display device 63, the display of the non-internal notification image G12 is terminated, and if the first internal explicit image G13 is displayed on the image display device 63, the display of the first internal explicit image G13 is terminated. After that, the CB state display on the image display device 63 is started (step S1114).

[0262] In the internal notification control process, when a winning result command is received from the main MPU 72 (step S1103: YES), it is further determined whether a CB end command is received from the main MPU 72, thereby determining whether the CB states ST2 and ST3 to be executed have ended (step S1115). As already explained, when the CB states ST2 and ST3 to be executed have ended, the main MPU 72 transmits the CB end command in step S1014 of the CB process (FIG. 25).

[0263] When the CB states ST2 and ST3 to be executed have ended (step S1115: YES), the display of the CB state on the image display device 63 is ended (step S1116). After that, the display of the non-internal notification image G12 on the image display device 63 is started (step S1117).

[0264] In the internal notification control process, if a game start command is received from the main MPU 72 (step S1118: YES) and both the first CB internal flag and the second CB internal flag of the presentation side RAM 94 are not set to "1" (steps S1119 and S1120: NO), a non-internal notification process is executed (step S1121). Also, if a game start command is received from the main MPU 72 (step S1118: YES) and the first CB internal flag of the presentation side RAM 94 is set to "1" (step S1119: YES), a first CB internal notification process is executed (step S1122). Also, if a game start command is received from the main MPU 72 (step S1118: YES) and the second CB internal flag of the presentation side RAM 94 is set to "1" (step S1120: YES), a second CB internal notification process is executed (step S1123).

[0265] FIG. 31 is a flowchart showing the non-internal internal notification process executed in step S1121 of the internal notification control process (FIG. 29).

[0266] First, the value of the recovery counter provided in the presentation side RAM 94 is incremented by 1 (step S1301). The recovery counter is a counter for the presentation side MPU 92 to specify the number of games executed since the display of the non-internal notification image G12 is started on the image display device 63, and a number corresponding to the value set in the recovery counter is displayed as a non-internal number of games played image G22 in the non-internal notification image G12. Note that when the display of the non-internal notification image G12 is started on the image display device 63, the value of the recovery counter is cleared to "0". After that, the display content of the non-internal notification image G12 is updated so that a number corresponding to the value set in the recovery counter after incrementing by 1 is displayed in the non-internal number of games played image G22 in the non-internal notification image G12 (step S1302).

[0267] Thereafter, it is determined whether the number of bets for the current game is "3" (step S1303). As already explained, in the start setting process (FIG. 15) executed when a game is started, the master MPU 72 transmits a first bet number command if the number of bets for the game is "3" (step S603), and transmits a second bet number command if the number of bets for the game is "2" (step S604). In step S1303, it is determined whether the first bet number command has been received from the master MPU 72.

[0268] If the positive determination is made in step S1303, the "3" bet notified flag in the production side RAM 94 is not set to "1" (step S1304: NO), and then the "3" bet notified flag is set to "1" (step S1306). In the "3" bet notifying process, a 3 bet corresponding notification is executed to notify that a game with a bet number of "3" has been executed in a situation where neither the first CB role nor the second CB role has been won. As a result, a message such as "3 coins" is output from the speaker 62. The "3" bet notified flag is a flag for the production side MPU 92 to specify whether or not a 3 bet corresponding notification has already been executed when a game with a bet number of "3" is repeated. By not executing the "3" bet notification process when the "3" bet notification flag is set to "1", it is possible to prevent the 3 bet notification from being repeated when a game with the bet number of "3" is repeated in a situation where neither the first CB role nor the second CB role is won.

[0269] If a positive determination is made in step S1304, or if the process of step S1306 is executed, it is determined whether or not the first CB role has been won in the current game from the information set in the currently received game start command (step S1307). If the first CB role has been won (step S1307: YES), a notification process for when the first CB role has been won is executed (step S1308). In the notification process for when the first CB role has been won, a notification corresponding to the winning of the first CB role is executed. As a result, for example, a message such as "You have won the first CB role" is output from the speaker 62.

[0270] If the negative determination is made in step S1303, that is, if the number of bets in the current game is "2" and a second bet number command has been received from the master MPU 72, the "3" bet notified flag in the performance RAM 94 is cleared to "0" (step S1309). The "3" bet notified flag is also cleared to "0" when neither the first CB role nor the second CB role is won.

[0271] Thereafter, it is determined whether or not the second CB role has been won in the current game from the information set in the currently received game start command (step S1310). If the second CB role has been won (step S1310: YES), a notification process for when the second CB role has been won is executed (step S1311). In the notification process for when the second CB role has been won, a notification corresponding to the winning of the second CB role is executed. As a result, for example, a message such as "You have won the second CB role" is output from the speaker 62.

[0272] FIG. 32 is a flowchart showing the first CB internal medium notification process executed in step S1122 of the internal notification control process (FIG. 29).

[0273] First, it is determined whether the number of bets for the current game is "2" (step S1401). As already explained, in the start setting process (FIG. 15) executed when a game is started, the master MPU 72 transmits a first bet number command if the number of bets for the game is "3" (step S603), and transmits a second bet number command if the number of bets for the game is "2" (step S604). In step S1401, it is determined whether the second bet number command has been received from the master MPU 72.

[0274] If the determination is affirmative in step S1401, the "2" bet notified flag in the production side RAM 94 is not set to "1" (step S1402: NO), and then the "2" bet notified flag is set to "1" (step S1404). In the "2" bet notifying process, a 2-bet notification is executed to notify that a game with a bet number of "2" has been executed in the winning state of the first CB role. This causes a message such as "2 coins" to be output from the speaker 62. The "2" bet notified flag is a flag for the production side MPU 92 to specify whether or not a 2-bet notification has already been executed when a game with a bet number of "2" is repeated. By not executing the "2" bet notification process when the "2" bet notification flag is set to "1", it is possible to prevent the 2 bet notification from being repeated when a game with the bet number of "2" is repeated in the winning state of the first CB role.

[0275] If a negative determination is made in step S1401, the "2" bet notified flag in the performance-side RAM 94 is cleared to "0" (step S1405). The "2" bet notified flag is also cleared to "0" when the first CB combination is won, and is also cleared to "0" when the second CB combination is won.

[0276] FIG. 33 is a flowchart showing the second CB internal medium notification process executed in step S1123 of the internal notification control process (FIG. 29).

[0277] First, it is determined whether the number of bets for the current game is "2" (step S1501). As already explained, in the start setting process (FIG. 15) executed when a game is started, the master MPU 72 transmits a first bet number command if the number of bets for the game is "3" (step S603), and transmits a second bet number command if the number of bets for the game is "2" (step S604). In step S1501, it is determined whether the second bet number command has been received from the master MPU 72.

[0278] If the determination is affirmative in step S1501, the "2" bet notified flag in the production side RAM 94 is not set to "1" (step S1502: NO), and then the "2" bet notified flag is set to "1" (step S1504). In the "2" bet notifying process, a 2-bet notification is executed to notify that a game with a bet number of "2" has been executed in the winning state of the 2nd CB role. This causes a message such as "2 coins" to be output from the speaker 62. The "2" bet notified flag is a flag for the production side MPU 92 to specify whether or not a 2-bet notification has already been executed when a game with a bet number of "2" is repeated. By not executing the "2" bet notification process when the "2" bet notification flag is set to "1", it is possible to prevent the 2 bet notification from being repeated when a game with the bet number of "2" is repeated in the winning state of the second CB role.

[0279] If a positive determination is made in step S1502, or if the process of step S1504 is executed, a notification process for when the second CB is won is executed (step S1505). In the notification process for when the second CB is won, a notification corresponding to the winning of the second CB role is executed. As a result, for example, a message such as "You have won the second CB role" is output from the speaker 62. By executing the notification process for when the second CB is won as described above, a notification corresponding to the winning of the second CB role is executed every time a game with the number of bets of "2" is executed in the winning state of the second CB role.

[0280] If a negative determination is made in step S1501, the "2" bet notified flag in the performance-side RAM 94 is cleared to "0" (step S1506). The "2" bet notified flag is also cleared to "0" when the first CB combination is won, and is also cleared to "0" when the second CB combination is won.

[0281] Next, the contents of the areas of the main RAM 74 that are to be initialized in the partial clear process (step S104) and the full clear process (step S105) in the main MPU 72 will be described.

[0282] Fig. 34 is an explanatory diagram for explaining the contents of the storage areas of the main RAM 74. As shown in Fig. 34, an address is set in each storage area of ​​the main RAM 74. The addresses are set as consecutive number information. Specifically, the address "00FF" is set as the starting address, the address "01FF" is set as the next sequential address, the address "02FF" is set as the next sequential address, and the addresses thereafter are set in consecutive order.

[0283] A second CB winning data area, which is an area for storing the second CB winning data, is set as a storage area corresponding to the start address "00FF". When the index value IV to which the second CB winning data is set is won in the lottery process (FIG. 16), the second CB winning data is set in the second CB winning data area, and when the second CB win is established, the second CB winning data is cleared from the second CB winning data area.

[0284] A first CB winning data area is set as a storage area corresponding to the next sequential address "01FF" relative to the starting address "00FF". When the index value IV to which the first CB winning data is set is won in the lottery process (FIG. 16), the first CB winning data is set in the first CB winning data area, and when the first CB win is established, the first CB winning data is cleared from the first CB winning data area.

[0285] A setting value storage area for storing the setting value to be set is set as a storage area corresponding to "02FF" which is the next in sequence to "01FF". The setting value selected in the setting value update process (step S106) of the main process (FIG. 10) is stored in the setting value storage area.

[0286] FIG. 35(a) is a flowchart showing the all clear processing executed in step S105 of the main processing (FIG. 10).

[0287] First, the target address is set to "00FF", which is the start address of the main RAM 74 (step S1601). After that, a clear execution process is executed to clear the storage area corresponding to the current target address in the main RAM 74 to "0" (step S1602).

[0288] Then, an address update process is executed to set the target address to the next sequential address in the addresses of the main RAM 74 (step S1603). As a result, if the target address up to that point was the start address "00FF", the target address becomes "01FF", and if the target address up to that point was "01FF", the target address becomes "02FF".

[0289] Then, it is determined whether the target address after being updated by the address update process corresponds to the end address (step S1604). The end address is the address that corresponds next in order to the final address set in the main RAM 74. If a negative determination is made in step S1604, the process returns to step S1602. By repeating the processes of steps S1602 to S1604 in this manner, all storage areas in the main RAM 74 are cleared to "0".

[0290] If the determination in step S1604 is affirmative, the process proceeds to step S1605. In step S1605, the current all-clear process executes initialization for the storage area that was the target of the clear execution process in step S1602. Thereafter, a full initialization command indicating that the all-clear process has been executed for the main RAM 74 is transmitted to the production MPU 92 (step S1606).

[0291] FIG. 35(b) is a flowchart showing the partial clearing process executed in step S104 of the main process (FIG. 10).

[0292] First, the next sequential address "01FF" is set as the target address relative to the start address of the main RAM 74 (step S1701). As a result, the second CB winning data area, which is the storage area corresponding to the start address "00FF" of the main RAM 74, is excluded from the execution target of "0" clear and is also excluded from the execution target of the initial setting process (step S1705). After that, a clear execution process is executed to clear the storage area corresponding to the current target address in the main RAM 74 to "0" (step S1702).

[0293] Thereafter, an address update process is executed to set the target address to the next sequential address in the addresses of the master RAM 74 (step S1703). As a result, if the previous target address was "01FF", which is the next sequential address after the start address of the master RAM 74, the target address becomes "02FF", and if the previous target address was "02FF", the target address becomes "03FF".

[0294] Then, it is determined whether the target address after being updated by the address update process corresponds to the end address (step S1704). The end address is the address that corresponds next in order to the final address set in the main RAM 74. If a negative determination is made in step S1704, the process returns to step S1702. By repeating the processes of steps S1702 to S1704 in this manner, all of the memory areas of the main RAM 74 other than the second CB winning data area, which is the memory area corresponding to the start address of the main RAM 74, are cleared to "0".

[0295] If the determination in step S1704 is affirmative, the process proceeds to step S1705. In step S1705, initial settings are performed on the storage area that was the target of the clear execution process in step S1702 in this partial clear process. After that, a partial initialization command indicating that the partial clear process has been performed on the main RAM 74 is sent to the production side MPU 92 (step S1706). In this case, it is determined whether or not the second CB winning data is stored in the main RAM 74, and if the second CB winning data is stored, the partial initialization command is sent with the corresponding information set.

[0296] Next, the manner in which the partial clear process (step S104) and the full clear process (step S105) are executed by the main MPU 72 will be described with reference to the time chart of FIG. Figure 36(a) shows the period when operating power is supplied to the main MPU 72, Figure 36(b) shows the period when the main processing (Figure 10) is being executed by the main MPU 72, Figure 36(c) shows the execution timing of the setting update start operation in which the power switch 55 is turned ON when the setting key insertion hole 57 is turned ON with the setting key and the reset button 56 is not pressed, Figure 36(d) shows the execution timing of the RAM clear operation in which the power switch 55 is turned ON when the setting key insertion hole 57 is turned ON with the setting key and the reset button 56 is pressed, Figure 36(e) shows the period when the partial clear processing (step S104) is being executed by the main MPU 72, Figure 36(f) shows the period when the full clear processing (step S105) is being executed by the main MPU 72, Figure 36(g) shows the period when the first CB role is in a winning state, and Figure 36(h) shows the period when the second CB role is in a winning state.

[0297] First, a case will be described in which the supply of operating power to the main MPU 72 is started while the second CB winning data is stored in the main RAM 74, and a partial clear process (Figure 35 (b)) is executed in the main MPU 72.

[0298] At the timing of t1, as shown in FIG. 36(c), the setting key is turned on in the setting key insertion hole 57, and the power switch 55 is turned on in a state where the reset button 56 is not pressed, and a setting update start operation is performed. As shown in FIG. 36(a), the supply of operating power to the main MPU 72 is started at the timing of t1, and the main processing (FIG. 10) is started in the main MPU 72 as shown in FIG. 36(b), and then, from the timing of t2 to the timing of t3, the partial clear processing (FIG. 35(b)) is executed in the main MPU 72 as shown in FIG. 36(e). In this case, as shown in FIG. 36(h), the supply of operating power to the main MPU 72 is started in a state where the second CB winning data is stored in the main RAM 74, but the state where the second CB winning data is stored is maintained even after the timing of t3. Note that the setting value update processing (step S106) is executed after the timing of t3.

[0299] As described above, when the setting update start operation is performed, a partial clear process (Fig. 35(b)) is executed, so that even if the supply of operating power to the main MPU 72 is stopped in the winning state of the second CB role and the setting value update process (step S106) is executed when the supply of operating power is resumed after that, the winning state of the second CB role can be maintained even after the execution of the setting value update process (step S106). This makes it possible to prevent an incident from occurring in which the manager of the game hall must repeatedly execute a game with the number of bets "2" before the opening of the game hall to bring the second CB role into the winning state every time the setting value is changed.

[0300] Next, we will explain the case where the supply of operating power to the main MPU 72 is started while the second CB winning data is stored in the main RAM 74, and the main MPU 72 executes the all clear process (Figure 35 (a)).

[0301] At the timing of t4, as shown in FIG. 36(d), the setting key is turned on in the setting key insertion hole 57, and the reset button 56 is pressed, and the power switch 55 is turned on to perform a RAM clear operation. As shown in FIG. 36(a), the supply of operating power to the main MPU 72 is started at the timing of t4, as shown in FIG. 36(b), and the main process (FIG. 10) is started in the main MPU 72 as shown in FIG. 36(b), and then, from the timing of t5 to the timing of t6, the main MPU 72 executes the all clear process (FIG. 35(a)) as shown in FIG. 36(f). In this case, as shown in FIG. 36(h), the supply of operating power to the main MPU 72 is started with the second CB winning data stored in the main RAM 74, but the second CB winning data is erased at the timing of t6. Note that the setting value update process (step S106) is executed after the timing of t6.

[0302] As described above, when the RAM clear operation is performed, the all clear process (Fig. 35(a)) is executed and the second CB winning data is erased, so that when the all clear process (Fig. 35(a)) is executed illegally, it becomes possible to create a situation where the first CB role and the second CB role are not won. If a game with the bet number of "3" is executed without winning the second CB role, the first CB win will be established and the game may transition to the first CB state ST2, which is disadvantageous to the player. This makes it possible to limit the profits that can be obtained by illegally executing the all clear process (Fig. 35(a)).

[0303] Next, we will explain the case where the supply of operating power to the main MPU 72 is started while the first CB winning data is stored in the main RAM 74, and a partial clear process (Figure 35 (b)) is executed in the main MPU 72.

[0304] At the timing of t7, as shown in FIG. 36(c), the setting key is turned on to the setting key insertion hole 57, and the power switch 55 is turned on while the reset button 56 is not pressed. This causes the supply of operating power to the main MPU 72 to start at the timing of t7, as shown in FIG. 36(a), and the main process (FIG. 10) is started in the main MPU 72 as shown in FIG. 36(b). Then, from the timing of t8 to the timing of t9, the main MPU 72 executes a partial clear process (FIG. 35(b)) as shown in FIG. 36(e). In this case, the supply of operating power to the main MPU 72 is started with the first CB winning data stored in the main RAM 74 as shown in FIG. 36(g), but the first CB winning data is erased at the timing of t9. Note that the setting value update process (step S106) is executed after the timing of t9.

[0305] As described above, when the setting update start operation is performed, even if a partial clear process (Figure 35 (b)) is executed, the first CB winning data is erased, so that the state in which the first CB winning data is stored, which is not normal in actual play, can be eliminated when the setting value is changed.

[0306] <About Section 2 SC2> Next, the second section SC2 will be described. First, the first control process of the game section executed by the main MPU 72 will be described with reference to the flowchart of Fig. 37. The first control process of the game section is executed in step S711, which is a process executed after the winning / losing judgment of the winning combination is completed in the winning combination lottery process (Fig. 16).

[0307] First, it is determined whether or not the second section flag of the main RAM 74 is set to "1" (step S1801). The second section flag is a flag for the main MPU 72 to specify whether or not the gaming section is the second section SC2. When the second section flag is set to "1", it is the second section SC2, and when the value of the second section flag is "0", it is the first section SC1. When the second section flag is set to "1" (step S1801: YES), the processing from step S1802 onwards is not executed. As a result, when it is the second section SC2, the direct hit lottery processing of step S1806 and the lottery processing of the number of games to be released of step S1810 are not executed.

[0308] If the second section flag is not set to "1" (step S1801: NO), it is determined whether the current game state is the first CB state ST2 or the second CB state ST3 (step S1802). If the current game state is the first CB state ST2 or the second CB state ST3 (step S1802: YES), the processing from step S1803 onwards is not executed. As a result, even if it is the first section SC1, if it is the first CB state ST2 or the second CB state ST3, the processing for setting it to the second section SC2 in step S1805, the direct hit lottery processing in step S1806 and the lottery processing for the number of games to be released in step S1810 are not executed.

[0309] If the current game state is neither the first CB state ST2 nor the second CB state ST3 (step S1802: NO), the value of the bet number setting counter 74a in the main RAM 74 is judged to be "3" or not, thereby judging whether the bet number for the current game is "3" or not (step S1803). If the bet number for the current game is "2" (step S1803: NO), the processing from step S1804 onwards is not executed. As a result, in a game in which the bet number is "2" even if it is the first section SC1, the processing for setting it to the second section SC2 in step S1805, the direct hit lottery processing in step S1806, and the lottery processing for the number of games to be released in step S1810 are not executed.

[0310] If the number of bets for the current game is "3" (step S1803: YES), it is determined whether or not any index value IV has been won in the current hand lottery process (FIG. 16) (step S1804). If the current hand lottery process (FIG. 16) is a miss (step S1804: NO), the processes from step S1805 onwards are not executed. As a result, even if the first section is SC1, if the hand lottery process (FIG. 16) is a miss, the process for setting it to the second section SC2 in step S1805, the direct hit lottery process in step S1806 and the lottery process for the number of games to be released in step S1810 are not executed.

[0311] If any index value IV is won in the current winning combination lottery process (FIG. 16) (step S1804: YES), the second section flag of the main RAM 74 is set to "1", and the number of continued games counter 74c (see FIG. 9) and the total number of wins counter 74d (see FIG. 9) provided in the main RAM 74 are cleared to "0" (step S1805). Setting the second section flag to "1" results in the second section SC2.

[0312] The continued game number counter 74c is a counter for specifying 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, in the master MPU 72. When the value of the continued game number counter 74c reaches a value corresponding to the upper limit game number (specifically, 1500 games) in the second section SC2, the second section SC2 ends at the game that has been reached, even if it is in the middle of the pseudo bonus state ST4, and the state transitions to the first section SC1 and the normal gaming state ST1.

[0313] The total acquisition counter 74d is a counter for specifying the limited total net increase in the 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. As already explained, the limited total net increase in the number of game media is the increase in the predetermined difference from the predetermined reference value, where the minimum value of the predetermined difference is the predetermined reference value, and the difference is calculated by subtracting the total number of game media consumed to execute the game while the second section SC2 is continuing ("0" when the game is not being executed) from the total number of game media granted by the game executed while the second section SC2 is continuing ("0" when the grant of game media is not occurring). If the value of the total winnings counter 74d reaches a value corresponding to the upper limit net increase in the number of coins (specifically, 2,400 coins) in the second section SC2, even if the pseudo-bonus state ST4 is in the middle of the game, the second section SC2 ends in the game in which the value is reached, and the game transitions to the first section SC1, which is the normal game state ST1.

[0314] After that, a direct hit lottery process is executed (step S1806). In the direct hit lottery process, a direct hit lottery table provided in the main ROM 73 and a lottery counter periodically updated in the main RAM 74 are used to determine whether or not a direct hit is to be entered into the pseudo bonus state ST4 by lottery. In the lottery process (FIG. 16) for the hand in this game, if the index value IV=11 is entered, the direct hit is entered into the pseudo bonus state ST4 with a probability of 2%, if the index value IV=12 is entered, the direct hit is entered into the pseudo bonus state ST4 with a probability of 1%, if the index value IV=13 is entered, the direct hit is entered into the pseudo bonus state ST4 with a probability of 10%, if the index value IV=14 is entered, the direct hit is entered into the pseudo bonus state ST4 with a probability of 5%, and if the index value IV=15 is entered, the direct hit is entered into the pseudo bonus state ST4 with a probability of 2%. In this case, the lower the probability of winning the lottery process for the winning combination (FIG. 16), the higher the probability of winning the pseudo bonus state ST4 directly. This makes it possible to increase the advantage of winning the index value IV with a low probability of winning in the lottery process for the winning combination (FIG. 16).

[0315] When the direct hit lottery process results in a direct hit win to the pseudo bonus state ST4 (step S1807: YES), the first transition confirmation flag provided in the master RAM 74 is set to "1" (step S1808). The first transition confirmation flag is a flag for the master MPU 72 to identify that a win to transition to the pseudo bonus state ST4 has occurred in the direct hit lottery process (step S1806) executed when transitioning to the second section SC2. When the first transition confirmation flag is set to "1", a process is executed to transition the game state to the pseudo bonus state ST4 when the current game ends.

[0316] Thereafter, a process of lighting the section display unit 67 is executed (step S1809). In the process of lighting the section display unit 67, the section display unit 67 is switched from an off state to an on state. This causes the section display unit 67 to start notifying that it is the second section SC2.

[0317] If the direct hit lottery process does not result in a direct hit win to the pseudo bonus state ST4 (step S1807: NO), a lottery process for the release game number is executed (step S1810). The release game number is a counter for the master MPU 72 to specify the number of games required until the transition to the pseudo bonus state ST4 occurs when the transition lottery process (step S2112) described later does not result in a win to transition to the pseudo bonus state ST4. In the lottery process for the release game number, a lottery table for the release game number stored in advance in the master ROM 73 is first read out, and numerical information is obtained from a lottery counter that is periodically updated in the master RAM 74. Then, the numerical information obtained from the lottery counter is collated with the lottery table for the release game number to select the release game number. In this case, any one of 50 games, 100 games, 200 games, 300 games, 400 games, 500 games, 600 games, 700 games, and 800 games is selected as the release game number. In addition, the selection probability of each of these release game numbers is the same. However, this is not limited to this, and the probability of selecting a larger number of release games may be set high, or the probability of selecting a smaller number of release games may be set high. After executing the lottery process for the number of release games, the number of release games selected in the lottery process for the number of release games is set in the release game number counter 74e (see FIG. 9) provided in the master RAM 74 (step S1811). The release game number counter 74e is a counter for identifying the remaining number of release games in the master MPU 72.

[0318] Thereafter, a lighting lottery process for the interval display unit 67 is executed (step S1812). In the lighting lottery process for the interval display unit 67, using a lighting lottery table provided in the main ROM 73 and a lottery counter periodically updated in the main RAM 74, it is determined by lottery whether the interval display unit 67 is to be in a lighting state from the beginning when the second interval SC2 is set this time (i.e., immediate lighting) or whether the interval display unit 67 is to be in a lighting state when the pseudo bonus state ST4 is subsequently entered (i.e., waiting for lighting). In the lottery process for the role in this game (Figure 16), if the index value IV is 1 to 10, there is a 50% probability that the light will turn on immediately and a 50% probability that the light will wait. If the index value IV is 11, there is a 65% probability that the light will turn on immediately and a 35% probability that the light will wait. If the index value IV is 12, there is a 62% probability that the light will turn on immediately and a 38% probability that the light will wait. If the index value IV is 13, there is an 80% probability that the light will turn on immediately and a 20% probability that the light will wait. % probability of selecting standby lighting, if the index value IV=14 is selected, there is a 75% probability of selecting instant lighting and a 25% probability of selecting standby lighting, if the index value IV=15 is selected, there is a 70% probability of selecting instant lighting and a 30% probability of selecting standby lighting, if the index value IV=16 is selected, there is a 40% probability of selecting instant lighting and a 60% probability of selecting standby lighting, if the index value IV=17 is selected, there is a 30% probability of selecting instant lighting and a 70% probability of selecting standby lighting. In this case, the lower the probability of winning in the lottery process for the role (FIG. 16), the higher the probability of selecting instant lighting.

[0319] If immediate lighting is selected in the lighting lottery process (step S1812) for the section display unit 67 (step S1813: YES), lighting process for the section display unit 67 is executed (step S1814). In the lighting process for the section display unit 67, the section display unit 67 is switched from an off state to a on state. This causes the section display unit 67 to start notifying that it is the second section SC2.

[0320] On the other hand, if standby is selected in the lighting lottery process (step S1812) for the section display unit 67 (step S1813: NO), a standby flag provided in the main RAM 74 is set to "1" (step S1815). The standby flag is a flag for the main MPU 72 to specify that the section display unit 67 is waiting to be switched from an off state to a on state in the second section SC2.

[0321] Next, the second control process of the game section executed by the main MPU 72 will be described with reference to the flowchart of Fig. 38. The second control process of the game section is executed in step S906 in the response process at the end of the game (Fig. 21). As described above, the response process at the end of the game is executed after all the reels 32L, 32M, and 32R have stopped spinning in one game, so the second control process of the game section is also executed after all the reels 32L, 32M, and 32R have stopped spinning in one game.

[0322] When the second section flag of the main RAM 74 is set to "1" and the current game section is the second section SC2 (step S1901: YES), the state of the flag of the main RAM 74 is checked to determine whether the current game state is the end preparation state ST5 (step S1902). The end preparation state ST5 is a game state to which the game is transitioned when the pseudo bonus state ST4 ends without the ending condition of the second section SC2 described later being satisfied, and the second section SC2 ends when transitioning to the normal game state ST1 thereafter.

[0323] If the state is the end preparation state ST5 (step S1902: YES), it is determined whether or not the end preparation completion flag provided in the main RAM 74 is set to "1" (step S1903). The end preparation completion flag is a flag for the main MPU 72 to determine whether or not one game has been played in the end preparation state ST5. In the pseudo bonus process (step S905) in the corresponding process at the time of game termination (FIG. 21), if it is determined that the remaining number of continued games in the pseudo bonus state ST4 is 0 and the second section SC2 will end upon the subsequent transition to the normal game state ST1, a flag is set to set the state to the end preparation state ST5 and the end preparation completion flag is cleared to "0."

[0324] If the end preparation complete flag is not set to "1" (step S1903: NO), the end preparation complete flag is set to "1" (step S1904), and then the processing from step S1905 onwards is executed. If the end preparation complete flag is set to "1" (step S1903: YES), this means that one game has been played in the end preparation state ST5. In this case, processing is executed to end the second section SC2.

[0325] Specifically, the initialization process of the second section SC2 is first executed (step S1914). In the initialization process of the second section SC2, the second section flag of the main RAM 74 is cleared to "0". As a result, the game section becomes the first section SC1. In the initialization process of the second section SC2, even if the game is in the pseudo bonus state ST4, the game state is shifted to the normal game state ST1 by clearing various data indicating the pseudo bonus state ST4, including a counter for storing the remaining number of continued games in the pseudo bonus state ST4. In the initialization process of the second section SC2, the release game number counter 74e of the main RAM 74 is cleared to "0". Therefore, even if the current game state is the normal game state ST1, the first CB state ST2, or the second CB state ST3, the remaining number of release games at that time (i.e., the ceiling game number) is invalidated, and the remaining number of release games is reset when the game is newly shifted to the second section SC2 thereafter. Even if the first CB state ST2 and the second CB state ST3 are in the middle of the first CB state ST2 and the second CB state ST3, the second section SC2 is terminated by executing the initialization process of the second section SC2, but the first CB state ST2 and the second CB state ST3 continue as they are without being terminated.

[0326] Thereafter, if the section display unit 67 is in a lit state, the section display unit 67 is switched from a lit state to an unlit state (step S1915). This ends the notification on the section display unit 67 that it is the second section SC2. Then, a second section initialization command indicating that the second section SC2 has been initialized is sent to the production side MPU 92 (step S1916). This causes the production side MPU 92 to execute a performance corresponding to the end of the second section SC2.

[0327] If the game is not in the end preparation state ST5 (step S1902: NO), or if the process of step S1904 has been executed, the value of the continued game number counter 74c in the master RAM 74 is incremented by 1 (step S1905). As already explained, the continued game number counter 74c is a counter for the master MPU 72 to specify the number of games that have been played since the start of the second interval SC2 when the second interval SC2 is continued without the first interval SC1 in between.

[0328] Then, it is determined whether the value of the continued game number counter 74c after adding 1 is equal to or greater than 1500, which is the upper limit game number (step S1906). If the value of the continued game number counter 74c is equal to or greater than 1500, it means that the ending condition of the second section SC2 is established. In this case, an affirmative determination is made in step S1906, and processing is executed in steps S1914 to S1916 to end the second section SC2. The processing contents of steps S1914 to S1916 have already been explained. As a result, the second section SC2 ends and the first section SC1 begins, and if the pseudo bonus state ST4 is in the middle of the state, the pseudo bonus state ST4 is forcibly ended and the state transitions to the normal game state ST1.

[0329] If the value of the continued game counter 74c is less than 1500 (step S1906: NO), it is determined whether any of the first chance replay win, the second chance replay win, and the normal replay win has been achieved in the current game (step S1907). In this case, whether the number of bets in the current game is "2" or "3", it is subject to the determination in step S1907, and whether the current game is in any of the normal game state ST1, the first CB state ST2, the second CB state ST3, and the pseudo bonus state ST4.

[0330] If no replay win has been achieved (step S1907: NO), the number of bets for the current game (i.e., the value of the bet number setting counter 74a) is subtracted from the total win number counter 74d of the master RAM 74 (step S1908). In this case, even if a replay win has been achieved in the previous game and the current game is a game that corresponds to a replay due to the achievement of the replay win, the number of bets for the current game (i.e., the value of the bet number setting counter 74a) is subtracted from the total win number counter 74d.

[0331] As already explained, the total acquisition counter 74d is a counter for specifying the limited total net increase in 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. As already explained, the limited total net increase in game media is the increase in the predetermined difference from the predetermined reference value, where the minimum value of the predetermined difference is the predetermined reference value, and the difference is the difference obtained by subtracting the total number of game media consumed to execute games while the second section SC2 is continuing ("0" when no game media is being executed) from the total number of game media granted by games executed while the second section SC2 is continuing ("0" when no game media is granted).

[0332] Then, it is determined whether any of the minor winnings (1st to 9th compensation winnings, 1st bell winning, 2nd bell winning, special bell winning, 1st watermelon winning, 2nd watermelon winning, and cherry winning) that generate the award of game media in the current game has been achieved (step S1909). In this case, whether the number of bets in the current game is "2" or "3", it is subject to the determination in step S1909, and whether the current game is in any of the game states of the normal game state ST1, the 1st CB state ST2, the 2nd CB state ST3, and the pseudo bonus state ST4. If the determination in step S1909 is positive, the number of game media awarded in the current game is added to the total acquisition number counter 74d of the main RAM 74 (step S1910).

[0333] If a negative determination is made in step S1909, or if the process of step S1910 is executed, it is determined whether the value of the total acquisition number counter 74d in the main RAM 74 is equal to or greater than 0 (step S1911). If the value of the total acquisition number counter 74d is less than 0 (step S1911: NO), the total acquisition number counter 74d is cleared to "0" (step S1912).

[0334] As described above, the bet number for the current game number is subtracted from the total winning counter 74d in step S1908. For example, if no small winnings are achieved in the game in the normal game state ST1 immediately after the transition to the second section SC2, the value of the total winning counter 74d becomes less than 0. In this case, by making a negative determination in step S1911, the total winning counter 74d is cleared to "0" in step S1912. As a result, when the value obtained by subtracting the "total number of game media consumed to execute games in the situation where the second section SC2 is continuing ("0" in the situation where games are not being executed)" from the "total number of game media granted by games executed in the situation where the second section SC2 is continuing ("0" in the situation where no game media is granted)" is set as the predetermined difference number, the minimum value of the predetermined difference number is set as the predetermined reference value, and the limited total net increase in game media, which is the increase in the predetermined difference number from the predetermined reference value, can be measured using the total winning counter 74d.

[0335] If an affirmative decision is made in step S1907, if an affirmative decision is made in step S1911, or if the process of step S1912 is executed, it is determined whether or not the value of the total winning number counter 74d exceeds the upper limit net increase number of "2400" (step S1913). If the value of the total winning number counter 74d exceeds "2400", it means that the ending condition of the second section SC2 is established. In this case, an affirmative decision is made in step S1913, and the process for ending the second section SC2 is executed in steps S1914 to S1916. The process contents of steps S1914 to S1916 have already been explained. As a result, the second section SC2 ends and becomes the first section SC1, and if it is in the middle of the pseudo bonus state ST4, the pseudo bonus state ST4 is forcibly ended and becomes the normal game state ST1.

[0336] Here, if any of the replay winnings is established, the process of steps S1908 to S1912 is not executed by making a positive determination in step S1907. In a game in which a replay winning is established, the game media owned by the player at the start of the game are used for betting, but as a profit due to the establishment of the replay winning, the player can replay a new game with the same number of bets as the number of bets in the game in which the replay winning was established. In other words, the number of game media owned by the player does not change in a game in which a replay winning is established. In this case, by not executing the process of steps S1908 to S1912 in a game in which a replay winning is established, it is possible to omit the execution of the process for changing the value of the total winning number counter 74d in a game in which the number of game media owned by the player does not change, and it is possible to avoid the execution of unnecessary processes.

[0337] On the other hand, even in a game in which a replay win has been established, in step S1913, it is determined whether or not the value of the total win counter 74d exceeds the upper limit net increase of coins, "2400". As a result, even if the value of the total win counter 74d has already exceeded the upper limit net increase of coins, "2400", in a game prior to the game in which a replay win has been established, but the initialization process for the second section SC2 has not been executed due to noise or the like, it is possible to determine that the value of the total win counter 74d exceeds the upper limit net increase of coins, "2400", in the game in which a replay win has been established thereafter, and it is possible to execute the initialization process for the second section SC2.

[0338] If a negative decision is made in step S1913, an ending handling process is executed (step S1917). Fig. 39 is a flowchart showing the ending handling process.

[0339] First, it is determined whether or not the ending flag provided in the master RAM 74 is set to "1" (step S2001). The ending flag is a flag for the master MPU 72 to determine that the number of games played in the second section SC2 measured using the continued game counter 74c is likely to reach the upper limit game number, or that the limited total net increase in the number of game media measured using the total acquisition counter 74d is likely to reach the upper limit net increase.

[0340] If the ending flag is not set to "1" (step S2001: NO), it is determined whether the sum of the value of the continued game counter 74c and the value of the pseudo bonus continuation counter provided in the main RAM 74 is equal to or greater than the first reference number of games (step S2002). The pseudo bonus continuation counter is a counter for specifying the remaining number of continued games in the pseudo bonus state ST4 by the main MPU 72. The first reference number of games is set to 1400 games, which is a number of games less than the upper limit number of games in the second section SC2. In addition, it is determined whether the result of multiplying the value of the pseudo bonus continuation counter by the expected value of the acquisition of gaming media in the pseudo bonus state ST4 and adding the value of the total acquisition number counter 74d is equal to or greater than the first reference number of acquisitions (step S2003). The expected value of the acquisition of gaming media in one game in the pseudo bonus state ST4 is about 5 pieces. The first reference number of acquisitions is set to 2100 pieces, which is a number less than the upper limit net increase number of pieces in the second section SC2.

[0341] If the positive determination is made in step S2002 or step S2003, the ending flag is set to "1" (step S2004). When the ending flag is set to "1", the pseudo bonus state ST4 is put into a state in which the number of remaining continued games is not added, as will be described later in detail, and when the pseudo bonus state ST4 ends and the normal game state ST1 is entered, the second section SC2 ends and the first section SC1 is entered. This makes it difficult to establish the ending condition of the second section SC2, and prevents the number of remaining continued games in the pseudo bonus state ST4 from being further added in a situation in which the ending condition has already been established in relation to the number of remaining continued games in the pseudo bonus state ST4.

[0342] Thereafter, on condition that the current game state is the pseudo bonus state ST4 (step S2005: YES), an ending command is sent to the production side MPU 92 (step S2006). By receiving the ending command, the production side MPU 92 changes the execution mode of the performance on the upper lamp 61, speaker 62, and image display device 63 to an execution mode corresponding to the ending period. Note that the situation in which the ending flag is set to "1" basically occurs in the pseudo bonus state ST4, but may also occur in the normal game state ST1, the first CB state ST2, or the second CB state ST3. In this case, although the ending flag is set to "1", the game content is not changed and the execution mode of the performance is not changed either.

[0343] <Regarding normal game state ST1> Next, the processing contents in the normal game state ST1 will be described. Figure 40 is a flow chart showing the advantageous lottery processing at the start of the game executed by the main MPU 72. The advantageous lottery processing at the start of the game is executed in step S710, which is a process executed after the winning / losing judgment of the winning combination is completed in the winning combination lottery processing (Figure 16) and before the first control processing (step S711) of the game section.

[0344] First, it is determined whether or not the second section flag of the main RAM 74 is set to "1" (step S2101). As already explained, the second section flag is a flag for the main MPU 72 to specify whether or not the gaming section is the second section SC2. When the second section flag is set to "1", it is the second section SC2, and when the value of the second section flag is "0", it is the first section SC1. When the second section flag is not set to "1" (step S2101: NO), the processing from step S2102 onwards is not executed. As a result, when it is the first section SC1, the processing for shifting the gaming state from step S2106 onwards to the pseudo bonus state ST4 is not executed.

[0345] If the second section flag is set to "1" (step S2101: YES), and if the current game state is the pseudo bonus state ST4 (step S2102: YES), the pseudo bonus process at the start of the game is executed (step S2103). The pseudo bonus process at the start of the game will be explained later. Even if the pseudo bonus state flag in the main RAM 74 is set to "1", if the game state is the first CB state ST2 or the second CB state ST3, a negative determination is made in step S2102 without a positive determination.

[0346] When the second section flag is set to "1" (step S2101: YES) and the game state is not the pseudo bonus state ST4 (step S2102: NO), it is determined whether the current game state is the first CB state ST2 or the second CB state ST3 (step S2104). When the current game state is the first CB state ST2 or the second CB state ST3 (step S2104: YES), the processing from step S2105 onwards is not executed. As a result, even if it is the second section SC2, if it is the first CB state ST2 or the second CB state ST3, the processing from step S2106 onwards to transition the game state to the pseudo bonus state ST4 is not executed.

[0347] If the current gaming state is neither the first CB state ST2 nor the second CB state ST3 (step S2104: NO), the value of the bet number setting counter 74a in the main RAM 74 is judged to be "3" or not, thereby judging whether the bet number for the current game is "3" or not (step S2105). If the bet number for the current game is "2" (step S2105: NO), the processing from step S2106 onwards is not executed. As a result, in a game in which the bet number is "2" even if it is in the second section SC2, the processing from step S2106 onwards for transitioning the gaming state to the pseudo bonus state ST4 is not executed.

[0348] If the number of bets for the current game is "3" (step S2105: YES), it is determined whether the value of the continued game counter 74c is equal to or greater than the second reference number of games (step S2106), and whether the value of the total winning number counter 74d is equal to or greater than the second reference number of winnings (step S2107). As already explained, the continued game counter 74c 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. When the value of the continued game counter 74c reaches a value corresponding to the upper limit number of games (specifically, 1500 games) in the second section SC2, the second section SC2 is ended in the game that has been reached, even if it is in the middle of the pseudo bonus state ST4, and the state becomes the first section SC1 and the normal gaming state ST1. As already explained, the total acquisition counter 74d is a counter for specifying the limited total net increase in the 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 master MPU 72. As already explained, the limited total net increase in the number of game media is the increase in the predetermined difference from the predetermined reference value, where the minimum value of the predetermined difference is the predetermined reference value, and the difference is calculated by subtracting the total number of game media consumed to execute the game when the second section SC2 is continuing (when the game is not being executed, the total number of game media awarded by the game executed when the second section SC2 is continuing (when the award of game media is not occurring, the total number is "0")). If the value of the total winnings counter 74d reaches a value corresponding to the upper limit net increase in number of coins (specifically, 2,400 coins) in the second section SC2, even if the pseudo-bonus state ST4 is in the middle of the game, the second section SC2 ends in the game in which the value is reached, and the game enters the first section SC1 and the normal game state ST1.

[0349] The second reference number of games is set to be less than the upper limit of the second section SC2, 1500 games, and more than the first reference number of games, 1400 games, specifically 1450 games. The second reference number of winnings is set to be less than the upper limit of the net increase of the second section SC2, 2400 coins, and more than the first reference number of winnings, 2100 coins, specifically 2150 coins.

[0350] If the value of the continued game number counter 74c is equal to or greater than the second reference number of games (step S2106: YES), or if the value of the total acquisition number counter 74d is equal to or greater than the second reference number of acquisitions (step S2107: YES), the third transition confirmation flag provided in the master RAM 74 is set to "1" (step S2108). The third transition confirmation flag is a flag for the master MPU 72 to specify whether or not a transition to the pseudo bonus state ST4 is confirmed due to the upper limit number of games in the second section SC2 being equal to or greater than the second reference number of games or the limited total net increase in the number of game media in the second section SC2 being equal to or greater than the second reference number of acquisitions.

[0351] When the third transition confirmation flag is set to "1", a process is executed to transition the game state to the pseudo bonus state ST4 when the current game ends. That is, when the normal game state ST1 reaches a pre-end period in which the ending condition of the second section SC2 is close to being met, the pseudo bonus state ST4 is forcibly entered. This makes it possible to provide a benefit of the occurrence of the pseudo bonus state ST4 for reaching the pre-end period in the normal game state ST1. The pseudo bonus state ST4, which starts when the third transition confirmation flag is set to "1", has 50 games set as the number of continued games at the start of the state. The number of continued games set at the start of the state is the difference between 1500 games, which is the upper limit number of games in the second section SC2, and 1450 games, which is the second reference number of games. In addition, since the expected value of the game media to be acquired in one game in the pseudo bonus state ST4 is about 5 pieces as already explained, the product of the number of continued games set at the start and the expected value of acquisition is the same or approximately the same as the difference between the upper limit net increase number of 2400 pieces in the second section SC2 and the second reference number of acquisitions of 2150 pieces. In addition, since the second reference number of games is set to a number of games greater than the first reference number of games and the second reference number of acquisitions is set to a number greater than the first reference number of acquisitions, the ending flag of the main RAM 74 is already set to "1" at the start of the pseudo bonus state ST4 triggered by the setting of the third transition confirmation flag to "1". When the ending flag is set to "1", as already explained, the pseudo bonus state ST4 is in a state in which the remaining number of continued games is not added, and when the pseudo bonus state ST4 ends and transitions to the normal game state ST1, the second section SC2 ends and transitions to the first section SC1 without fail. Therefore, the pseudo-bonus state ST4, which is started when the third transition confirmation flag is set to "1", basically has the ending condition of the second section SC2 met when the number of continuing games set at the start of the pseudo-bonus state ST4 is consumed, and at the end of the pseudo-bonus state ST4, the state transitions to the first section SC1, which is the normal game state ST1.

[0352] After executing the process of step S2108, various clearing processes are executed (step S2109). In the various clearing processes, the values ​​of the second transition confirmation flag and the transition waiting counter provided in the main RAM 74 are each cleared to "0". The second transition confirmation flag is a flag that is set to "1" when a transition is won in a transition lottery process (step S2112) described later, and the transition waiting counter is a counter for the main MPU 72 to specify that the number of transition waiting games (specifically, 5 games) has been played since the second transition confirmation flag was set to "1". When a transition is won in the transition lottery process (step S2112), not only is the second transition confirmation flag set to "1", but a value corresponding to the number of transition waiting games is set to the transition waiting counter, and the value of the transition waiting counter is decremented by 1 each time one game is played in a situation where the second transition confirmation flag is set to "1". Then, when the second transition confirmation flag is set to "1", the value of the transition waiting counter becomes "0", and the game state transitions to the pseudo bonus state ST4. Therefore, a transition to the pseudo bonus state ST4 occurs when the transition waiting game count is consumed after the transition is won in the transition lottery process (step S2112). In this case, when the third transition confirmation flag is set to "1" as described above, even if the second transition confirmation flag is set to "1" at that time, the second transition confirmation flag is cleared to "0". This makes it possible to prioritize the occurrence of the pseudo bonus state ST4 triggered by the third transition confirmation flag being set to "1" over the occurrence of the pseudo bonus state ST4 triggered by the second transition confirmation flag being set to "1".

[0353] If the value of the continued game number counter 74c is less than the second reference number of games and the value of the total winning number counter 74d is less than the second reference winning number (step S2106 and step S2107: NO), it is determined whether or not the index value IV=11 to 15 is won in the lottery process for the current role (FIG. 16) on the condition that the second transition confirmation flag in the master RAM 74 is not set to "1" (step S2110: NO). If the determination is affirmative in step S2111, the transition lottery process is executed (step S2112). In the transition lottery process, it is determined by lottery whether or not to transition to the pseudo bonus state ST4 using a transition lottery table provided in the master ROM 73 and a lottery counter that is periodically updated in the master RAM 74. In the lottery process of the hand in this game (FIG. 16), if the index value IV=11 is won, the transition to the pseudo bonus state ST4 is won with a 20% probability, if the index value IV=12 is won, the transition to the pseudo bonus state ST4 is won with a 10% probability, if the index value IV=13 is won, the transition to the pseudo bonus state ST4 is won with a 40% probability, if the index value IV=14 is won, the transition to the pseudo bonus state ST4 is won with a 30% probability, and if the index value IV=15 is won, the transition to the pseudo bonus state ST4 is won with a 20% probability. In this case, the lower the probability of winning the lottery process of the hand (FIG. 16), the higher the probability of winning the transition to the pseudo bonus state ST4. This makes it possible to increase the advantage of winning the index value IV with a low winning probability in the lottery process of the hand (FIG. 16).

[0354] When a transition to the pseudo bonus state ST4 is won in the transition lottery process (step S2113: YES), a second transition confirmation flag provided in the master RAM 74 is set to "1" (step S2114), and a transition waiting counter provided in the master RAM 74 is set to a value corresponding to the number of transition waiting games (specifically, 5 games) (step S2115). The second transition confirmation flag is a flag for the master MPU 72 to determine whether or not a transition has been won in the transition lottery process (step S2112), and the transition waiting counter is a counter for the master MPU 72 to determine that the number of transition waiting games (specifically, 5 games) has been consumed since the second transition confirmation flag was set to "1". When a transition is won in the transition lottery process (step S2112), not only is the second transition confirmation flag set to "1", but a value corresponding to the number of transition waiting games is set to the transition waiting counter, and the value of the transition waiting counter is decremented by 1 each time one game is played while the second transition confirmation flag is set to "1". Then, when the value of the transition waiting counter becomes "0" while the second transition confirmation flag is set to "1", the game state transitions to the pseudo bonus state ST4. Therefore, a transition to the pseudo bonus state ST4 occurs when the number of transition waiting games is played after a transition is won in the transition lottery process (step S2112).

[0355] Next, the normal processing executed by the master MPU 72 will be described with reference to the flowchart of Fig. 41. The normal processing is executed in step S904 of the response processing at the end of a game (Fig. 21). As described above, the response processing at the end of a game is executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game, so the normal processing is also executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game.

[0356] If the second section flag of the main RAM 74 is set to "1" and the current game section is the second section SC2 (step S2201: YES), it is determined whether or not the first transition confirmation flag of the main RAM 74 is set to "1" (step S2202). If a transition to the second section SC2 has occurred at the start of the current game and a direct hit has been won in the direct hit lottery process (step S1806) executed when determining the transition, the first transition confirmation flag is set to "1".

[0357] If the first transition confirmation flag is set to "1" (step S2202: YES), a first start setting process is executed (step S2203). In the first start setting process, a pseudo bonus state flag provided in the main RAM 74 is set to "1", and a value corresponding to 40 games, which is the initial number of continued games in the pseudo bonus state ST4, is set in a pseudo bonus continuation counter provided in the main RAM 74. The pseudo bonus state flag is a flag for the main MPU 72 to specify whether or not the game state is in the pseudo bonus state ST4, and the pseudo bonus continuation counter is a counter for the main MPU 72 to specify the remaining number of continued games in the pseudo bonus state ST4.

[0358] Then, the first start command is sent to the production side MPU 92 (step S2204). The first start command is a command indicating that the pseudo bonus state ST4 has newly started in a situation where the ending flag of the main RAM 74 is not set to "1". The first start command also includes information indicating that the initial number of continued games in the pseudo bonus state ST4 is 40 games. As already explained, in a situation where the ending flag is set to "1", the number of remaining continued games is not added in the pseudo bonus state ST4. Therefore, when the pseudo bonus state ST4 starts in a situation where the ending flag is not set to "1", the number of remaining continued games may be added in the pseudo bonus state ST4.

[0359] When the first start command is received, the presentation side MPU 92 causes the presentation corresponding to the pseudo bonus state ST4 to be executed by the upper lamp 61, the speaker 62 and the image display device 63. In this case, the image display device 63 displays a moving image corresponding to the pseudo bonus state ST4, and also displays the number of remaining games to be continued in the pseudo bonus state ST4 and the number of game media acquired in the pseudo bonus state ST4. Figure 42(a) is an explanatory diagram for explaining the display contents of the image display device 63 when the first start command is received.

[0360] As shown in FIG. 42(a), the image display device 63 displays a first effect image G31 in which a moving image corresponding to the pseudo bonus state ST4 in a situation where the ending flag is not set to "1", a game number image G32 indicating the number of remaining continued games in the pseudo bonus state ST4, and an acquisition number image G33 indicating the number of game media acquired by the player in the pseudo bonus state ST4. In the first effect image G31, a moving image is displayed in which a predetermined character image is displayed in front of a predetermined background image and the display mode of the predetermined background image and the predetermined character image changes. In the game number image G32, when the pseudo bonus state ST4 starts, the initial number of continued games is displayed, and the number displayed in the game number image G32 is decremented by one each time one game is played and the remaining number of continued games in the pseudo bonus state ST4 is decremented by one. In addition, when an addition to the remaining number of continued games occurs in the pseudo bonus state ST4, a number corresponding to the number of games to be added is added to the number displayed in the game number image G32. When the pseudo bonus state ST4 is entered, the number of acquired coins image G33 displays "0 acquired coins", and if the game is subsequently played in the pseudo bonus state ST4 and the number of gaming media owned by the player increases, the number of gaming media thus increased is added to the number displayed in the number of acquired coins image G33.

[0361] Returning to the explanation of the normal process (FIG. 41), if the first transition confirmation flag is not set to "1" (step S2202: NO), it is determined whether or not the third transition confirmation flag in the master RAM 74 is set to "1" (step S2205). As already explained, the third transition confirmation flag is a flag for the master MPU 72 to specify whether or not a transition to the pseudo bonus state ST4 is confirmed due to the number of continued games in the second section SC2 being equal to or greater than the second reference number of games or the limited total net increase in the number of game media in the second section SC2 being equal to or greater than the second reference number of acquisitions.

[0362] If the third transition confirmation flag is set to "1" (step S2205: YES), the second start setting process is executed (step S2206). In the second start setting process, the pseudo bonus state flag of the main RAM 74 is set to "1", and the pseudo bonus continuation counter of the main RAM 74 is set to a value corresponding to 50 games as the initial number of continuation games in the pseudo bonus state ST4. As already explained, when the first start setting process (steps S2203 and S2213) is executed, 40 games are set as the initial number of continuation games in the pseudo bonus state ST4, whereas when the second start setting process (step S2206) is executed, 50 games are set as the initial number of continuation games in the pseudo bonus state ST4. This makes it possible to set the initial number of continuation games in the pseudo bonus state ST4, which is executed in response to the setting of the third transition confirmation flag to "1", to a number greater than the initial number of continuation games in the pseudo bonus state ST4, which is executed in response to the occurrence of another start trigger. However, this is not limited to the above, and the initial number of continuing games in the pseudo bonus state ST4 set by the first start setting process may be the same as the initial number of continuing games in the pseudo bonus state ST4 set by the second start setting process, or the initial number of continuing games in the pseudo bonus state ST4 set by the first start setting process may be greater than the initial number of continuing games in the pseudo bonus state ST4 set by the second start setting process.

[0363] Then, a second start command is sent to the production side MPU 92 (step S2207). The second start command is a command indicating that the pseudo bonus state ST4 has newly started in a situation where the ending flag of the main RAM 74 is set to "1". The second start command also includes information indicating that the initial number of continued games in the pseudo bonus state ST4 is 50 games. As already explained, in a situation where the ending flag is set to "1", the number of remaining continued games is not added in the pseudo bonus state ST4. Therefore, when the pseudo bonus state ST4 starts in a situation where the ending flag is set to "1", the number of remaining continued games is not added in the pseudo bonus state ST4.

[0364] When the second start command is received, the production side MPU92 causes the production corresponding to the pseudo bonus state ST4 to be executed by the upper lamp 61, the speaker 62, and the image display device 63. In this case, the image display device 63 displays a moving image corresponding to the pseudo bonus state ST4, and displays the number of game media acquired in the pseudo bonus state ST4. However, unlike when the first start command is received, no display is made to indicate the remaining number of continued games in the pseudo bonus state ST4. In a situation where the ending flag is set to "1", the pseudo bonus state ST4 may end with the end of the second section SC2 when the number of continued games in the second section SC2 reaches the number of added games or the limited total net increase number of game media in the second section SC2 reaches the upper limit net increase number before the remaining number of continued games in the pseudo bonus state ST4 becomes "0". In this case, by not displaying the remaining number of continuing games in the pseudo-bonus state ST4 as described above, it is possible to prevent the player from feeling uncomfortable about the fact that the pseudo-bonus state ST4 has ended when the ending condition of the second section SC2 is met.

[0365] FIG. 42(b) is an explanatory diagram for explaining the display contents of the image display device 63 when the second start command is received. As shown in FIG. 42(b), the image display device 63 displays a second performance image G41 in which a moving image corresponding to the pseudo bonus state ST4 in a situation where the ending flag is set to "1" is displayed, and an acquisition number image G33 indicating the number of game media acquired by the player in the pseudo bonus state ST4 is displayed. In the second performance image G41, a moving image is displayed in which a specific character image is displayed in front of a specific background image, and the display mode of the specific background image and the specific character image changes. In the acquisition number image G33, when the pseudo bonus state ST4 is started, "0 acquired" is displayed, and when the game is executed in the pseudo bonus state ST4 after that, and the number of game media owned by the player increases, the number of game media by that increase is added to the number displayed in the acquisition number image G33.

[0366] Returning to the explanation of the normal processing (FIG. 41), if the third transition confirmation flag is not set to "1" (step S2205: NO), it is determined whether the current gaming state is the first CB state ST2 or the second CB state ST3 (step S2208). If the current gaming state is the first CB state ST2 or the second CB state ST3 (step S2208: YES), the processing from step S2209 onwards is not executed. In the processing from step S2209 onwards, the processing is executed to subtract the number of games required to transition to the pseudo bonus state ST4 with the progress of one game, and if the transition condition to the pseudo bonus state ST4 is established with the progress of the game, the processing for transitioning to the pseudo bonus state ST4 is executed. In this case, by not executing the processing from step S2209 onwards when the state is the first CB state ST2 or the second CB state ST3, it is possible to prevent the transition to the pseudo bonus state ST4 from being brought closer, even if a game is played in the first CB state ST2 or the second CB state ST3.

[0367] If the current game state is neither the first CB state ST2 nor the second CB state ST3 (step S2208: NO), the bet number for the current game is determined to be "3" by determining whether the value of the bet number setting counter 74a of the main RAM 74 is "3" or not (step S2209). If the bet number for the current game is "2" (step S2209: NO), the process from step S2210 onwards is not executed. As already explained, in the process from step S2210 onwards, the process of subtracting the number of games required to transition to the pseudo bonus state ST4 with the completion of one game is executed, and if the transition condition to the pseudo bonus state ST4 is established with the completion of the game, the process of transitioning to the pseudo bonus state ST4 is executed. In this case, if a game with the bet number of "2" is executed, the process from step S2210 onwards is not executed, so that even if a game with the bet number of "2" is completed, it is possible to prevent it from becoming a factor of approaching the transition to the pseudo bonus state ST4.

[0368] If the number of bets on the current game is "3" (step S2209: YES), it is determined whether or not the second transition confirmation flag in the master RAM 74 is set to "1" (step S2210). As already explained, the second transition confirmation flag is a flag for the master MPU 72 to determine whether or not a transition win has been made in the transition lottery process (step S2112).

[0369] If the second transition confirmation flag is set to "1" (step S2210: YES), the value of the transition waiting counter in the master RAM 74 is subtracted by 1 (step S2211). As already explained, the transition waiting counter is a counter for the master MPU 72 to determine that the number of transition waiting games (specifically, 5 games) has been consumed since the second transition confirmation flag was set to "1". If the value of the transition waiting counter after subtracting 1 is "0" (step S2212: YES), the first start setting process is executed (step S2213). The processing content of the first start setting process is the same as that of step S2203 of the normal process (FIG. 41). As a result, the pseudo bonus state flag in the master RAM 74 is set to "1", and a value corresponding to 40 games, which is the initial number of continued games in the pseudo bonus state ST4, is set to the pseudo bonus continuation counter in the master RAM 74.

[0370] Then, it is determined whether or not the ending flag in the main RAM 74 is set to "1" (step S2214). If the ending flag is not set to "1" (step S2214: NO), a first start command is sent to the production side MPU 92 (step S2215), and if the ending flag is set to "1" (step S2214: YES), a second start command is sent to the production side MPU 92 (step S2216). The first start command sent in step S2215 and the second start command sent in step S2216 include information indicating that the current initial number of continued games in the pseudo bonus state ST4 is 40 games.

[0371] When the first start command is received, the production side MPU92 executes the performance corresponding to the pseudo bonus state ST4 on the upper lamp 61, the speaker 62, and the image display device 63 in the same manner as when the production side MPU92 receives the first start command transmitted in step S2204. In this case, the first performance image G31, the game number image G32, and the acquisition number image G33 are displayed on the image display device 63 as shown in FIG. 42(a). On the other hand, when the second start command is received, the production side MPU92 executes the performance corresponding to the pseudo bonus state ST4 on the upper lamp 61, the speaker 62, and the image display device 63 in the same manner as when the production side MPU92 receives the second start command transmitted in step S2207. In this case, the image display device 63 displays the second performance image G41 and the acquisition number image G33 so that the display shown in FIG. 42(b) is performed.

[0372] If the second transition confirmation flag is not set to "1" (step S2210: NO), the value of the release game number counter 74e of the main RAM 74 is decremented by 1 (step S2217). The release game number counter 74e is a counter for specifying the remaining release game number, which is the number of games required to transition to the pseudo bonus state ST4, in the situation where none of the first to third transition confirmation flags of the main RAM 74 are set to "1", in the main MPU 72. When the game zone transitions from the first zone SC1 to the second zone SC2 and no direct hit is won in the direct hit lottery process (step S1806), the release game number is set in the release game number counter 74e, and also when the second zone SC2 is maintained after the pseudo bonus state ST4 ends, the release game number is set in the release game number counter 74e.

[0373] If the value of the release game number counter 74e after subtracting 1 is "0" (step S2218: YES), a first start setting process is executed (step S2213). The processing content of the first start setting process is the same as that of step S2203 of the normal process (FIG. 41). As a result, the pseudo bonus state flag of the main RAM 74 is set to "1", and a value corresponding to 40 games, which is the initial number of continued games in the pseudo bonus state ST4, is set to the pseudo bonus continuation counter of the main RAM 74.

[0374] Then, it is determined whether or not the ending flag of the main RAM 74 is set to "1" (step S2214). If the ending flag is not set to "1" (step S2214: NO), a first start command is sent to the production side MPU 92 (step S2215), and if the ending flag is set to "1" (step S2214: YES), a second start command is sent to the production side MPU 92 (step S2216). When the first start command is received, the production side MPU 92 causes the upper lamp 61, the speaker 62, and the image display device 63 to execute the performance corresponding to the pseudo bonus state ST4, in the same manner as when the production side MPU 92 receives the first start command transmitted in step S2204. In this case, the first performance image G31, the number of games image G32, and the number of acquisition images G33 are displayed on the image display device 63 so that the display shown in FIG. 42(a) is performed. On the other hand, when the second start command is received, the production side MPU 92 performs the production corresponding to the pseudo bonus state ST4 in the upper lamp 61, the speaker 62, and the image display device 63, in the same manner as when the production side MPU 92 receives the second start command transmitted in step S2207. In this case, the second production image G41 and the acquisition number image G33 are displayed in the image display device 63 so as to perform the display shown in FIG. 42(b).

[0375] When the process of step S2207, step S2215, or step S2216 is executed, it is determined whether or not the lighting standby flag of the main RAM 74 is set to "1" (step S2219). As already explained, the lighting standby flag is a flag for the main MPU 72 to specify that the section display unit 67 is in a standby state for switching from an off state to a on state in the second section SC2. When the lighting standby flag is set to "1" (step S2219: YES), lighting processing of the section display unit 67 is executed (step S2220). In the lighting processing of the section display unit 67, the section display unit 67 is switched from an off state to a on state. This causes the section display unit 67 to start announcing that it is the second section SC2. When the process of step S2220 is executed, the lighting standby flag is cleared to "0".

[0376] When the pseudo bonus state ST4 is entered in a state where the standby flag is set to "1" as described above, the section display unit 67 is switched from an unlit state to an lit state. The pseudo bonus state ST4 is a gaming state in which the expected net increase in gaming media in one game (the value obtained by subtracting the "number of gaming media bet in one game" from the "expected number of gaming media to be awarded in one game") can be 1 or more. In other words, the section display unit 67 can be kept in an unlit state even when the second section SC2 is entered, but is reliably switched to an lit state when the gaming state is entered in which the expected net increase in gaming media can be 1 or more. This makes it possible to notify the manager of the gaming hall that the gaming state is in a gaming state in which the expected net increase in gaming media can be 1 or more.

[0377] Next, the manner in which the transi...

Claims

[Claim 1] A situation setting means for setting a specific situation; When the specific situation occurs, an advantageous transition means for transitioning the game state to an advantageous game state that is advantageous to the player; A means for terminating the advantageous gaming state when an advantageous terminating condition is established in the advantageous gaming state; An end expectation setting means for setting an end expectation state when the advantageous game state ends; an information storage means for storing value number information that varies according to a total number of game values ​​granted to a player in the specific situation; a predetermined determination means for executing a predetermined determination process for determining whether or not an ending condition in which the value number information stored in the information storage means corresponds to a predetermined number is established; a means for ending the advantageous game state and the specific situation when it is determined that the ending condition is established in the predetermined determination process, even if the advantageous ending condition is not established; a means for setting predetermined information in a predetermined storage area when the ending condition is satisfied; a means for executing an ending performance when the predetermined information is set in the predetermined storage area; Equipped with The end-time expectation state is more likely to transition to the advantageous game state than a predetermined game state that is the specific situation and is not the end-time expectation state, The end expectation setting means is configured not to set the end expectation state when the advantageous game state ends in a situation where the predetermined information is set in the predetermined memory area, When a replay win is established, a new game can be started with the same number of game values ​​bet as the number of game values ​​bet in the game in which the replay win is established, The gaming machine is characterized in that the predetermined judgment means executes the predetermined judgment process even in a game in which the replay winning is achieved in the specific situation.

Citation Information

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