Game machine
The gaming machine employs advanced control mechanisms to manage effects and privileges, ensuring seamless execution even during communication issues, enhancing player engagement and game continuity.
Patent Information
- Application Number
- JP2025085262
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-05-22
- Publication Date
- 2025-08-01
- Estimated Expiration
- 2042-06-24
AI Technical Summary
Existing gaming machines lack effective control mechanisms for executing effects and privileges based on game situations, particularly in scenarios involving communication abnormalities.
A gaming machine with main control means for controlling game progress, effect control means for executing effects based on transmission information, and storage means for updating information during communication abnormalities, ensuring continuous execution of effects post-resolution.
Enables suitable execution control of effects and privileges, maintaining game continuity and player engagement even during communication disruptions.
Smart Images

Figure 2025113392000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] As gaming machines, pachinko machines and slot machines are known. For example, a pachinko machine includes a storage unit for storing game balls, and the game balls stored in the storage unit are guided to a game ball launcher and launched toward a game area according to a player's launch operation. Then, when a game ball enters a ball entry unit provided in the game area, for example, a lottery process is executed, or a process for increasing the number of game balls available to the player is executed.
[0003] In a slot machine, when a start lever is operated to start a new game in a situation where a game value such as a medal is bet, a lottery process is executed by control means. Further, when the lottery process is executed, rotation start control is executed by the control means to start the rotation of the reel, and when a stop button is operated during the rotation of the reel, rotation stop control is executed by the control means to stop the rotation of the reel. Then, when the stop result after the rotation stop of the reel corresponds to a winning combination of the lottery process, a privilege corresponding to the winning combination is given to the player (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] Here, in gaming machines such as the above examples, it is necessary to suitably perform execution control of the presentation, and there is still room for improvement in this regard.
[0006] The present invention has been made in view of the above-described circumstances and the like, and an object thereof is to provide a gaming machine capable of suitably controlling the execution of effects.
Means for Solving the Problems
[0007] In order to solve the above problems, the invention according to claim 1 includes main control means for controlling the progress of a game, effect control means for controlling the execution of an effect based on transmission information transmitted by the main control means, and the main control means includes corresponding transmission means for transmitting transmission information to the effect control means based on the occurrence of a transmission trigger, the effect control means includes means for starting a predetermined effect, and effect progress means for advancing the effect content of the predetermined effect based on receiving the transmission information, and as game situations in which the predetermined effect can be executed, a first game situation in which a privilege is granted after continuing over a plurality of games, and a second game situation in which no privilege is granted after continuing over a plurality of games, exist, the effect control means includes situation corresponding storage means capable of storing information corresponding to the progress of the second game situation, and means for updating the information stored in the situation corresponding storage means based on receiving the transmission information, and the effect progress means when a communication abnormality occurs while the predetermined effect is being executed in the first game situation, after the communication abnormality is resolved, an effect corresponding to the situation where the communication abnormality is resolved is executed regardless of the effect content of the predetermined effect at the time of occurrence of the communication abnormality. When a communication abnormality occurs while the predetermined performance is being executed in the second game state, an effect corresponding to the information stored in the situation response storage means is executed after the communication abnormality is resolved, so that the predetermined performance that was the execution target when the communication abnormality occurred is continuously executed; comprising transmission information including information capable of specifying the current game state in each game is transmitted from the main control means to the effect control means.
Advantages of the Invention
[0008] According to the present invention, it becomes possible to suitably perform the execution control of the effect.
Brief Description of the Drawings
[0009]
Figure 1
Figure 2
Figure 3
Figure 4
Figure 5
Figure 6
Figure 7
Figure 8
Figure 9
Figure 10
Figure 11
Figure 12
Figure 13
Figure 14
Figure 15
Figure 16
Figure 17
Figure 18
Figure 19
Figure 20
Figure 21
Figure 22
Figure 23
Figure 24
Figure 25
Figure 26
Figure 27
Figure 28
Figure 29
Figure 30
Figure 31
Figure 32
Figure 33
Figure 34
Figure 35
Figure 36
Figure 37
Figure 38
Figure 39
Figure 40
Figure 41
Figure 42
Figure 43
Figure 44
Figure 45
Figure 46
Figure 47
Figure 48
Figure 49
Figure 50
Figure 51
Figure 52
Figure 53
Figure 54
Figure 55
Figure 56
Figure 57
Figure 58
Figure 59
Figure 60
Figure 61
Figure 62
Figure 63
Figure 64
Figure 65
Figure 66
Figure 67
Figure 68
Figure 69
Figure 70
Figure 71
Figure 72
Figure 73
Figure 74
Figure 75
Figure 76
Figure 77
Figure 78
Figure 79
Figure 80
Figure 81
Figure 82
Figure 83
Figure 84
Figure 85
Figure 86
Figure 87
Figure 88
Figure 89
Mode for Carrying Out the Invention
[0010] <First Embodiment> Hereinafter, a first embodiment when the present invention is applied to a slot machine 10 which is a kind of gaming machine will be described in detail with reference to the drawings. FIG. 1 is a front view of the slot machine 10, FIG. 2 is a perspective view of the slot machine 10 with the front door 12 opened, and FIG. 3 is a front view of the housing 11.
[0011] As shown in FIGS. 2 and 3, the slot machine 10 includes a housing 11 that forms its outer shell. The housing 11 is formed in a box shape that is open to the front as a whole by fixing a plurality of wooden panels.
[0012] On the front side of the housing 11, a front door 12 is attached as shown in FIGS. 1 and 2. The front door 12 is supported by the housing 11 so as to be able to open and close the internal space of the housing 11 with a shaft portion 15 provided on the left side portion of the housing 11 as a rotation axis. Note that the front door 12 is in a locked state that cannot be opened by a locking device 13 provided on its back surface, and this locked state is released by an unlocking operation with a predetermined key to the key cylinder 14.
[0013] As shown in FIG. 1, a game panel 20 is provided near the upper center of the front door 12. On the game panel 20, three vertically long display window portions 21L, 21M, and 21R are formed side by side horizontally. The display window portions 21L, 21M, and 21R are formed of a transparent or translucent material, and the inside of the slot machine 10 can be visually recognized through each of the display window portions 21L, 21M, and 21R.
[0014] As shown in FIGS. 2 and 3, the inside of the housing 11 is vertically divided into two parts by a partition plate 11a, and a reel unit 31 is attached to the upper part of the partition plate 11a. The reel unit 31 includes a left reel 32L, a middle reel 32M, and a right reel 32R, each formed in a cylindrical shape. Each of the reels 32L, 32M, 32R is rotatably supported such that its central axis serves as the rotation axis of the reel 32L, 32M, 32R. The rotation axes of the respective reels 32L, 32M, 32R are arranged on the same axis extending in a substantially horizontal direction, and the respective reels 32L, 32M, 32R correspond one-to-one with the respective display window portions 21L, 21M, 21R. Accordingly, a part of the surface of each of the reels 32L, 32M, 32R is visible through the corresponding display window portions 21L, 21M, 21R. Further, when the reels 32L, 32M, 32R rotate forward, the surface of the reels 32L, 32M, 32R is projected as if it is moving downward from top to bottom through the respective display window portions 21L, 21M, 21R.
[0015] As shown in FIG. 1, a start lever 41 for operating to start the rotation of each of the reels 32L, 32M, 32R is provided on the lower left side of the game panel 20. When the start lever 41 is operated when a predetermined number or more of game media (or game values), which are either medals or virtual medals, are bet, each of the reels 32L, 32M, 32R starts rotating simultaneously.
[0016] On the right side of the start lever 41, stop buttons 42, 43, 44 for operating to individually stop the rotating reels 32L, 32M, 32R are provided. Each of the stop buttons 42, 43, 44 is disposed directly below the corresponding display window portions 21L, 21M, 21R of the reels 32L, 32M, 32R to be stopped. Each of the stop buttons 42, 43, 44 becomes in a state where it can be stopped when a predetermined time has elapsed after the left reel 32L starts rotating.
[0017] Based on the operation of the start lever 41, the rotation of each reel 32L, 32M, 32R is started, and based on the operation of each stop button 42, 43, 44, each reel 32L, 32M, 32R stops rotating, until the execution of various processes such as the provision of game media and the management of the game state is completed, which corresponds to one game (game round).
[0018] A medal insertion slot 45 for inserting medals is provided on the lower right side of the display window portions 21L, 21M, 21R. As shown in FIG. 2, the medals inserted from the medal insertion slot 45 are guided to the hopper device 53 by the selector 52 provided on the back surface of the front door 12 if reception is permitted, and are guided to the medal tray 59 from the medal discharge port 58 provided at the lower front portion of the front surface of the front door 12 when reception is prohibited (see FIG. 1). The hopper device 53 has a function of paying out the medals stored in the storage tank to the medal tray 59 through the medal discharge port 58 when a winning corresponding to the provision of game media is established on the main line ML described later. Below the medal insertion slot 45, as shown in FIG. 1, a return button 46 is provided, which is pressed when the medals inserted into the medal insertion slot 45 are jammed in the selector 52.
[0019] On the lower left side of the display window portions 21L, 21M, 21R, a first credit insertion button 47 for inserting the maximum amount of 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. In this slot machine 10, there are situations where the number of game media (medals or virtual medals) that can be bet (i.e., bet setting) at one time is "3" and "2".
[0020] In a situation where the number of bets possible at one time is "3", the current number of bets is "0", and three or more virtual medals are stored and remembered, when the first credit input button 47 is operated, instead of three virtual medals decreasing, the number of bets becomes "3". In a situation where the number of bets possible at one time is "3", the current number of bets is "1", and two or more virtual medals are stored and remembered, when the first credit input button 47 is operated, instead of two virtual medals decreasing, the number of bets becomes "3". In a situation where the number of bets possible at one time is "3", the current number of bets is "2", and one or more virtual medals are stored and remembered, when the first credit input button 47 is operated, instead of one virtual medal decreasing, the number of bets becomes "3". In a situation where the number of bets possible at one time is "2", the current number of bets is "0", and two or more virtual medals are stored and remembered, when the first credit input button 47 is operated, instead of two virtual medals decreasing, the number of bets becomes "2". In a situation where the number of bets possible at one time is "2", the current number of bets is "1", and one or more virtual medals are stored and remembered, when the first credit input button 47 is operated, instead of one virtual medal decreasing, the number of bets becomes "2".
[0021] In addition, when the first credit input button 47 is operated when the number of stored virtual medals is less than the difference between the current number of bets and the number of bets possible, the number of bets increases by the number of those virtual medals, and the number of virtual medals becomes 0.
[0022] In a situation where the number of bets possible at one time is "3", the current number of bets is "0", and two or more virtual medals are stored and remembered, when the second credit input button 48 is operated, instead of the number of virtual medals decreasing by two, the number of bets becomes "2". In a situation where the number of bets possible at one time is "3", the current number of bets is "1", and one or more virtual medals are stored and remembered, when the second credit input button 48 is operated, instead of the number of virtual medals decreasing by one, the number of bets becomes "2". In a situation where the number of bets possible at one time is "2", the current number of bets is "0", and two or more virtual medals are stored and remembered, when the second credit input button 48 is operated, instead of the number of virtual medals decreasing by two, the number of bets becomes "2". In a situation where the number of bets possible at one time is "2", the current number of bets is "1", and one or more virtual medals are stored and remembered, when the second credit input button 48 is operated, instead of the number of virtual medals decreasing by one, the number of bets becomes "2".
[0023] In addition, in a situation where the number of stored and remembered virtual medals is one and the current number of bets is "0", when the second credit input button 48 is operated, the number of bets becomes "1", and the number of virtual medals becomes zero.
[0024] The first credit input button 47 has a wider pressing surface to be pressed when the player operates the button compared to the second credit input button 48. As a result, the operability of the first credit input button 47 is enhanced.
[0025] On the left side of the start lever 41, a settlement button 51 is provided. This slot machine 10 has a credit function for storing and remembering surplus inserted medals and payout medals at the time of winning as virtual medals until a predetermined maximum value (equivalent to 50 medals) is reached. When the settlement button 51 is operated in a situation where virtual medals are stored and remembered, the virtual medals are paid out as real medals from the medal payout port 58.
[0026] Inside the housing 11, to the left of the hopper device 53, as shown in FIGS. 2 and 3, a power supply device 54 is provided. The power supply device 54 is provided with a power switch 55 that is operated when the power is turned on or off, a reset button 56 for resetting various states of the slot machine 10, and a setting key insertion hole 57 into which a setting key held by the administrator of the game hall is inserted and operated to change the setting value of the slot machine 10 within the range from "1" to "6".
[0027] Next, the symbols attached to each of the reels 32L, 32M, and 32R will be described.
[0028] FIG. 4 shows the symbol arrangements of the left reel 32L, the middle reel 32M, and the right reel 32R. As shown in the figure, on each of the reels 32L, 32M, and 32R, 21 symbols are arranged in a row. Also, numbers from "0" to "20" are assigned corresponding to each of the reels 32L, 32M, and 32R, but these numbers are for the main control device 70 described later to recognize the symbols in a visible state from the display window portions 21L, 21M, and 21R, and are not actually attached to the reels 32L, 32M, and 32R. However, in the following description, these numbers will be used for explanation.
[0029] As symbols, there are seven types: "Bell" symbol (for example, the 20th on the left reel 32L), "Replay" symbol (for example, the 19th on the left reel 32L), "Watermelon" symbol (for example, the 18th on the left reel 32L), "Red 7" symbol (for example, the 15th on the left reel 32L), "BAR" symbol (for example, the 10th on the left reel 32L), "Cherry" symbol (for example, the 9th on the left reel 32L), and "White 7" symbol (for example, the 5th on the left reel 32L). And the number and arrangement order of various symbols on each of the reels 32L, 32M, and 32R are different.
[0030] FIG. 5 is a front view of the display window portions 21L, 21M, and 21R. Each of the display window portions 21L, 21M, and 21R is formed such that among the 21 symbols attached to the corresponding reels 32L, 32M, and 32R, three symbols are visible as a whole. Therefore, when all of the reels 32L, 32M, and 32R are stopped, 3×3 = 9 symbols are visible through the display window portions 21L, 21M, and 21R.
[0031] In this slot machine 10, one main line ML is set so as to connect the positions where the symbols of each of the reels 32L, 32M, and 32R are visible. The main line ML is a line connecting the middle symbols of the left reel 32L, the middle symbol of the middle reel 32M, and the middle symbol of the right reel 32R. When the rotation of each of the reels 32L, 32M, and 32R is started with a predetermined number or more of game media bet, and a winning corresponding to a winning combination is established on the main line ML, any one of a profit of awarding game media, a profit of re - gaming, and a transition of the game state is given.
[0032] That is, in this slot machine 10, only one main line ML is set as a line on which a winning can be established. And the main line ML is set as a line extending in a straight line. Therefore, even if a combination of symbols that is a winning target is established on a line extending in a straight line, such as a sub - line SL1 connecting the upper symbol of the left reel 32L, the middle symbol of the middle reel 32M, and the lower symbol of the right reel 32R, a sub - line SL2 connecting the upper symbol of the left reel 32L, the upper symbol of the middle reel 32M, and the upper symbol of the right reel 32R, a sub - line SL3 connecting the lower symbol of the left reel 32L, the lower symbol of the middle reel 32M, and the lower symbol of the right reel 32R, and a sub - line SL4 connecting the lower symbol of the left reel 32L, the middle symbol of the middle reel 32M, and the upper symbol of the right reel 32R, the winning is not established.
[0033] Hereinafter, with reference to FIG. 6, the correspondence between the winning symbol combinations and the benefits granted when winning will be described. FIG. 6 is an explanatory diagram for explaining the correspondence between the winning symbol combinations and the benefits granted when winning.
[0034] As small winning combinations for which game media are awarded, there are the First Supplementary Winning, the Second Supplementary Winning, the Third Supplementary Winning, the Fourth Supplementary Winning, the Fifth Supplementary Winning, the Sixth Supplementary Winning, the Seventh Supplementary Winning, the Eighth Supplementary Winning, the Ninth Supplementary Winning, the First Bell Winning, the Second Bell Winning, the First Watermelon Winning, the Second Watermelon Winning, and the Cherry Winning. Specifically, in the main line ML, when the stop symbol of the left reel 32L is the "Bell" symbol, the stop symbol of the middle reel 32M is the "Bell" symbol, and the stop symbol of the right reel 32R is the "Red 7" symbol, it is the First Supplementary Winning. In the main line ML, when the stop symbol of the left reel 32L is the "Bell" symbol, the stop symbol of the middle reel 32M is the "Red 7" symbol, and the stop symbol of the right reel 32R is the "Bell" symbol, it is the Second Supplementary Winning. In the main line ML, when the stop symbol of the left reel 32L is the "Red 7" symbol, the stop symbol of the middle reel 32M is the "Bell" symbol, and the stop symbol of the right reel 32R is the "Bell" symbol, it is the Third Supplementary Winning. In the main line ML, when the stop symbol of the left reel 32L is the "Bell" symbol, the stop symbol of the middle reel 32M is the "Bell" symbol, and the stop symbol of the right reel 32R is the "BAR" symbol, it is the Fourth Supplementary Winning. In the main line ML, when the stop symbol of the left reel 32L is the "Bell" symbol, the stop symbol of the middle reel 32M is the "BAR" symbol, and the stop symbol of the right reel 32R is the "Bell" symbol, it is the Fifth Supplementary Winning. In the main line ML, when the stop symbol of the left reel 32L is the "BAR" symbol, the stop symbol of the middle reel 32M is the "Bell" symbol, and the stop symbol of the right reel 32R is the "Bell" symbol, it is the Sixth Supplementary Winning. In the main line ML, when the stop symbol of the left reel 32L is the "Bell" symbol, the stop symbol of the middle reel 32M is the "Bell" symbol, and the stop symbol of the right reel 32R is the "White 7" symbol, it is the Seventh Supplementary Winning. In the main line ML, when the stop symbol of the left reel 32L is the "Bell" symbol, the stop symbol of the middle reel 32M is the "White 7" symbol, and the stop symbol of the right reel 32R is the "Bell" symbol, it is the Eighth Supplementary Winning. In the main line ML, when the stop symbol of the left reel 32L is the "White 7" symbol, the stop symbol of the middle reel 32M is the "Bell" symbol, and the stop symbol of the right reel 32R is the "Bell" symbol, it is the Ninth Supplementary Winning. When any of the First Supplementary Winning to the Ninth Supplementary Winning occurs, the number of game media recipients is "1".
[0035] When the stop symbol of the left reel 32L, the stop symbol of the middle reel 32M, and the stop symbol of the right reel 32R on the main line ML are all "bell" symbols, it is the first bell win. When the stop symbol of the left reel 32L, the stop symbol of the middle reel 32M, and the stop symbol of the right reel 32R on the main line ML are "bell" symbols and "replay" symbol respectively, it is the second bell win. When either the first bell win or the second bell win occurs, the number of game media to be awarded is "15".
[0036] When the stop symbol of the left reel 32L, the stop symbol of the middle reel 32M, and the stop symbol of the right reel 32R on the main line ML are all "watermelon" symbols, it is the first watermelon win. When the stop symbol of the left reel 32L, the stop symbol of the middle reel 32M, and the stop symbol of the right reel 32R on the main line ML are "watermelon" symbols and "BAR" symbol respectively, it is the second watermelon win. When either the first watermelon win or the second watermelon win occurs, the number of game media to be awarded is "5". When the stop symbol of the left reel 32L on the main line ML is "cherry" symbol, it is the cherry win regardless of the stop symbols of the middle reel 32M and the right reel 32R. When the cherry win occurs, the number of game media to be awarded is "4".
[0037] As winning awards with replay benefits that enable the next game to be played without betting on gaming media, there are a normal replay award, a first-chance replay award, and a second-chance replay award. Specifically, when the stop symbol of the left reel 32L on the main line ML is the "replay" symbol, the stop symbol of the middle reel 32M is the "replay" symbol, and the stop symbol of the right reel 32R is the "replay" symbol; when the stop symbol of the left reel 32L on the main line ML is the "red 7" symbol, the stop symbol of the middle reel 32M is the "red 7" symbol, and the stop symbol of the right reel 32R is the "BAR" symbol; when the stop symbol of the left reel 32L on the main line ML is the "replay" symbol, the stop symbol of the middle reel 32M is the "red 7" symbol, and the stop symbol of the right reel 32R is the "replay" symbol; when the stop symbol of the left reel 32L on the main line ML is the "replay" symbol, the stop symbol of the middle reel 32M is the "red 7" symbol, and the stop symbol of the right reel 32R is the "BAR" symbol; or when the stop symbol of the left reel 32L on the main line ML is the "watermelon" symbol, the stop symbol of the middle reel 32M is the "red 7" symbol, and the stop symbol of the right reel 32R is the "bell" symbol, it is a normal replay award. When the stop symbol of the left reel 32L on the main line ML is the "replay" symbol, the stop symbol of the middle reel 32M is the "cherry" symbol, and the stop symbol of the right reel 32R is the "bell" symbol, it is a first-chance replay award. When the stop symbol of the left reel 32L on the main line ML is the "watermelon" symbol, the stop symbol of the middle reel 32M is the "bell" symbol, and the stop symbol of the right reel 32R is the "replay" symbol, it is a second-chance replay award.
[0038] When any of the above replay wins occurs, a bonus for a replay game is awarded, which enables the next game to be played without wagering the game medium. Specifically, when any of the replay wins occurs in a game where "3" game media are wagered, it becomes possible to start the next game with "3" game media wagered without having to wager the game medium. Also, when any of the replay wins occurs in a game where "2" game media are wagered, it becomes possible to start the next game with "2" game media wagered without having to wager the game medium.
[0039] As state transition wins where only the game state transitions occur, there are a first CB win and a second CB win. Specifically, when the stop symbol of the left reel 32L on the main line ML is the "red 7" symbol, the stop symbol of the middle reel 32M is the "red 7" symbol, and the stop symbol of the right reel 32R is the "white 7" symbol, it is a first CB win. When the stop symbol of the left reel 32L on the main line ML is the "white 7" symbol, the stop symbol of the middle reel 32M is the "white 7" symbol, and the stop symbol of the right reel 32R is the "red 7" symbol, it is a second CB win. When the first CB win is established, the game state transitions to the first CB state ST2, and when the second CB win is established, the game state transitions to the second CB state ST3 (see Figure 20).
[0040] The first CB state ST2 and the second CB state ST3 are game states in which when a combination of symbols corresponding to a minor winning combination stops on the main line ML, medals are paid out as a winning being established regardless of the presence or absence of the winning combination. For example, even when the "1" is not set in the winning flag corresponding to the first bell win, when a combination of symbols corresponding to the first bell win stops on the main line ML, game media are given to the player. On the other hand, for a replay win, it is established on the condition that the corresponding combination is won by lottery.
[0041] In the first CB state ST2 and the second CB state ST3, reel control different from the non-CB state is performed. In the non-CB state, reel control that allows the reels to be scrolled up to a maximum of four symbols after the stop buttons 42 to 44 are operated is performed for each of the reels 32L, 32M, and 32R. That is, in the non-CB state, reel control that stops the reels 32L, 32M, and 32R before the elapse of a specified time (190 milliseconds) after the stop buttons 42 to 44 are operated is performed. On the other hand, in the first CB state ST2 and the second CB state ST3, the above-mentioned reel control, that is, the same reel control as in the normal game, is performed for the middle reel 32M and the right reel 32R, but the above-mentioned reel control is not performed for the left reel 32L. For the left reel 32L, reel control is performed such that it can be scrolled up to a maximum of one symbol after the left stop button 42 is operated. That is, in the first CB state ST2 and the second CB state ST3, reel control that stops the left reel 32L before the elapse of a predetermined time (75 msec) shorter than the above-mentioned specified time after the left stop button 42 is operated is performed.
[0042] Note that in the first CB state ST2 and the second CB state ST3, the reel control that allows scrolling up to a maximum of one symbol is not limited to the left reel 32L. Reel control that allows scrolling up to a maximum of one symbol may be performed for the reel corresponding to the first operated stop button, or reel control that allows scrolling up to a maximum of one symbol may be performed only for a predetermined reel. Furthermore, reel control that allows scrolling up to a maximum of one symbol may be performed for the reel corresponding to the stop button operated in a certain order, such as the reel corresponding to the second operated stop button or the last operated stop button.
[0043] In the first CB state ST2 and the second CB state ST3, if a winning combination corresponding to a replay win is selected, the replay win takes precedence, and if a replay win is not possible, the first bell win may be established. Also, the first bell win may be established even when a winning combination corresponding to a replay win is not selected.
[0044] Both the first CB state ST2 and the second CB state ST3 are gaming states in which the number of gaming media owned by the player does not increase. Further, both the first CB state ST2 and the second CB state ST3 are gaming states in which the number of gaming media owned by the player at the end of the gaming state is less than the number of gaming media owned by the player at the start of the gaming state.
[0045] Next, an apparatus for executing various notifications and various effects will be described.
[0046] As shown in FIG. 1, an upper lamp 61, a speaker 62, and an image display device 63 are provided above the front door 12. The upper lamp 61 is controlled to emit light in a manner corresponding to an abnormality when an abnormality occurs in the slot machine 10, and is also controlled to emit light in a manner corresponding to a winning result. Further, the upper lamp 61 is controlled to emit light so that a light emission effect corresponding to a display effect in the image display device 63 is performed. The speakers 62 are provided as a pair on the left and right, and are controlled to output sound or voice corresponding to an abnormality when an abnormality occurs in the slot machine 10, and are also controlled to output sound or voice corresponding to a winning result. Further, the speakers 62 are controlled to output sound so that a sound output effect corresponding to a display effect in the image display device 63 is performed.
[0047] The image display device 63 has a display surface and is configured as a liquid crystal display device including a liquid crystal display, but is not limited to a liquid crystal display device, and may be another display device having a display surface such as a plasma display device, an organic EL display device, or a CRT, or may be a dot matrix display. When an abnormality occurs in the slot machine 10, display control is performed so that an image corresponding to the abnormality is displayed on the display surface. Further, the image display device 63 is controlled to display an image corresponding to the winning result of a role in an internal lottery and the winning result in each game on the display surface. That is, a display effect is executed by the image display device 63.
[0048] On the game panel 20 of the front door 12, at a position below the display window portions 21L, 21M, and 21R, there are a credit display unit 65 that displays the number of virtual medals stored and retained, a combined display unit 66 that displays the number of game media to be awarded at the time of winning a small combination and performs a display corresponding to the content notified when the stop order of the reels 32L, 32M, and 32R is notified by the image display device 63, and further performs a display for notifying the management result of the game history, and a section display unit 67 that performs a display corresponding to the game section being the second section. The credit display unit 65 is composed of a 7-segment display, and single-color light-emitting type LEDs such as green are used for each segment.
[0049] FIG. 7(a) is a front view of a common display area 68 provided with the combined display unit 66 and the section display unit 67. In the common display area 68, as shown in FIG. 7(a), the combined display unit 66 in which two 7-segment displays 66a and 66b are arranged side by side in the horizontal direction and the section display unit 67 composed of one light-emitting portion are aggregated.
[0050] When any small winning combination (first to ninth supplementary winning combination, first bell winning combination, second bell winning combination, first watermelon winning combination, second watermelon winning combination, or cherry winning combination) corresponding to the awarding of game media is achieved, the number of game media awarded corresponding to that small winning combination is displayed on the combined display section 66 at the end of the game in which the small winning combination was achieved. Specifically, when any of the first to ninth supplementary winning combinations is achieved in the non-CB state, the left 7-segment display 66a becomes non-displayed, and a "1" is displayed on the right 7-segment display 66b, thereby notifying that "1" game media has been awarded. When either the first bell winning combination or the second bell winning combination is achieved in the non-CB state, a "1" is displayed on the left 7-segment display 66a and a "5" is displayed on the right 7-segment display 66b, thereby notifying that "15" game media has been awarded. Also, when either the first watermelon winning combination or the second watermelon winning combination is achieved in the non-CB state, the left 7-segment display 66a becomes non-displayed, and a "5" is displayed on the right 7-segment display 66b, thereby notifying that "5" game media has been awarded. Further, when the cherry winning combination is achieved in the non-CB state, the left 7-segment display 66a becomes non-displayed, and a "4" is displayed on the right 7-segment display 66b, thereby notifying that "4" game media has been awarded.
[0051] In the first CB state ST2 and the second CB state ST3, the number of game media awarded by a small winning combination is "1". Therefore, when a small winning combination is achieved in the first CB state ST2 or the second CB state ST3, the left 7-segment display 66a becomes non-displayed, and a "1" is displayed on the right 7-segment display 66b, thereby notifying that "1" game media has been awarded.
[0052] Even if a prize is established without awarding a game medium such as any replay prize or any CB prize, the display corresponding to the prize will not be performed on the shared display unit 66. In this case, each of the 7-segment displays 66a and 66b is maintained in a non-display state. The display of the number of game media awarded in the shared display unit 66 ends when the game medium is bet in order to start the next game in which the display is made, and at the timing when the bet is made, each of the 7-segment displays 66a and 66b becomes a non-display state.
[0053] When the stop order of the reels 32L, 32M, and 32R is notified in the image display device 63, information corresponding to the notified stop order is displayed on the shared display unit 66. FIG. 7(b) is an explanatory diagram for explaining the content of the information corresponding to the stop order displayed on the shared display unit 66. As shown in FIG. 7(b), in this slot machine 10, as the stop order of the reels 32L, 32M, and 32R notified by the image display device 63, the stop order in which the first stop is the left reel 32L, the second stop is the middle reel 32M, and the third stop is the right reel 32R, the stop 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 middle reel 32M, the stop order in which the first stop is the middle reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R, the stop order in which the first stop is the middle reel 32M, the second stop is the right reel 32R, and the third stop is the left reel 32L, the stop order in which the first stop is the right reel 32R, the second stop is the left reel 32L, and the third stop is the middle reel 32M, the stop order in which 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 stop order in which the first stop is the left reel 32L and the rest is arbitrary, the stop order in which the first stop is the middle reel 32M and the rest is arbitrary, and the stop order in which the first stop is the right reel 32R and the rest is arbitrary exist.
[0054] In the image display device 63, the notification of the stop order is executed when winning a winning combination that includes the first bell winning data and any one of the first to sixth supplementary winning data in the non-CB state during the role lottery process, or when winning a winning combination that includes the second bell winning data and any one of the seventh to ninth supplementary winning data. Specifically, when winning a winning combination that includes the first bell winning data and any one of the first to sixth supplementary winning data, if the reels 32L, 32M, and 32R stop in the stop order corresponding to the current winning combination among the above stop orders, the first bell winning is established. If the reels 32L, 32M, and 32R do not stop in the stop order corresponding to the current winning combination, any one of the first to sixth supplementary winnings may be established. When the first bell winning is established, "15" game media are given to the player as already explained. When any one of the first to sixth supplementary winnings is established, "1" game media are given to the player as already explained.
[0055] When winning a winning combination that includes the second bell winning data and any one of the seventh to ninth supplementary winning data, if the reels 32L, 32M, and 32R stop in the stop order corresponding to the current winning combination among the above stop orders, the second bell winning is established. If the reels 32L, 32M, and 32R do not stop in the stop order corresponding to the current winning combination, any one of the seventh to ninth supplementary winnings may be established. When the second bell winning is established, "15" game media are given to the player as already explained. When any one of the seventh to ninth supplementary winnings is established, "1" game media are given to the player as already explained.
[0056] When any of the above stop orders is notified by the image display device 63, the left 7-segment display 66a in the combined display unit 66 remains in a non-display state, while the right 7-segment display 66b displays the content corresponding to the stop order to be notified. This display content is as shown in Fig. 7(b), and the display content of the stop order of the combined display unit 66 is set to correspond one-to-one with the notification content of the stop order in the image display device 63. However, it is not limited to this, and a configuration may be adopted in which a plurality of types of display contents of the combined display unit 66 are set to correspond to some or all of the notification contents of the stop order in the image display device 63.
[0057] The display content of the stop order in the combined display unit 66 is different from the display content that becomes the display target when the combined display unit 66 displays the content corresponding to the grant of the game medium. This makes it easier to distinguish whether the content displayed on the combined display unit 66 corresponds to the number of game media granted or to the stop order of the reels 32L, 32M, and 32R.
[0058] Figs. 8(a) and 8(b) are explanatory diagrams for explaining the relationship between the notification content of the stop order in the image display device 63 and the display content of the stop order in the combined display unit 66.
[0059] When the stop order of the reels 32L, 32M, and 32R is notified in the image display device 63, as shown in FIG. 8(a), the same number of unit display images G1 to G3 as the number of stop operations required to end the game are displayed on the image display device 63, and image displays corresponding to the stop order of the reels 32L, 32M, and 32R are performed in 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. And in FIG. 8(a), since it shows a state where the stop order is notified when the first stop is the middle reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R, an image of "2" corresponding to the stop order of the left reel 32L is displayed on the left unit display image G1, an image of "1" corresponding to the stop order of the middle reel 32M is displayed on the middle unit display image G2, and an image of "3" corresponding to the stop order of the right reel 32R is displayed on the right unit display image G3.
[0060] In the image display device 63, an image notifying the stop order of the reels 32L, 32M, and 32R themselves is displayed as described above. On the other hand, in the shared display unit 66, as shown in FIG. 8(b), a display of "L" corresponding to the stop order of the reels 32L, 32M, and 32R is performed. That is, in the image display device 63, unit display images G1 to G3 corresponding to the number of the reels 32L, 32M, and 32R are displayed, and image displays corresponding to the stop order of the corresponding reels 32L, 32M, and 32R are performed in each of the unit display images G1 to G3. In contrast, in the shared display unit 66, a display unrelated to the number of the reels 32L, 32M, and 32R is performed. Thereby, even if a display corresponding to the notified content of the stop order of the reels 32L, 32M, and 32R is performed in the shared display unit 66, it is possible to draw the player's attention to the display content in the image display device 63.
[0061] The display range of the combined display unit 66 is narrower than the display range of the image display device 63. From this aspect as well, it is possible to reduce the degree of attention of the player to the combined display unit 66 compared to the image display device 63. Further, the combined display unit 66 is located on the side opposite to the image display device 63 with the display windows 21L, 21M, 21R that enable visual recognition of the reels 32L, 32M, 32R interposed therebetween. As a result, the combined display unit 66 is arranged at a position separated from the image display device 63, and this also makes it possible to reduce the degree of attention of the player to the combined display unit 66.
[0062] When the stop order of the reels 32L, 32M, 32R is notified, the display corresponding to the stop order of the reels 32L, 32M, 32R in the combined display unit 66 and the display corresponding to the stop order of the reels 32L, 32M, 32R in the image display device 63 start after the role lottery process is performed and before the stop operation of the reels 32L, 32M, 32R is enabled. In this case, the display corresponding to the stop order of the reels 32L, 32M, 32R in the combined display unit 66 starts earlier than the display corresponding to the stop order of the reels 32L, 32M, 32R in the image display device 63, but these displays may be configured to start simultaneously or substantially simultaneously, or the display start order may be reversed. Further, the displays corresponding to the stop order of the reels 32L, 32M, 32R in the combined display unit 66 and the image display device 63 end when stop commands are generated for all of the reels 32L, 32M, 32R in the game for which the display is to be executed.
[0063] While the combined display unit 66 is arranged on the central side of the common display area 68, the section display unit 67 is arranged on the corner side of the common display area 68. The section display unit 67 is a display unit for notifying that the game section is the second section SC2 out of the first section SC1 and the second section SC2 (see FIG. 20). The second section SC2 is a section in which, when a winning that becomes a target of establishment according to the stop order of the reels 32L, 32M, and 32R wins a different winning combination, a favorable winning for the player can be established. By notifying the stop order of the reels 32L, 32M, and 32R that enables the establishment of a favorable winning, the expected value of the acquisition of the game medium in one game (the value obtained by subtracting the number of game media bet in one game from the expected number of game media to be awarded in one game) exceeds "0", and a favorable game state (specifically, the base AT state ST4 and the ending AT state ST5) can be started and the favorable game state can continue. On the other hand, the first section SC1 is a section in which a favorable game state is not started and a favorable game state does not continue.
[0064] When the winning combination that becomes the target of establishment according to the stop order of the reels 32L, 32M, and 32R wins a different winning combination or a winning combination in which the presence or absence of winning establishment differs according to the stop order of the reels 32L, 32M, and 32R, and the expected value of the acquisition of the game medium exceeds "0" in a favorable game state that enables the establishment of a favorable winning for the player, the section display unit 67 turns on. When the section display unit 67 is turned on, its lighting state is maintained until the second section SC2 ends thereafter. When the second section SC2 ends and the transition to the first section SC1 occurs, the section display unit 67 turns off.
[0065] As described above, in the configuration where the section display unit 67, once turned on in the second section SC2, maintains its turned-on state until the end of the second section SC2, the shared display unit 66 provided by aggregating in the common display area 68 is turned on when the provision of the game medium occurs and is turned off when the next game starts, and is turned on when the stop order of the reels 32L, 32M, 32R is displayed on the image display device 63 and is turned off when the game ends. Therefore, in the configuration where the section display unit 67 is arranged within the common display area 68 so as not to be too conspicuous to the player, it is possible to actively create a situation where only the section display unit 67 is turned on in the common display area 68 in the situation of the second section SC2, and it becomes easier for the manager of the game hall to check the section display unit 67.
[0066] Note that, instead of the configuration where the turned-on state of the section display unit 67 is maintained in the second section SC2, it may be configured such that the section display unit 67 performs a blinking display at a predetermined cycle in the second section SC2. Also, as the shared display unit 66 and the section display unit 67, other displays such as a liquid crystal display device may be used.
[0067] The slot machine 10 is provided with various control devices. Specifically, as shown in FIG. 3, a main control device 70 is provided above the reel unit 31. The main control device 70 is attached to a back plate 11b that forms the back surface portion of the housing 11. The main control device 70 is configured such that a main control board 71 is housed in a board box 81. An MPU 72 is mounted on an element mounting surface that is one surface of the main control board 71. The board box 81 is formed transparently so that the MPU 72 housed in the board box 81 can be visually observed from the outside of the board box 81. Although the board box 81 is formed colorless and transparent, it may be formed colored and transparent as long as the MPU 72 housed in the board box 81 can be visually observed from the outside of the board box 81. The main control device 70 is mounted on the back plate 11b of the housing 11 such that an opposing wall portion 82 that faces the element mounting surface of the main control board 71 in the board box 81 faces the front of the slot machine 10. Therefore, by opening the front door 12 in front of the slot machine 10 with respect to the housing 11 to expose the internal space of the housing 11, it becomes possible to visually observe the opposing wall portion 82 of the board box 81 and to visually observe the MPU 72 through the opposing wall portion 82.
[0068] The substrate box 81 is formed by combining a plurality of case bodies in the front-rear direction. In these plurality of case bodies, there are provided coupling portions 83 for preventing the separation of these case bodies and leaving a trace when these case bodies are separated. The coupling portions 83 are arranged in parallel on one side of the substantially rectangular parallelepiped-shaped substrate box 81. Thus, even if a part of the coupling portions 83 is destroyed to separate the case bodies while preventing the separation of the case bodies by using a part of the coupling portions 83, it is possible to prevent the separation of the case bodies again by making another coupling portion 83 in a coupled state. Further, when the coupling portion 83 is destroyed and a trace remains during the separation of the case bodies, it is possible to grasp whether the separation of the case bodies is performed illegally by visually checking the coupling portion 83. Also, a sealing tape 84 is attached across the boundary between the case bodies on one side of the substrate box 81 different from the side where the coupling portions 83 are arranged in parallel. When the sealing tape 84 is peeled off, the adhesive layer remains on the case body. Thus, when the sealing tape 84 is peeled off during the separation of the case bodies, it is possible to leave a trace.
[0069] As shown in FIG. 2, in the slot machine 10, in addition to the main control device 70, an effect control device 90 is provided. The effect control device 90 is arranged to overlap behind the image display device 63 on the front door 12. The effect control device 90 executes control of the upper lamp 61, the speaker 62, and the image display device 63 based on a command received from the main control device 70. Note that the effect control device 90 has a control board housed in a substrate box in the same manner as the main control device 70.
[0070] Next, the electrical configuration of this slot machine 10 will be described based on the block diagram of FIG. 9.
[0071] As already described, the main control board 71 of the main control device 70 is equipped with the MPU 72. The MPU 72 is provided with a ROM 73 that stores various control programs and fixed-value data executed by the MPU 72, a RAM 74 that is a memory for temporarily storing various data and the like when executing the control programs stored in the ROM 73, a random number circuit 75 that sequentially updates random numbers within a predetermined numerical range based on a clock signal output from a clock circuit, and a clock circuit that outputs a rectangular wave of a predetermined frequency. In addition, the MPU 72 also incorporates an interrupt circuit, a data input / output circuit, and the like. It should be noted that it is not an essential configuration that the ROM 73 and the RAM 74 are integrated into one chip with respect to the MPU 72, and they may be configured as individual chips respectively.
[0072] The MPU 72 is respectively provided with an input port and an output port. On the input side of the MPU 72, various sensors such as a reel unit 31, a start detection sensor 41a that detects the operation of the start lever 41, stop detection sensors 42a, 43a, 44a that individually detect the operations of the respective stop buttons 42, 43, 44, a inserted medal detection sensor 45a that detects the medal inserted from the medal insertion port 45, credit insertion detection sensors 47a, 48a that individually detect the operations of the respective credit insertion buttons 47, 48, a settlement detection sensor 51a that detects the operation of the settlement button 51, a payout detection sensor of the hopper device 53, a reset detection sensor that detects the operation of the reset button 56 provided in the power supply device 54, and a setting key detection sensor that detects that a setting key is inserted into the setting key insertion hole 57 are connected, and signals from these respective sensors are input to the MPU 72.
[0073] On the output side of the MPU72, a reel unit 31, a selector drive unit 52a provided in a selector 52, a payout motor of a hopper device 53, a combined display unit 66, a section display unit 67, an effect control device 90, etc. are connected. In each game, the MPU72 performs rotational drive control of each of the reels 32L, 32M, 32R of the reel unit 31. The selector 52 guides the medals inserted from the medal insertion slot 45 to the hopper device 53 after detecting them with the inserted medal detection sensor 45a when acceptance is permitted, and discharges them to the medal tray 59 without detecting them with the inserted medal detection sensor 45a when acceptance is prohibited. The selector drive unit 52a has a function for switching the state of the selector 52 between an acceptance-permitted state and an acceptance-prohibited state. Specifically, it operates a path switching piece provided in the selector 52 between a position for acceptance permission and a position for acceptance prohibition. The MPU72 switches the state of the selector 52 between an acceptance-permitted state and an acceptance-prohibited state by switching the output state and the stop state of a drive signal to the selector drive unit 52a.
[0074] When a small winning combination is established and medal payout is executed, the MPU72 executes drive control of the hopper device 53. Also, when the granting of game media occurs, the MPU72 performs display control of the combined display unit 66 so that the number of game media that are the granting target is displayed. Further, when the second section SC2 is in effect and a notification start trigger occurs, the MPU72 performs display control of the section display unit 67 so that it is notified that it is the second section SC2. Also, the MPU72 performs display control of the combined display unit 66 so that a display corresponding to the management result of the game is performed.
[0075] MPU72 sends commands to the production control device 90 at each timing of each game. When sending a command to the production control device 90 to cause the image display device 63 to notify the stop order of the reels 32L, 32M, and 32R, the MPU72 executes display control of the shared display unit 66 so that a display corresponding to the content to be notified is performed. In this case, the direct display control of the image display device 63 is performed by the production control device 90, while the direct display control of the shared display unit 66 is performed by the MPU72. That is, for the image display device 63, which is the target of relatively complex display control, direct display control is executed by the production control device 90, and for the shared display unit 66, which is the target of relatively simple display control, direct display control is executed by the MPU72. Thereby, while reducing the processing load of the MPU72, it is possible to perform both a display that emphasizes the attention to the production and a display that emphasizes reliability.
[0076] On the input side of the MPU72, a power failure monitoring circuit provided in the power supply device 54 is connected (not shown). The power supply device 54 is equipped with a power supply unit that supplies driving power to each electronic device of the slot machine 10, including the main control device 70, and a power failure monitoring circuit. The power failure monitoring circuit monitors the voltage applied from the external power supply to the power supply unit, and when the voltage becomes equal to or lower than the reference voltage, it outputs a power failure signal to the MPU72. The MPU72 executes power failure processing by receiving the power failure signal and enables a return to the processing state before the power failure after the power is restored. Also, the power supply device 54 is provided with a power supply unit during power failure for supplying backup power to the RAM 74 as power during power failure in a situation where the supply of operating power from the external power supply is interrupted. Thereby, even in a situation where the supply of operating power from the external power supply is interrupted, data is stored and held in the RAM 74 in a situation where backup power can be supplied by the power supply unit during power failure (for example, for one or two days).
[0077] The performance control device 90 includes a performance control board 91 for controlling various notifications and the execution of various performances. An MPU 92 is mounted on the performance control board 91. In the MPU 92, a 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 and the like when executing the control programs stored in the ROM 93 are built in, and a clock circuit, an interrupt circuit, a data input / output circuit, a random number generation circuit, etc. that output a rectangular wave of a predetermined frequency are built in.
[0078] Note that it is not an essential configuration that the ROM 93 and the RAM 94 are integrated into one chip with respect to the MPU 92, and they may be configured as individual chips. Also, in the RAM 94, backup power is not supplied from the power-off power supply unit of the power supply device 54 in a situation where the supply of operating power from an external power source is cut off.
[0079] Input ports and output ports are respectively provided in the MPU 92. On the input side of the MPU 92, the MPU 72 of the main control device 70 is connected as already described, and various commands are received from the MPU 72. On the output side of the MPU 92, the upper lamp 61, the speaker 62, and the image display device 63 are connected. 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 based on the commands received from the MPU 72 of the main control device 70, so that various notifications and various performances are performed.
[0080] Although not shown in the figure, the performance control board 91 is equipped with, in addition to the MPU 92, a video display processor (VDP), a character ROM, a video RAM, and the like. The VDP is a kind of drawing circuit that directly operates an image processing device as a liquid crystal display unit driver incorporated in the image display device 63. The VDP is involved in reading and writing data in the video RAM, and reads out image data to be stored in the video RAM from the character ROM at a predetermined timing and causes the image display device 63 to display it. The character ROM serves as an image data library for storing character data such as symbols to be displayed on the image display device 63. This character ROM holds bitmap format image data of various display symbols, a color palette table referred to when determining the display 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 the command received from the MPU 72 of the main control device 70, it outputs a drawing list instructing the content of the image corresponding to each update timing to the VDP according to the determined execution content of the performance. The VDP reads out image data from the character ROM according to the drawing list, and creates display data in the video RAM using the read-out image data. Then, the VDP outputs an image signal corresponding to the created display data to the image display device 63, thereby causing the image display device 63 to display an image corresponding to the display data.
[0081] In the following description, for convenience of explanation, the MPU 72, ROM 73, and RAM 74 of the main control device 70 are referred to as the main-side MPU 72, main-side ROM 73, and main-side RAM 74, respectively, and the MPU 92, ROM 93, and RAM 94 of the performance control device 90 are referred to as the performance-side MPU 92, performance-side ROM 93, and performance-side RAM 94, respectively.
[0082] <In-region processing and out-of-region processing> Next, the execution content of various controls in the main-side MPU 72 will be described.
[0083] The various control processes executed using programs in the main MPU 72 are distinguished into in-area processes and out-of-area processes. Specifically, processes for managing game histories and processes related to monitoring whether the total number of acquired game media has reached the number corresponding to the forced end of the game are regarded as out-of-area processes, and processes other than out-of-area processes, including control for advancing the game based on game operations by the player, are regarded as in-area processes. Specifically, the main process (Figure 13) executed when the supply of operating power to the main MPU 72 is started includes all processes other than the first initialization process for out-of-area use and the second initialization process for out-of-area use described later, and the first initialization process for out-of-area use and the second initialization process for out-of-area use are included in out-of-area processes. Also, the timer interrupt process (Figure 14) that is periodically interrupted and started includes all processes other than the management process described later, and the management process is included in out-of-area processes. Also, the normal process (Figure 15) executed to control one game includes all processes other than the end monitoring process described later, and the end monitoring process is included in out-of-area processes.
[0084] Figure 10 is an explanatory diagram for explaining the setting mode of programs and data in the main ROM 73. Corresponding to the fact that the processes executed by the main MPU 72 are distinguished into in-area processes and out-of-area processes, as shown in Figure 10, in the main ROM 73 as well, the addresses of the areas storing the programs for in-area processes, the data for in-area processes, the programs for out-of-area processes, and the data for out-of-area processes are clearly distinguished.
[0085] Specifically, programs for in-area processing are aggregated and stored in the areas of consecutive addresses within the range of address X(1) to address X(k + 2). Also, addresses X(k + 3) to X(k + 5) consecutive to address X(1) to address X(k + 2) are addresses of unused areas where no data is stored. Subsequently, data for in-area processing is aggregated and stored in the areas of consecutive addresses within the range of address X(k + 6) to address X(m + 2). Also, addresses X(m + 3) to X(m + 5) consecutive to address X(k + 6) to address X(m + 2) are addresses of unused areas where no data is stored. Subsequently, programs for out-of-area processing are aggregated and stored in the areas of consecutive addresses within the range of address X(m + 6) to address X(n + 2). Also, addresses X(n + 3) to X(n + 5) consecutive to address X(m + 6) to address X(n + 2) are addresses of unused areas where no data is stored. Subsequently, data for out-of-area processing is aggregated and stored in the areas of consecutive addresses within the range of address X(n + 6) to address X(p + 2). Note that the relationship between the programs and data and the addresses as described above is set in both the physical addresses in the main-side ROM 73 and the logical addresses on the memory map recognized by the main-side MPU 72.
[0086] As described above, the program for in-area processing and the data for in-area use, and the program for out-of-area processing and the data for out-of-area processing are stored in areas of different ranges of addresses regardless of the execution order of the processes for executing the corresponding controls. Therefore, when checking only the program for in-area processing and the data for in-area use, it is only necessary to check the area of the address range in which these program for in-area processing and data for in-area use are stored. When checking only the program for out-of-area processing and the data for out-of-area use, it is only necessary to check the area of the address range in which these program for out-of-area processing and data for out-of-area use are stored. Thus, it becomes possible to efficiently perform the work when checking the program and data separately for in-area processing and out-of-area processing. Also, accordingly, it becomes possible to efficiently perform the work when modifying the program and data separately for in-area processing and out-of-area processing.
[0087] An unused area address range in which no data is stored is set between the address range of the area where the program for in-area processing and the data for in-area use are stored and the address range of the area where the program for out-of-area processing and the data for out-of-area use are stored, which makes it easier to grasp the boundary between the in-area processing address range and the out-of-area processing address range during the checking operation.
[0088] In each of the in-area processing address range and the out-of-area processing address range, since the program and the data are stored in areas of different ranges of addresses regardless of the execution order of the processes for executing the corresponding controls, it becomes possible to efficiently perform the work when checking the program and the data separately. Also, an unused area address range in which no data is stored is set between the address range of the area where the program is stored and the address range of the area where the data is stored, which makes it easier to grasp the boundary between the program address range and the data address range during the checking operation.
[0089] FIG. 11 is an explanatory diagram for explaining the setting mode of each area in the main-side RAM 74. Corresponding to the fact that the processes executed using the program by the main-side MPU 72 are distinguished into in-area processes and out-of-area processes, as shown in FIG. 11, also in the main-side RAM 74, the address ranges of the work area 96 for in-area processes and the stack area 97 for in-area processes, and the address ranges of the work area 98 for out-of-area processes and the stack area 99 for out-of-area processes are clearly distinguished.
[0090] Specifically, the areas of consecutive addresses within the range of address Y(1) to address Y(r + 2) are set as the work area 96 for in-area processes. Also, the addresses Y(r + 3) to Y(r + 5) consecutive to the addresses Y(1) to Y(r + 2) are the addresses of unused areas, and subsequently, the areas of consecutive addresses within the range of address Y(r + 6) to address Y(s + 2) are set as the stack area 97 for in-area processes. Also, the addresses Y(s + 3) to Y(s + 5) consecutive to the addresses Y(r + 6) to Y(s + 2) are the addresses of unused areas, and subsequently, the areas of consecutive addresses within the range of address Y(s + 6) to address Y(t + 2) are set as the work area 98 for out-of-area processes. Also, the addresses Y(t + 3) to Y(t + 5) consecutive to the addresses Y(s + 6) to Y(t + 2) are the addresses of unused areas, and subsequently, the areas of consecutive addresses within the range of address Y(t + 6) to address Y(u + 2) are set as the stack area 99 for out-of-area processes. Note that the relationship between each area and the address as described above is set both in terms of the physical address in the main-side RAM 74 and the logical address on the memory map recognized by the main-side MPU 72.
[0091] As described above, since the work area 96 for in-area processing and the work area 98 for out-of-area processing are set separately, different areas of the main-side RAM 74 are used when the main-side MPU 72 executes in-area processing and when it executes out-of-area processing, respectively, when performing various operations and the like. As a result, it is possible to make it less likely that an event occurs in which information in the main-side RAM 74 required for the other processing is erased when one of the in-area processing and the out-of-area processing is executed. Incidentally, when writing information to each of the work areas 96 and 98 and when reading information from each of the work areas 96 and 98, a load instruction is issued by the main-side MPU 72.
[0092] Since the stack area 97 for in-area processing and the stack area 99 for out-of-area processing are set separately, different areas of the main-side RAM 74 are used when the main-side MPU 72 executes in-area processing and when it executes out-of-area processing, respectively, when saving information stored in the registers of the main-side MPU 72 and when storing information on the return address in the program. As a result, it is possible to make it less likely that an event occurs in which information used in the other processing is erased when saving information stored in the registers of the main-side MPU 72 and when storing information on the return address in the program in a situation where one of the in-area processing and the out-of-area processing is being executed. Incidentally, when writing information to each of the stack areas 97 and 99, a push instruction is issued by the main-side MPU 72, and when reading information from each of the stack areas 97 and 99, a pop instruction is issued by the main-side MPU 72. Also, when reading information from each of the stack areas 97 and 99, the information written later to the corresponding stack area 97 or 99 is read first.
[0093] Here, when the main MPU 72 executes in-area processing, the main MPU 72 can write information to the in-area processing work area 96 and the in-area processing stack area 97, and can also read information from the in-area processing work area 96 and the in-area processing stack area 97. On the other hand, when the main MPU 72 executes in-area processing, although the main MPU 72 can read information from the out-of-area processing work area 98 and the out-of-area processing stack area 99, it cannot write information to the out-of-area processing work area 98 and the out-of-area processing stack area 99. This makes it possible to prevent the information used in out-of-area processing from being accidentally erased in the situation where in-area processing is being executed.
[0094] Also, when the main MPU 72 executes out-of-area processing, the main MPU 72 can write information to the out-of-area processing work area 98 and the out-of-area processing stack area 99, and can also read information from the out-of-area processing work area 98 and the out-of-area processing stack area 99. On the other hand, when the main MPU 72 executes out-of-area processing, although the main MPU 72 can read information from the in-area processing work area 96 and the in-area processing stack area 97, it cannot write information to the in-area processing work area 96 and the in-area processing stack area 97. This makes it possible to prevent the information used in in-area processing from being accidentally erased in the situation where out-of-area processing is being executed.
[0095] Note that backup power is supplied to the main-side RAM 74 even after the power of the slot machine 10 is turned off, and this backup power is supplied to all of the work area 96 for in-area processing, the stack area 97 for in-area processing, the work area 98 for out-of-area processing, and the stack area 99 for out-of-area processing. As a result, the information stored in these work area 96 for in-area processing, stack area 97 for in-area processing, work area 98 for out-of-area processing, and stack area 99 for out-of-area processing is retained while the backup power is being supplied even after the power of the slot machine 10 is turned off.
[0096] FIG. 12 is an explanatory diagram for explaining various storage areas provided in the work area 96 for in-area processing and various storage areas provided in the work area 98 for out-of-area processing.
[0097] In the work area 96 for in-area processing, there are provided a bet number setting counter 96a, a credit counter 96b, a continuous game number counter 96c, a total acquired number counter 96d, an AT difference number counter 96e, a standby counter 96f, a release game number counter 96g, a CZ state counter 96h, various flag areas 96i, a start situation area 96j, and an end situation area 96k. The bet number setting counter 96a is a counter for specifying the bet number of the game to be executed by the main-side MPU 72. The credit counter 96b is a counter for specifying the number of virtual medals stored and reserved by the main-side MPU 72. The continuous game number counter 96c is a counter for specifying the number of times the game has been executed from the start of the second section SC2 when the second section SC2 is continued without sandwiching the first section SC1 by the main-side MPU 72. The total acquired number counter 96d is a counter for specifying the total number of game media acquired from the start of the second section SC2 when the second section SC2 is continued without sandwiching the first section SC1 by the main-side MPU 72. The AT difference number counter 96e is a counter for specifying the remaining number of game media to be awarded in the base AT state ST4 by the main-side MPU 72.
[0098] The standby counter 96f is a counter for specifying, by the main MPU 72, the remaining number of games until the base AT state ST4 or the CZ state is started in the normal game state ST1. The release game number counter 96g is a counter for specifying, by the main MPU 72, the maximum number of games required until the base AT state ST4 is started in the normal game state ST1. The CZ state counter 96h is a counter for specifying, by the main MPU 72, the remaining number of games until the CZ state ends. The various flag areas 96i is an area provided with a plurality of flags for specifying the game state by the main MPU 72. The start situation area 96j is an area for storing the game state and game section of the current game at the start of the game. The end situation area 96k is an area for storing the game state and game section of the next game at the end of the game.
[0099] In the work area 98 for out-of-area processing, a management counter group 98a, an end determination counter 98b, and an end flag 98c are provided. In the management counter group 98a, a plurality of counters used for managing the game history by the main MPU 72 are provided. The end determination counter 98b is a counter for specifying, by the main MPU 72, an opportunity to forcibly end the game as the game continues. The end flag 98c is a flag for specifying, by the main MPU 72, that the situation is such that the game is forcibly ended and the execution of subsequent games is made impossible.
[0100] <Main Process> Next, the processing executed by the main MPU 72 will be described. First, the main processing executed by the main MPU 72 when the supply of operating power to the main MPU 72 is started will be described with reference to the flowchart of FIG. 13. Among the processes of steps S101 to S119 in the main processing, the processes other than the first initialization process outside the area called and executed in step S102 and the second initialization process outside the area called and executed in step S107 are executed as in-area processes using the in-area program and in-area data, and the first initialization process outside the area and the second initialization process outside the area are executed as out-of-area processes using the out-of-area program and out-of-area data.
[0101] In the main processing, first, the initialization process at power-on is executed (step S101). In the initialization process at power-on, interrupts by timer interrupt processing are permitted, and further, various initial settings for the register group and I / O devices in the main MPU 72 are performed.
[0102] After that, the first initialization process outside the area is executed by the CALLI instruction (step S102). The first initialization process outside the area is included in the process outside the area. That is, when the situation changes from executing the process inside the area to executing the process outside the area in the main process, the process outside the area is called by the CALLI instruction. When the first initialization process outside the area is executed by the CALLI instruction, first, the information in the flag register of the main MPU 72 is saved in the stack area 97 for the process inside the area. The flag register includes a carry flag, a zero flag, a P / V flag, a sign flag, a half-carry flag, etc., and the information in the flag register will change according to the execution results of arithmetic instructions, rotate instructions, input / output instructions, etc. By saving the information of such a flag register before the program of the first initialization process outside the area, which is a process outside the area, starts, it becomes possible to save the information of the flag register in the state before it changes after the call of the first initialization process outside the area and after the start of the first initialization process outside the area in the stack area 97 for the process inside the area. When the first initialization process outside the area is executed by the CALLI instruction, after the information in the flag register is saved in the stack area 97 for the process inside the area, the interruption of the timer interruption process (Figure 14) is prohibited. Thereby, it becomes possible to prevent the timer interruption process (Figure 14), which is a process inside the area, from interrupting and starting during the execution of the first initialization process outside the area, which is a process outside the area. After the interruption of the timer interruption process (Figure 14) is prohibited, the program corresponding to the first initialization process outside the area is started. The content of the first initialization process outside the area will be described later.
[0103] Thereafter, it is determined whether the power is turned on with the setting key inserted into the setting key insertion hole 57 and turned on (step S103). If the power is turned on with the ON operation performed by the setting key (step S103: YES), and if the reset button 56 is not pressed when the power is turned on (step S104: NO), a partial clear process for the area is executed (step S105). If the reset button 56 is pressed when the power is turned on (step S104: YES), a full clear process for the area is executed (step S106). In the partial clear process for the area, a part of the work area 96 for in-area processing is initialized and all areas of the stack area 97 for in-area processing are initialized. Specifically, for the area to be initialized in the work area 96 for in-area processing, the area other than the area where the second CB winning data is stored in the work area 96 for in-area processing is cleared to "0" and initialized, and the area where the second CB winning data is stored is not initialized. Also, in the partial clear process for the area, the work area 98 for out-of-area processing and the stack area 99 for out-of-area processing are not initialized. In the full clear process for the area, all areas of the work area 96 for in-area processing are initialized and all areas of the stack area 97 for in-area processing are initialized. Also, in the full clear process for the area, the work area 98 for out-of-area processing and the stack area 99 for out-of-area processing are not initialized.
[0104] After executing the process of step S105 or step S106, the second initialization process for out-of-area is executed by the CALLI instruction (step S107). The second initialization process for out-of-area is included in the out-of-area processing. That is, when the situation changes from executing in-area processing to executing out-of-area processing in the main process, the out-of-area processing is called by the CALLI instruction. The content of the CALLI instruction has been described as above. The content of the second initialization process for out-of-area will be described later.
[0105] Thereafter, the set value update process is executed (step S108). In the set value update process, the current set value is read on the condition that the set key is inserted and turned on, and the current set value is displayed on the credit display unit 65. When the set value update process is executed, since either the partial clear process (step S105) or the full clear process (step S106) has been executed before that, when starting the set value update process, the credit display unit 65 displays a display corresponding to the set value being "1". In the set value update process, each time the reset button 56 is operated, the set value is updated by "1", and the updated set value is displayed on the credit display unit 65. Note that when the reset button 56 is operated in a situation where the set value is "6", the set value is updated to "1". When the ON operation of the set key is released after the start lever 41 is operated, the set value selected at that time becomes the set value set in the current set value update process, and the set value update process ends. In this case, the display of the set value on the credit display unit 65 ends. Thereafter, the normal process is entered (step S109). The normal process will be described in detail later.
[0106] When the ON operation of the setting key is not performed in the main process (step S103: NO), the power restoration process after step S110 is executed. The power restoration process is a process for restoring the state of the slot machine 10 to the state before the power-off. In the power restoration process, it is determined whether the set value of the slot machine 10 is normal by checking the main-side RAM 74 (step S110). Specifically, it is determined that it is normal when the set value is any one of "1" to "6", and it is determined that it is abnormal when it is "0" or 7 or more. When the set value is normal, it is determined whether "1" is set in the power-off flag (step S111). The power-off flag is provided in the main-side RAM 74, and "1" is set in the power-off flag when the predetermined power-off process is normally executed when the supply of operating power to the main-side MPU 72 is stopped. When "1" is set in the power-off flag, it is confirmed whether the RAM determination value is normal (step S112). Specifically, the checksum value of the main-side RAM 74 is examined to confirm whether the value is normal.
[0107] If an affirmative determination is made in all of steps S110 to S112, it means that the power-off process at the previous power-off was normally executed. In this case, the value of the stack pointer stored in the main-side RAM 74 is written to the stack pointer of the main-side MPU 72, and the data saved in the main-side RAM 74 is restored to the register of the main-side MPU 72, so that the state of the register of the main-side MPU 72 is restored to the state before the power was cut off (step S113). Also, the power-off flag in the main-side RAM 74 is cleared to "0" (step S114). Then, after transmitting a power restoration command for recognizing the execution of the power restoration process to the production-side MPU 92 (step S115), it returns to the address before the power-off (step S116).
[0108] On the other hand, when a negative determination is made in any of steps S110 to S112, an operation prohibition process is executed. In the operation prohibition process, the execution of the next timer interrupt process (FIG. 14) is prohibited (step S117), all output ports of the master MPU 72 are cleared to "0" to turn off all actuators connected to the output ports (step S118), and an error notification process for notifying the occurrence of an error to a hall manager or the like is executed (step S119). Then, it enters an infinite loop. The operation prohibition process is released when a partial clear process for the area (step S105) or a full clear process for the area (step S106) is executed.
[0109] <Timer interrupt process> Next, the timer interrupt process executed by the master MPU 72 will be described with reference to the flowchart of FIG. 14. Note that the timer interrupt process is activated, for example, every 1.49 milliseconds. Among the processes of steps S201 to S216 in the timer interrupt process, the processes other than the management process called and executed in step S215 are executed as in-area processes that use the in-area program and in-area data, and the management process is executed as an out-of-area process that uses the out-of-area program and out-of-area data.
[0110] In the register save process (step S201), the values of all the registers in the main MPU 72 used in the normal process described later are saved to the work area 96 for in-area processing. In step S202, it is checked whether the power failure flag is set to "1". When the power failure flag is set to "1", the process proceeds to step S203 and the power failure process is executed. 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 process, first, it is determined whether the transmission of the command has been completed. If the transmission has not been completed, this process is terminated and the process returns to the timer interrupt process to complete the transmission of the command. When the transmission of the command has been completed, the value of the stack pointer of the main MPU 72 is saved to the work area 96 for in-area processing. Then, the output state of the output port of the main MPU 72 is cleared, and all the actuators (not shown) are turned off. And a determination value for determining whether the data in the main RAM 74 is normal when the power failure is eliminated is calculated and saved to the work area 96 for in-area processing, and subsequent RAM access is prohibited. After performing the above processing, an infinite loop is entered in preparation for the power being completely cut off and the process becoming unable to be executed.
[0111] When the power failure flag is not set to "1" in step S202, various processes from step S204 onward are performed. In step S204, a watchdog timer clear process for initializing the value of the watchdog timer for monitoring the occurrence of malfunction is performed. In step S205, an interrupt end declaration process is performed to make it possible to set the next timer interrupt for the main MPU 72 itself. In step S206, a stepping motor control process for driving the stepping motors provided in the respective reels 32L, 32M, 32R is performed to rotate the respective reels 32L, 32M, 32R.
[0112] In step S207, the states of various sensors connected to the input port are read, and sensor monitoring processing is performed to monitor whether the read results are normal. 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 medal bets and the number of paid-out medals to the outside. In step S210, command output processing is performed to transmit various commands to the effect side MPU92. In step S211, port output processing is performed to output data corresponding to the I / O device from the input / output port.
[0113] Thereafter, it is determined whether "1" is set in the end flag 98c provided in the work area 98 for out-of-area processing (step S212). When "1" is set in the end flag 98c, processing is executed so that a corresponding signal is externally output from the slot machine 10 to the management computer of the game hall (step S213). When a negative determination is made in step S212, or when the processing of step S213 is executed, in step S214, the values of the respective registers saved in the work area 96 for in-area processing in the previous step S201 are restored to the corresponding registers in the main side MPU72.
[0114] In step S215, management processing is executed by a CALLI instruction. The management processing is included in out-of-area processing. That is, when the situation changes from executing in-area processing to executing out-of-area processing in the main processing, the out-of-area processing is called by a CALLI instruction. The content of the CALLI instruction is as already described.
[0115] In the management process, first, by means of a load instruction, a fixed address at the start of out-of-area processing is set in the stack pointer of the main MPU 72. Thereafter, by means of a load instruction, information on various registers of the main MPU 72 is saved in the work area 98 for out-of-area processing. Then, the management execution process is executed. In the management execution process, the ratio of the total number of games in the second section SC2 to the total number of all games is calculated, and the calculated ratio is displayed on the shared display unit 66. In this case, it may be configured such that the ratio of the total number of games in the second section SC2 to the total number of all games is calculated for each set value. In such a configuration, even if the set value is changed, it may be configured such that the calculation continues without initializing the information on the above ratio calculated for each set value. After executing the management execution process, by means of a load instruction, a fixed address at the time of returning to in-area processing after the end of the management process is set in the stack pointer of the main MPU 72, and further, various information saved in the work area 98 for out-of-area processing is returned to the corresponding registers of the main MPU 72 by means of a load instruction.
[0116] In step S216, an interrupt permission process for permitting the next timer interrupt is performed. By executing the process of step S216, one execution cycle of the timer interrupt process is ended.
[0117] <Normal process> Next, the normal process executed by the main MPU 72 will be described based on the flowchart of FIG. 15. Among the processes of steps S301 to S316 in the normal process, the processes other than the end monitoring process called and executed in step S311 are executed as in-area processes using the in-area process program and in-area process data, and the end monitoring process is executed as an out-of-area process using the out-of-area process program and out-of-area process data.
[0118] First, an interrupt enable process for enabling the next timer interrupt is performed (step S301). Then, a start waiting process is executed (step S302). In the start waiting process, if any replay winning has been established in the previous game, the same number of bet settings as the number of bets in the previous game are set in the bet number setting counter 96a provided in the main-side RAM 74. The bet number setting counter 96a is a counter for specifying the number of bets in the game to be executed by the main-side MPU 72. If no replay winning has been established in the previous game, if the current game state is not the second CB state ST3, "3" is set as the bet upper limit number for the current game, and if the current game state is the second CB state ST3, "2" is set as the bet upper limit number for the current game. On the condition that the value of the bet number setting counter 96a is not the current bet upper limit number, it is determined whether one or more virtual medals stored and a valid bet operation have been performed. In the main-side RAM 74, a credit counter 96b is provided as an area for storing the number of virtual medals stored. When a valid bet operation has been performed when the value of the credit counter 96b is 1 or more, a bet setting process is executed.
[0119] In the bet setting process, when the first credit input button 47 is operated, if the sum of the value of the bet number setting counter 96a and the value of the credit counter 96b is greater than or equal to the bet upper limit number, the value of the bet number setting counter 96a is set to the bet upper limit number, and the value corresponding to the number of virtual medals used in the setting is subtracted from the credit counter 96b. If the sum of the value of the bet number setting counter 96a and the value of the credit counter 96b is less than the bet upper limit number, after adding the value of the credit counter 96b to the bet number setting counter 96a, the value of the credit counter 96b is cleared to "0". Also, in the bet setting process, when the second credit input button 48 is operated, if the sum of the value of the bet number setting counter 96a and the value of the credit counter 96b is 2 or more, the value of the bet number setting counter 96a is set to "2", and the value corresponding to the number of virtual medals used in the setting is subtracted from the credit counter 96b. If the sum of the value of the bet number setting counter 96a and the value of the credit counter 96b is less than 2, after adding the value of the credit counter 96b to the bet number setting counter 96a, the value of the credit counter 96b is cleared to "0".
[0120] In the start waiting process, when one medal is detected by the inserted medal detection sensor 45a because a medal is inserted into the medal insertion slot 45, if the value of the bet number setting counter 96a in the main side RAM 74 is less than the bet upper limit number, the value of the bet number setting counter 96a is incremented by 1. If the value of the bet number setting counter 96a is greater than or equal to the bet upper limit number, the value of the credit counter 96b in the main side RAM 74 is incremented by 1. When the value of the bet number setting counter 96a is greater than or equal to the bet upper limit number and the value of the credit counter 96b becomes greater than or equal to the upper limit storage number (specifically, "50"), the reception prohibition process is executed. By executing the reception prohibition process, even if a medal is inserted into the medal insertion slot 45, the medal is discharged to the medal tray 59 without being detected by the inserted medal detection sensor 45a.
[0121] In the start waiting process, if the settlement button 51 is operated, the settlement process is executed. In the settlement process, when the replay win has not been established, the hopper device 53 is driven and controlled so that the number of medals corresponding to the sum of the value of the bet number setting counter 96a and the value of the credit counter 96b is discharged onto the medal tray 59. In this case, the bet number setting counter 96a is cleared to "0" and the credit counter 96b is cleared to "0". On the other hand, when the replay win has been established, the hopper device 53 is driven and controlled so that the number of medals corresponding to the value of the credit counter 96b is discharged onto the medal tray 59. In this case, the credit counter 96b is cleared to "0".
[0122] After executing the start waiting process in step S302, it is determined whether the bet setting of a number of games that can be started has been completed (step S303). If a negative determination is made in step S303, the process returns to step S302. If an affirmative determination is made in step S303, it is determined whether the start lever 41 has been operated (step S304). If the start lever 41 has not been operated, the process returns to step S302.
[0123] If the start lever 41 has been operated (step S304: YES), after enabling the main line ML, the reception prohibition process is executed (step S305). By executing the reception prohibition process, even if a medal is inserted into the medal insertion slot 45, the medal is discharged to the medal tray 59 without being detected by the inserted medal detection sensor 45a.
[0124] Thereafter, in step S306, information enabling specification of the game state (any one of the normal game state ST1, the first CB state ST2, the second CB state ST3, the base AT state ST4, the ending AT state ST5, and the CZ state) and the game section (either the first section SC1 or the second section SC2) in the current game is stored in the start situation area 96j in the work area 96 for in-area processing in the main-side RAM 74. Also, in step S307, a role lottery process for performing a role lottery in the current game is executed, and in step S308, a reel control process for driving and controlling each of the reels 32L, 32M, and 32R in a manner corresponding to the result of the current role lottery process is executed.
[0125] Thereafter, a medium awarding process is executed (step S309). In the medium awarding process, when a minor winning is established in the current game, a process for awarding the player the number of game media corresponding to the minor winning is executed. Specifically, when awarding virtual medals, a value corresponding to the current minor winning is added to the credit counter 96b in the main-side RAM 74, and when the value of the credit counter 96b has reached the upper limit storage number, the hopper device 53 is driven and controlled so that medals corresponding to the number exceeding the upper limit storage number are paid out to the medal tray 59. Also, in the medium awarding process, the combined display unit 66 is display-controlled so that a display corresponding to the number of game media that have become the awarding target this time is performed. The display corresponding to the number of game media on this combined display unit 66 continues until a new bet on the game media is made.
[0126] Thereafter, a response process at the end of the game is executed to enable setting of the game state and game section corresponding to the result of the current game (step S310). Also, an end monitoring process is executed by a CALLI instruction (step S311). The end monitoring process is included in out-of-area processing. That is, when changing from a situation where in-area processing is being executed in the main process to a situation where out-of-area processing is to be executed, the out-of-area processing is called by a CALLI instruction. The content of the CALLI instruction is as already described. The content of the end monitoring process will be described later. Also, an external output setting process for outputting the state of the slot machine 10 to the management computer in the game hall is executed (step S312).
[0127] Thereafter, an end setting process is executed to identify whether to forcibly end the game and, if the condition for forcibly ending the game is satisfied, to perform settings for forcibly ending the game (step S313). The content of the end setting process will be described later. Also, at the end of the current game, that is, information enabling identification of the game state (any one of the normal game state ST1, the first CB state ST2, the second CB state ST3, the base AT state ST4, the ending AT state ST5, and the CZ state) and the game section (either the first section SC1 or the second section SC2) in the next game is stored in the end situation area 96k in the work area 96 for in-area processing in the main side RAM 74. Also, a process for transmitting a game end command for causing the production side MPU 92 to recognize that one game has ended is executed (step S315). Thereafter, an acceptance permission process is executed (step S316). When the acceptance permission process is executed, medals inserted from the medal insertion slot 45 are collected by the hopper device 53 after being detected by the inserted medal detection sensor 45a.
[0128] <Role lottery process> Next, the role lottery process executed in step S307 of the normal process (FIG. 15) will be described with reference to the flowchart of FIG. 16. Note that the processes of steps S401 to S411 in the role lottery process are executed as in-area processing using the in-area processing program and in-area processing data.
[0129] In step S401, a random number used for determining the success or failure of a role is acquired. In this slot machine 10, when the start lever 41 is operated, the random number at that time is latched from the random number circuit 75. The random number circuit 75 generates random numbers from "0" to "65535", and the main MPU 72 stores the value latched in the random number circuit 75 in a predetermined register of the main MPU 72 when it confirms the operation of the start lever 41. With such a configuration, it becomes possible to quickly acquire a random number at the timing when the start lever 41 is operated, and it becomes possible to avoid problems such as synchronization. The random number circuit 75 is configured to latch the value of the free-run counter each time the start lever 41 is operated.
[0130] After acquiring the random number, a lottery table for determining the success or failure of a role is read from the main ROM 73 (step S402). In this slot machine 10, six setting values from "1" to "6" are prepared in advance. By inserting a setting key into the setting key insertion hole 57, turning it on, and performing a predetermined operation, it is possible to set whether to execute the role lottery process based on the winning probability corresponding to any setting value. The winning probability for the setting value of "n + 1" is more advantageous for the player than that of "n". Specifically, since the winning probability of a predetermined role is higher for the setting value of "n + 1" than that of "n", the setting value of "n + 1" is more advantageous for the player than that of "n". Also, even for the same-stage setting values, the case of "3" is more advantageous for the player than the case of "2" in terms of the number of game media bet. In addition, there are a first CB state ST2 and a second CB state ST3 as game states. In step S402, a lottery table corresponding to the combination of the current setting value, the current bet number, and the current game state is selected.
[0131] Taking the case where the set value is "3" as an example, the lottery table in the non-CB state will be described. FIG. 17 is an explanatory diagram for explaining the winning lottery table for three bets selected when the number of bets is "3", and FIG. 18 is an explanatory diagram for explaining the winning lottery table for two bets selected when the number of bets is "2". In the following description, the explanatory diagram of FIG. 19 will be referred to as appropriate.
[0132] In the winning lottery table, as shown in FIGS. 17 and 18, the index value IV is set regardless of whether it is for three bets or two bets. Each index value IV is associated with winning data (i.e., winning combinations) that result in a win, and a point value PV is set. The point value PV determines the winning probability of the corresponding index value IV in relation to the maximum value ("65535") of the random number circuit 75. Also, the number of index values IV is the same for three bets and two bets, and the types of winning data set for each index value IV are the same for three bets and two bets except for index value IV = 17.
[0133] Specifically, for index values IV = 1 to 6, the first bell winning data is set, and any one of the first to sixth supplementary winning data is set. When winning occurs with index value IV = 1, as shown in Fig. 19, if the first stop (the reel where the stop command first occurred) is the left reel 32L, the second stop (the reel where the stop command occurred second) is the middle reel 32M, and the third stop (the reel where the stop command occurred last) is the right reel 32R, the first bell winning is surely established regardless of the operation timing of each stop button 42 to 44. In other cases, the first supplementary winning may be established. When winning occurs with index value IV = 2, if the first stop is the left reel 32L, the second stop is the right reel 32R, and the third stop is the middle reel 32M, the first bell winning is surely established regardless of the operation timing of each stop button 42 to 44. In other cases, the fourth supplementary winning may be established. When winning occurs with index value IV = 3, if the first stop is the middle reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R, the first bell winning is surely established regardless of the operation timing of each stop button 42 to 44. In other cases, the third supplementary winning may be established. When winning occurs with index value IV = 4, if the first stop is the middle reel 32M, the second stop is the right reel 32R, and the third stop is the left reel 32L, the first bell winning is surely established regardless of the operation timing of each stop button 42 to 44. In other cases, the sixth supplementary winning may be established. When winning occurs with index value IV = 5, if the first stop is the right reel 32R, the second stop is the left reel 32L, and the third stop is the middle reel 32M, the first bell winning is surely established regardless of the operation timing of each stop button 42 to 44. In other cases, the second supplementary winning may be established. When winning occurs with index value IV = 6, 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 winning is surely established regardless of the operation timing of each stop button 42 to 44. In other cases, the fifth supplementary winning may be established.
[0134] In the present slot machine 10, as already described, when in the non-CB state, reel control that allows the reels 32L, 32M, and 32R to be scrolled up to a maximum of four symbols is performed after the stop buttons 42 to 44 are operated. In other words, reel control to stop the reels 32L, 32M, and 32R is performed until a specified time (190 milliseconds) elapses after the stop buttons 42 to 44 are operated. By performing such reel control, it becomes possible to easily establish a winning corresponding to the winning combination, and it is also possible to avoid a situation where a winning corresponding to a non-winning combination is established. However, since the rotation amount of the scrollable reels 32L, 32M, and 32R is limited as described above, in one of the reels 32L, 32M, and 32R, if there are five or more symbols between the constituent symbols that form the symbol combination for establishing a winning, depending on the operation timing of the corresponding stop buttons 42 to 44, the constituent symbols may not stop on the main line ML (this event is also referred to as the so-called "miss"). The first bell winning, the second bell winning, and various replay winnings are winning modes in which a miss does not occur depending on the stop operation timing of the stop buttons 42 to 44 with respect to the rotation positions of the reels 32L, 32M, and 32R. The first to ninth supplementary winnings, the first watermelon winning, the second watermelon winning, the cherry winning, the first CB winning, and the second CB winning are winning modes in which a miss may occur depending on the stop operation timing of the stop buttons 42 to 44 with respect to the rotation positions of the reels 32L, 32M, and 32R.
[0135] For index values IV = 7 to 9, second bell winning data is set and any one of the seventh to ninth supplementary winning data is set. When winning occurs with index value IV = 7, as shown in Fig. 19, when the first stop is the left reel 32L, the second bell winning is surely established regardless of the types of the second and third stop target reels 32L, 32M, 32R and the operation timing of each stop button 42 to 44. In other cases, the seventh supplementary winning may be established. When winning occurs with index value IV = 8, when the first stop is the middle reel 32M, the second bell winning is surely established regardless of the types of the second and third stop target reels 32L, 32M, 32R and the operation timing of each stop button 42 to 44. In other cases, the ninth supplementary winning may be established. When winning occurs with index value IV = 9, when the first stop is the right reel 32R, the second bell winning is surely established regardless of the types of the second and third stop target reels 32L, 32M, 32R and the operation timing of each stop button 42 to 44. In other cases, the eighth supplementary winning may be established.
[0136] For index value IV = 10, as shown in Figs. 17 and 18, first bell winning data is set. When winning occurs with index value IV = 10, as shown in Fig. 19, the first bell winning is surely established regardless of the stop order of the reels 32L, 32M, 32R and the operation timing of each stop button 42 to 44.
[0137] For index value IV = 11, as shown in FIGS. 17 and 18, only the first watermelon winning data is set. When winning with index value IV = 11, as shown in FIG. 19, the first watermelon prize can be established regardless of the stop order of reels 32L, 32M, and 32R. However, depending on the operation timing of each stop button 42 to 44, the first watermelon prize may not be established. For index value IV = 12, as shown in FIGS. 17 and 18, only the second watermelon winning data is set. When winning with index value IV = 12, as shown in FIG. 19, the second watermelon prize can be established regardless of the stop order of reels 32L, 32M, and 32R. However, depending on the operation timing of each stop button 42 to 44, the second watermelon prize may not be established.
[0138] For index value IV = 13, as shown in FIGS. 17 and 18, only the cherry winning data is set. When winning with index value IV = 13, as shown in FIG. 19, the cherry prize can be established regardless of the stop order of reels 32L, 32M, and 32R. However, depending on the operation timing of the left stop button 42 with respect to the rotational position of the left reel 32L, the cherry prize may not be established.
[0139] For the index value IV = 14, as shown in FIGS. 17 and 18, only the first chance replay winning data is set. When winning occurs with the index value IV = 14, as shown in FIG. 19, the first chance replay prize is surely established regardless of the stop order of the reels 32L, 32M, 32R and the operation timing of each stop button 42 to 44. Also, for the index value IV = 15, as shown in FIGS. 17 and 18, only the second chance replay winning data is set. When winning occurs with the index value IV = 15, as shown in FIG. 19, the second chance replay prize is surely established regardless of the stop order of the reels 32L, 32M, 32R and the operation timing of each stop button 42 to 44. Also, for the index value IV = 16, as shown in FIGS. 17 and 18, only the normal replay winning data is set. When winning occurs with the index value IV = 16, as shown in FIG. 19, the normal replay prize is surely established regardless of the stop order of the reels 32L, 32M, 32R and the operation timing of each stop button 42 to 44.
[0140] For the index value IV = 17, in the case of the winning combination lottery table for three bets, only the first CB winning data is set as shown in FIG. 17, and in the case of the winning combination lottery table for two bets, only the second CB winning data is set as shown in FIG. 18. That is, the first CB winning data is data that is set as a winning combination only when the number of bets of the game medium is "3", and the first CB winning can occur only when the number of bets of the game medium is "3". Also, the second CB winning data is data that is set as a winning combination only when the number of bets of the game medium is "2", and the second CB winning can occur only when the number of bets of the game medium is "2". When the first CB winning data is set, if the number of bets of the game medium is "3", as shown in FIG. 19, the first CB winning can occur regardless of the stop order of the reels 32L, 32M, and 32R. However, depending on the operation timing of each stop button 42 to 44, the first CB winning may not occur. When the second CB winning data is set, if the number of bets of the game medium is "2", as shown in FIG. 19, the second CB winning can occur regardless of the stop order of the reels 32L, 32M, and 32R. However, depending on the operation timing of each stop button 42 to 44, the second CB winning may not occur.
[0141] Here, the winning data other than the first CB winning data and the second CB winning data is erased in the game that has won regardless of whether the corresponding winning has occurred, and is not carried over to the games after the game that has won. On the other hand, the first CB winning data and the second CB winning data are stored and held until the corresponding winning occurs in the games after the game that has won, except when the clear process of the main side RAM 74 (partial clear process for the first CB winning data within the area (step S105) or full clear process for the area (step S106), full clear process for the second CB winning data within the area (step S106)) is performed. In this case, in the game in which either the first CB winning data or the second CB winning data is carried over, the index value IV corresponding to the first CB winning data and the second CB winning data is excluded from the lottery target.
[0142] That is, when the game is played with the number of bets being "3" and as a result, the first CB winning data is set in the main-side RAM 74 and the first CB winning has not been achieved, so the first CB winning data is carried over, then even if the game is played with the number of bets being "3" afterwards, the index value IV corresponding to the first CB winning data is excluded from the lottery target, and even if the game is played with the number of bets being "2" afterwards, the index value IV corresponding to the second CB winning data is excluded from the lottery target. Also, when the game is played with the number of bets being "2" and as a result, the second CB winning data is set in the main-side RAM 74 and the second CB winning has not been achieved, so the second CB winning data is carried over, then even if the game is played with the number of bets being "3" afterwards, the index value IV corresponding to the first CB winning data is excluded from the lottery target, and even if the game is played with the number of bets being "2" afterwards, the index value IV corresponding to the second CB winning data is excluded from the lottery target. Thus, it becomes possible to prevent either the first CB winning data or the second CB winning data from being newly stored even though either the first CB winning data or the second CB winning data has already been stored and retained, and it becomes possible to prevent a plurality of CB winning data from being cumulatively stored.
[0143] When the winning combination draw table for three bets in FIG. 17 is selected, the probabilities of winning when the index value IV = 1, the probability of winning when the index value IV = 2, the probability of winning when the index value IV = 3, the probability of winning when the index value IV = 4, the probability of winning when the index value IV = 5, and the probability of winning when the index value IV = 6 are each approximately 1 / 21.8. Also, the probability of winning when the index value IV = 7, the probability of winning when the index value IV = 8, and the probability of winning when the index value IV = 9 are each approximately 1 / 21.8. Also, the probability of winning when the index value IV = 10 is approximately 1 / 9.4. Also, the probability of winning when the index value IV = 11 is approximately 1 / 164. Also, the probability of winning when the index value IV = 12 is approximately 1 / 146. Also, the probability of winning when the index value IV = 13 is approximately 1 / 423. Also, the probability of winning when the index value IV = 14 is approximately 1 / 328. Also, the probability of winning when the index value IV = 15 is approximately 1 / 164. Also, the probability of winning when the index value IV = 16 is approximately 1 / 7.3. Also, the probability of winning when the index value IV = 17 is approximately 1 / 3.3.
[0144] On the other hand, when the winning combination draw table for two bets in FIG. 18 is selected, the probability of winning for each of the index values IV = 1 to 16 is lower than when the winning combination draw table for three bets is selected. Specifically, when the winning combination draw table for two bets is selected, the probability of winning for each of the index values IV = 1 to 16 is 2 / 3 or less of the probability when the winning combination draw table for three bets is selected. As a result, the probability of occurrence of a minor winning with the addition of a game medium and a replay winning with the addition of a replay, which is given in a game executed in a situation where "2" game media are bet, is higher in a game executed in a situation where "3" game media are bet.
[0145] However, when the winning combination selection table for two bets is selected, the probability of winning when the index value IV = 17 is approximately 1 / 2.2. On the other hand, when the winning combination selection table for three bets is selected as described above, the probability of winning when the index value IV = 17 is approximately 1 / 3.3. Thus, it is possible to make the probability that the second CB winning data is stored in the main-side RAM 74 in the game executed in the situation where the gaming medium of "2" is bet higher than the probability that the first CB winning data is stored in the main-side RAM 74 in the game executed in the situation where the gaming medium of "3" is bet.
[0146] In addition to the winning combination selection table for three bets and the winning combination selection table for two bets, the main-side ROM 73 stores a CB selection table referred to in the winning combination selection process (Fig. 16) in each case of the first CB state ST2 and the second CB state ST3. Only one index value IV is set in the CB selection table, and normal replay winning data is set for the one index value IV. The probability of winning with the index value IV is 3 / 10. When winning with the index value IV, if the operation timing of the left stop button 42 is at a predetermined timing, a normal replay winning is established regardless of the stop order of the reels 32L, 32M, and 32R. If the operation timing of the left stop button 42 is not at the predetermined timing, even if the normal replay winning data is stored, a normal replay winning is not established. On the other hand, when winning with the index value IV but the operation timing of the left stop button 42 is not at the predetermined timing, or when not winning with the index value IV, a first bell winning may be established.
[0147] Here, for index values IV other than 12 and 15, the winning probabilities are the same among the setting values from "1" to "6". This applies to both the case where the number of bets of the gaming medium is "3" and the case where it is "2". In contrast, the winning probabilities for index values IV = 12 and 15 are different among the setting values from "1" to "6". Specifically, the probability of winning when the index value IV = 12 is the lowest for the setting value of "1", and the winning probability increases as the setting value gets larger, being the highest for the setting value of "6". Also, the probability of winning when the index value IV = 15 is the lowest for the setting value of "1", and the winning probability increases as the setting value gets larger, being the highest for the setting value of "6". Thus, it becomes possible to provide a difference in advantage among the setting values from "1" to "6".
[0148] Returning to the description of the winning combination lottery process (Figure 16), after selecting the lottery table in step S402, after setting the index value IV to "1" (step S403), a determination value DV used for determining the winning or losing of the winning combination is set (step S404). In such a determination value setting process, a new determination value DV is set by adding the point value PV corresponding to the current index value IV to the current determination value DV. In the first determination value setting process, the value of the random number obtained in step S401 is used as the current determination value DV, and a new determination value DV is obtained by adding the point value PV corresponding to the index value IV = 1, which is the current index value IV, to this random number value.
[0149] Thereafter, a winning or losing determination of the winning combination corresponding to the index value IV is performed (step S405). In the winning or losing determination of the winning combination, it is determined whether the determination value DV exceeds "65535". If it exceeds "65535" (step S405: YES), a winning data acquisition process for setting the winning data corresponding to the index value IV at that time in the main side RAM 74 is executed (step S406).
[0150] If the determination value DV does not exceed "65535" (step S405: NO), it means that the role corresponding to the index value IV has failed. In such a case, after adding 1 to the index value IV (step S407), it is determined whether there is a role corresponding to the index value IV, that is, whether there is a determination target to be judged as correct or incorrect (step S408). Specifically, it is determined whether the incremented index value IV exceeds the maximum value of the index value IV set in the lottery table. If there is a determination target to be judged as correct or incorrect, the process returns to step S404 and continues the role correctness determination. At this time, in step S404, the point value PV corresponding to the current index value IV is added to the determination value DV used in the previous role correctness determination (that is, the current determination value DV) to obtain a new determination value DV, and in step S405, the role correctness determination is performed based on the determination value DV.
[0151] When the process of step S406 is executed, or when a negative determination is made in step S408, it means that the role correctness determination has ended. In this case, a stop information first setting process for setting stop information for reel stop control is performed (step S409). Then, the game start time process is executed (step S410). Although the details will be described later in the game start time process, various settings at the start of the game are performed based on the result of the role lottery process. Then, a process for transmitting rotation reception commands A and B for making the production side MPU92 recognize that one game has started is executed (step S411).
[0152] <Game state and game section> Here, the game state and game section will be described. FIG. 20 is an explanatory diagram for explaining the game state and game section existing in this slot machine 10.
[0153] In this slot machine 10, as game states, there are a normal game state ST1, a first CB state ST2, a second CB state ST3, a base AT state ST4, and an ending AT state ST5. These game states ST1 to ST5 do not occur overlapping with each other.
[0154] Normally, the game state ST1 is a game state in which a partial clear process (step S105) or a full clear process (step S106) for the area is executed and the game stays. Also, when the first CB state ST2 or the second CB state ST3 that occurred in the normal game state ST1 ends, or when the base AT state ST4 or the ending AT state ST5 ends, the game state becomes the normal game state ST1. The normal game state ST1 can execute one game regardless of whether the number of bets of the game medium is "3" or "2".
[0155] In the normal game state ST1, the net increase expected value of the game medium in one game (the value obtained by subtracting the number of game media bet in one game from the expected number of game media given in one game) is 0 or less regardless of whether it is three bets or two bets. Also, in the normal game 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 side RAM 74, and an internal state in which either the first CB winning data or the second CB winning data is stored in the main side RAM 74.
[0156] The first CB state ST2 is a game state that transitions when the first CB winning is established in a situation where the first CB winning data is stored in the main side RAM 74. The first CB state ST2 can execute one game when the number of bets of the game medium is "3", while it cannot execute one game when the number of bets of the game medium is "2". Also, the second CB state ST3 is a game state that transitions when the second CB winning is established in a situation where the second CB winning data is stored in the main side RAM 74. The second CB state ST3 can execute one game when the number of bets of the game medium is "2", while since the bet upper limit number is set to "2", it is not possible to bet "3" game media.
[0157] The first CB state ST2 and the second CB state ST3 are gaming states that do not increase the gaming media owned by the player. Further, both the first CB state ST2 and the second CB state ST3 are gaming states that reduce the number of gaming media owned by the player at the end of the gaming state compared to the number of gaming media owned by the player at the start of the gaming state.
[0158] The base AT state ST4 is a gaming state that transitions when the transition condition to the base AT state ST4 is satisfied in the normal gaming state ST1. The base AT state ST4 ends when the remaining number of gaming media measured by the AT difference count counter 96e becomes "0" or when the pre-ending condition of the second section SC2 is satisfied. When the base AT state ST4 ends because the remaining number of gaming media measured by the AT difference count counter 96e becomes "0", it transitions to the normal gaming state ST1. Also, when the base AT state ST4 ends because the pre-ending condition is satisfied, it transitions to the ending AT state ST5.
[0159] The ending AT state ST5 is a gaming state that transitions when the pre-ending condition is satisfied in the base AT state ST4. The ending AT state ST5 ends when the ending condition of the second section SC2 is satisfied. When the ending AT state ST5 ends, it transitions to the normal gaming state ST1.
[0160] Both the base AT state ST4 and the ending AT state ST5 can execute one game whether the bet number of the gaming media is "3" or "2". In the base AT state ST4 and the ending AT state ST5, there are a non-internal state in which neither the first CB winning data nor the second CB winning data is stored in the main side RAM 74, and an internal state in which either the first CB winning data or the second CB winning data is stored in the main side RAM 74.
[0161] In the base AT state ST4 and the ending AT state ST5, when any of the index values IV = 1 to 6 is selected, the stop order of the reels 32L, 32M, 32R that enables the establishment of the first bell win is notified. Also, in the base AT state ST4 and the ending AT state ST5, when any of the index values IV = 7 to 9 is selected, the stop order of the reels 32L, 32M, 32R that enables the establishment of the second bell win is notified. When the first bell win or the second bell win is established, "15" game media are awarded. Thereby, it becomes possible to increase the expected number of game media awarded in one game in the base AT state ST4 and the ending AT state ST5. In the situation of the base AT state ST4 and the ending AT state ST5, when betting three coins, the net expected value of the game media in one game exceeds "0", and in the situation of the base AT state ST4 and the ending AT state ST5, when betting two coins, the net expected value of the game media in one game is 0 or less.
[0162] In the configuration where the various game states ST1 to ST5 exist as described above, a game section is set separately from these game states ST1 to ST5. As the game sections, a first section SC1 and a second section SC2 are set. That is, in this slot machine 10, as elements that determine the game situation, there are the number of coins bet of "2" and "3" game media, the set values of "1" to "6", the various game states ST1 to ST5, and the game sections of the first section SC1 and the second section SC2.
[0163] The first section SC1 is a section where an advantageous gaming state (base AT state ST4 and ending AT state ST5) in which the net expected value of gaming media in one game (the value obtained by subtracting the number of gaming media bet in one game from the expected number of gaming media granted in one game) can exceed "0" does not start, and the advantageous gaming state does not continue, where the winning combinations eligible for winning differ depending on the stop order of reels 32L, 32M, and 32R, and the stop order of reels 32L, 32M, and 32R that enables the establishment of a winning combination advantageous to the player is notified when winning a winning combination for a different role. When a partial clear process for the area (step S105) or a full clear process for the area (step S106) is executed, it is the normal gaming state ST1 and becomes the first section SC1. Also, when the initialization process of the second section SC2 is executed in the second section SC2, it also becomes the first section SC1.
[0164] In the first section SC1, when an opportunity to transition to the second section SC2 occurs based on the winning combination lottery process (Fig. 16), a transition is made from the first section SC1 to the second section SC2. In this case, when a game with a bet number of "3" is executed in the first section SC1, an opportunity to transition to the second section SC2 can occur. On the other hand, even if a game with a bet number of "2" is executed in the first section SC1, an opportunity to transition to the second section SC2 does not occur. Therefore, a player who expects to transition to the second section SC2 in the first section SC1 needs to execute a game with a bet number of "3" instead of a game with a bet number of "2". The second section SC2 is a section where the advantageous gaming state can start and the advantageous gaming state can continue. The second section SC2 ends when the base AT state ST4 or the ending AT state ST5 ends and a transition is made to the normal gaming state ST1. When the second section SC2 ends, a transition is made to the first section SC1.
[0165] As the ending condition of the second section SC2, the total number of games executed by continuing the second section SC2 without a transition to the first section SC1 reaches the upper limit of the number of games (specifically 4000 games), and the total number of acquired game media reaches the upper limit of the number of acquired media (specifically 2400 media) by continuing the second section SC2 without a transition to the first section SC1. An ending condition is set such that either one of these conditions is satisfied. The total number of acquired media is the number of additional media of a predetermined difference in the case where 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 no game media is granted) from the total number of game media granted by the games executed in the situation where the second section SC2 is continuing (0 in the situation where no game media is granted) is defined as the predetermined difference. When either one of these ending conditions is satisfied, even if the remaining number of granted game media measured using the AT difference counter 96e is 1 or more, the ending AT state ST5 ends in the game where the ending condition is satisfied, and the second section SC2 ends and a transition is made to the first section SC1 in the normal game state ST1. This makes it possible to prevent the second section SC2 from continuing excessively.
[0166] In the normal game state ST1, the first CB state ST2, and the second CB state ST3, it is possible to stay in either the first section SC1 or the second section SC2. On the other hand, in the base AT state ST4 and the ending AT state ST5, it is not possible to stay in the first section SC1 and can only stay in the second section SC2.
[0167] In the normal game state ST1 in the second section SC2, a transition lottery process to the base AT state ST4 can be executed based on the result of the lottery process for the combination in each game (FIG. 16). However, this transition lottery process is executed in games with a bet number of "3", while it is not executed in games with a bet number of "2". Also, in the normal game state ST1 in the second section SC2, each time one game is executed, the value of the release game number counter 96g provided in the main side RAM 74 is decremented by 1. When the value of the release game number counter 96g after this decrement by 1 is "0", the transition to the base AT state ST4 is determined. However, this decrement of the release game number counter 96g is executed in games with a bet number of "3", while it is not executed in games with a bet number of "2". Therefore, in the normal game state ST1 in the second section SC2, it is more advantageous for the player to have games with a bet number of "3" executed than to have games with a bet number of "2" executed.
[0168] Even in a configuration where it is advantageous to execute a game with a bet number of "3" in the normal game state ST1, base AT state ST4, and ending AT state ST5 in the second section SC2, the number of game media awarded in a game with a bet number of "2" in any of the normal game state ST1, base AT state ST4, and ending AT state ST5 in the second section SC2 is added as the total number of acquired game media in the second section SC2. Also, the number of games with a bet number of "2" executed in any of the normal game state ST1, base AT state ST4, and ending AT state ST5 in the second section SC2 is added as the total number of games executed by continuing the second section SC2. That is, even though a game with a bet number of "2" in any of the normal game state ST1, base AT state ST4, and ending AT state ST5 in the second section SC2 is disadvantageous to the player, the game contributes to the side that satisfies the ending condition of the second section SC2. From this point as well, when it is any of the normal game state ST1, base AT state ST4, and ending AT state ST5 in the second section SC2, it is more advantageous to the player to execute a game with a bet number of "3" than to execute a game with a bet number of "2".
[0169] Even in the second section SC2, the first CB winning can be achieved in the same way as in the first section SC1, and the second CB winning can also be achieved. When the first CB winning is achieved in the second section SC2, the first CB state ST2 is entered in the second section SC2, and the second section SC2 is maintained when the first CB state ST2 is present and also after the first CB state ST2 ends. Also, when the second CB winning is achieved in the second section SC2, the second CB state ST3 is entered in the second section SC2, and the second section SC2 is maintained when the second CB state ST3 is present and also after the second CB state ST3 ends. As described above, both the first CB state ST2 and the second CB state ST3 are gaming states that reduce the number of gaming media the player owns at the end of the gaming state compared to the number of gaming media the player owns at the start of the gaming state. That is, the first CB state ST2 and the second CB state ST3 are gaming states disadvantageous to the player. On the other hand, the games executed in either the first CB state ST2 or the second CB state ST3 in the second section SC2 are added as the total number of games executed due to the continuation of the second section SC2. That is, although the games executed in the first CB state ST2 and the second CB state ST3 are disadvantageous to the player, the games contribute to the side that satisfies the ending conditions of the second section SC2. Therefore, when the first CB state ST2 or the second CB state ST3 occurs in the second section SC2, it becomes more disadvantageous to the player.
[0170] <Game start processing> Next, the game start processing executed in step S410 of the winning combination lottery process (FIG. 16) will be described with reference to the flowchart of FIG. 20. Note that the processing from step S501 to step S512 in the game start processing is executed as in-area processing using the in-area processing program and in-area processing data.
[0171] If the second section flag provided in each flag area 96i in the work area 96 for in-area processing is not set to "1" and it is the first section SC1 (step S501: YES), it is determined whether the value of the bet number setting counter 96a in the work area 96 for in-area processing is "2" to determine whether the bet number of the current game is "2" (step S502). If the bet number of the current game is "2" (step S502: YES), the process for setting to the second section SC2 is not executed. On the other hand, if the bet number of the current game is "3" (step S502: NO), on the condition that any index value IV is won in the role lottery process (Fig. 16) in the current game (step S503: YES), the second section transition process is executed (step S504). In the second section transition process, by setting "1" to the second section flag in each flag area 96i, the game section is shifted from the first section SC1 to the second section SC2. Also, the continuous game number counter 96c in the work area 96 for in-area processing is cleared to "0", and the initial value "63121" is set to the total number of winnings counter 96d.
[0172] The total number of acquired items counter 96d is a 2-byte counter and can take values from "0" to "65535". In this case, by setting the initial value of the total number of acquired items counter 96d to "63121", the value of the total number of acquired items counter 96d will not reach the minimum value until the number of game media owned by the player decreases by 63121 from the initial value. When the number of game media owned by the player decreases by more than 63121 from the initial value, the value of the total number of acquired items counter 96d will reverse from the minimum value to the maximum value. However, when this reversal occurs, the total number of acquired items counter 96d is cleared to "0". Therefore, when the number of game media owned by the player decreases by more than 63121 after transitioning to the second section SC2, the excess amount is not subject to measurement by the total number of acquired items counter 96d. On the other hand, when the value of the total number of acquired items counter 96d reaches "65521", it is assumed that the ending condition is satisfied and the ending AT state ST5 ends. That is, when the increase in the number of game media owned by the player from the initial value when the second section SC2 is started reaches 2400, the ending condition is satisfied and the ending AT state ST5 ends. Also, the ending condition is satisfied when the value of the continuous game number counter 96c reaches "4000". That is, when the number of games executed in the second section SC2 reaches 4000 games, the ending condition is satisfied and the ending AT state ST5 ends.
[0173] In the second interval transition process, further, "1000" is set as the ceiling game count in the release game count counter 96g in the work area 96 for in-area processing in the main-side RAM 74. Each time a game with a bet count of "3" is executed in the situation where it is the second interval SC2 and the normal game state ST1, the value of the release game count counter 96g is decremented by 1. When the value of the release game count counter 96g after the decrement becomes "0", a process for shifting to the base AT state ST4 is executed. Note that when a game with a bet count of "2" is executed even in the second interval SC2, the value of the release game count counter 96g is not decremented, and the value of the release game count counter 96g is also not decremented when a game is executed in the CB states ST2 and ST3. Also, in the second interval transition process, the section display unit 67 is switched from the off state to the on state.
[0174] In the various flag areas 96i, "1" is set in the second interval flag. When it is the second interval SC2 (step S501: NO), the value of the continuous game count counter 96c is incremented by 1 (step S505). Then, by determining whether the value of the bet count setting counter 96a is "2", it is determined whether the bet count of the current game is "2" (step S506), and it is determined whether the current game state is the first CB state ST2 or the second CB state ST3 (step S507). If the bet count of the current game is "2" (step S506: YES), or if the current game state is the first CB state ST2 or the second CB state ST3 (step S507: YES), the process from step S508 onward is not executed, and the current game start-time process ends.
[0175] When the bet number of the current game is "3" and the current gaming state is neither the first CB state ST2 nor the second CB state ST3 (Steps S506 and S507: NO), the processes after Step S508 are executed. In Step S508, it is determined whether the current gaming state is the normal gaming state ST1. If it is the normal gaming state ST1 (Step S508: YES), the normal start-time process is executed (Step S509). The details of the normal start-time process will be described later.
[0176] If it is not the normal gaming state ST1 (Step S508: NO), it means that the current gaming state is the base AT state ST4 or the ending AT state ST5. In this case, on the condition that the index value IV = 1 to 9 is won in the role lottery process (Figure 16) of the current game (Step S510: YES), the stop order data setting process is executed (Step S511). In the stop order data setting process, when the index value IV = 1 to 6 is won in the role lottery process (Figure 16), the display corresponding to the stop order of the reels 32L, 32M, 32R that enables the establishment of the first bell winning is performed on the combined display unit 66. Also, when the index value IV = 7 to 9 is won in the role lottery process (Figure 16), the display corresponding to the stop order of the reels 32L, 32M, 32R that enables the establishment of the second bell winning is performed on the combined display unit 66.
[0177] If a negative determination is made in Step S510, or if the process of Step S511 is executed, it is determined whether the current gaming state is the base AT state ST4 (Step S512). If the current gaming state is the ending AT state ST5 (Step S512: NO), the current game start-time process is terminated as it is. If the current gaming state is the base AT state ST4 (Step S512: YES), after executing the base AT start-time process (Step S513), the current game start-time process is terminated. The details of the base AT start-time process will be described later.
[0178] <Reel control process> Next, the reel control process executed in step S308 of the normal process (FIG. 15) will be described with reference to the flowchart of FIG. 22. Note that the processes of steps S601 to S614 in the reel control process are executed as in-area processes that utilize the in-area program and in-area data.
[0179] First, a rotation start process for starting the rotation of each of the reels 32L, 32M, and 32R is performed (step S601). In the rotation start process, it is confirmed whether or not a predetermined wait time (for example, 4.1 seconds) has elapsed since the rotation of the reels 32L, 32M, and 32R was started in the previous game. If the wait time has not elapsed, the process waits until the wait time elapses. If the wait time has elapsed, the wait time for the next game is reset, and rotation start information is set in the motor control storage area provided in the work area 96 for in-area processing in the main-side RAM 74. By performing such processing, the acceleration process of the stepping motor is started in the stepping motor control process of step S206 in the timer interrupt process (FIG. 14), and each of the reels 32L, 32M, and 32R starts rotating. Thereafter, the process waits until each of the reels 32L, 32M, and 32R rotates at a predetermined rotation speed at a constant speed, and the rotation start process ends. Also, when the rotation speed of each of the reels 32L, 32M, and 32R becomes constant, the main-side MPU 72 notifies the player or the like that it has become possible to generate a stop command by lighting the lamps (not shown) of each of the stop buttons 42 to 44.
[0180] Thereafter, it is determined whether any of the stop buttons 42 to 44 has been operated (step S602). If none of the stop buttons 42 to 44 has been operated, the process of step S602 is repeatedly executed until any of the stop buttons 42 to 44 is operated. If it is determined that any of the stop buttons 42 to 44 has been operated, it is determined whether the stop button 42 to 44 corresponding to the currently rotating reels 32L, 32M, 32R has been operated, that is, whether a stop command has been generated (step S603). If the stop command has not been generated, the process returns to step S602, and the process of step S602 is repeatedly executed until any of the stop buttons 42 to 44 is operated. If the stop command has been generated, the transmission process of the stop start command is executed (step S604). The stop start command is a command for causing the production side MPU92 to recognize which of the stop buttons 42 to 44 has been operated and the current stop command has been generated. When the stop start command is transmitted, the stop control process shown in steps S605 to S611 is performed to stop the currently rotating reels.
[0181] In the stop control process, the symbol number of the reaching symbol that has reached the reference position (specifically, the lower stage) at the timing when the stop buttons 42 to 44 are operated is confirmed (step S605). Specifically, the symbol number of the reaching symbol that has reached the reference position is confirmed based on the number of excitation pulses output from the time when the detection signal of the reel-in index sensor is input. Thereafter, based on the stop information stored in the main side RAM 74, the slip number of the reels 32L, 32M, 32R to be stopped this time is calculated (step S606).
[0182] In this slot machine 10, as a stop mode for stopping each reel 32L, 32M, 32R, when the stop buttons 42 to 44 are operated, there are five stop modes: a stop mode in which the reaching symbol that has reached the base point position is stopped as it is, a stop mode in which the corresponding reel 32L, 32M, 32R is stopped after being slid by one symbol, a stop mode in which it is stopped after being slid by two symbols, a stop mode in which it is stopped after being slid by three symbols, and a stop mode in which it is stopped after being slid by four symbols. Therefore, in step S606, a value of either "0" to "4" is calculated as the slip number based on the stop information stored in the work area 96 for in-area processing in the main side RAM 74.
[0183] Thereafter, the calculated slip number is added to the symbol number of the reaching symbol, and the symbol number of the stop symbol that is actually stopped at the base point position is determined (step S607). Then, it is determined whether or not the symbol number of the reaching symbol of the reel 32L, 32M, 32R to be stopped this time is equal to the symbol number of the stop symbol (step S608). If they are equal, a reel stop process for stopping the rotation of the reels 32L, 32M, 32R is performed (step S609). Thereafter, it is determined whether or not all the reels 32L, 32M, 32R have stopped (step S610). If not all the reels 32L, 32M, 32R have stopped, a stop information second setting process is performed (step S611), and the process returns to step S602.
[0184] Here, the stop information is information for making the stop modes of each reel 32L, 32M, 32R correspond to the result of the role lottery process (Fig. 16). By using the stop information, when each stop button 42 to 44 is operated to stop, it becomes possible to calculate the number of slips (specifically, "0" to "4") for the reaching symbol that has reached the base point position. As the stop information, slip number data indicating the correspondence between each symbol and the number of slips is stored in advance in the main-side ROM 73 as data for in-region processing corresponding to 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 derived during the rotation of the reels 32L, 32M, 32R, etc.
[0185] As processes for setting the above stop information, there are a first stop information setting process executed in step S409 of the role lottery process (Fig. 16) and a second stop information setting process executed in step S611 of the reel control process (Fig. 22). In the first stop information setting process, stop information is set according to the result of the role lottery process. In the second stop information setting process, the stop information stored in the work area 96 for in-region processing in the main-side RAM 74 in the first stop information setting process or the previous second stop information setting process is changed after the reel stops. In the second stop information setting process, the stop information is changed based on the set winning data, the stop order of the reels 32L, 32M, 32R, and the stop outcomes of the stopped reels 32L, 32M, 32R.
[0186] When it is determined in step S610 that all the reels 32L, 32M, and 32R have stopped, a full-reel stop command indicating that all the reels 32L, 32M, and 32R have stopped is transmitted to the effect-side MPU 92 (step S612). After that, a winning determination process is executed (step S613). In the winning determination process, the types of symbols stopped on the main line ML in each of the reels 32L, 32M, and 32R are grasped. Then, based on the content of the winning data stored in the work area 96 for in-area processing in the main-side RAM 74, it is determined whether the combination of symbols stopped and displayed on the main line ML in each of the reels 32L, 32M, and 32R is a combination of symbols corresponding to a winning combination in the winning lottery process for the combination of symbols. If it is a combination of symbols corresponding to a winning combination, a winning corresponding process is executed as the establishment of a winning of the winning combination. In the winning corresponding process, if the winning is a small winning, information on the number of game media to be given as the target for giving is set in the work area 96 for in-area processing in the main-side RAM 74 so as to enable the giving of game media in the media giving process. On the other hand, if the winning is a replay winning, a flag setting process is executed so that a replay setting process is executed in the next start waiting process. After executing the winning determination process, a winning result command is transmitted to the effect-side MPU 92 (step S614). The winning result command includes data indicating the presence or absence of the establishment of the current winning, and if the winning is established, data indicating the type of the winning. Also, the winning result command includes data corresponding to the result of the winning lottery process (FIG. 16) in the current game.
[0187] <Corresponding Process at the End of the Game> Next, the corresponding processing at the end of the game executed in step S310 of the normal processing (FIG. 15) will be described with reference to the flowchart of FIG. 23. Since the processing of step S310 in the normal processing (FIG. 15) is executed after the reel control processing (step S308), the corresponding processing at the end of the game will be executed after the rotations of reels 32L, 32M, and 32R have all stopped in one game. Further, the processing from step S701 to step S706 in the corresponding processing at the end of the game is executed as in-area processing using the program for in-area processing and the data for in-area processing.
[0188] First, execute the CB processing for performing the transition control and progress control to the first CB state ST2 or the second CB state ST3 (step S701). In the CB processing, if the first CB winning is established in the current game, set "1" to the first CB state flag provided in each flag area 96i in the work area 96 for in-area processing, and clear the first CB winning data stored in the work area 96 for in-area processing. As a result, the game state becomes the first CB state ST2. In the first CB state ST2, the game is executed only when "3" game media are bet. In the CB processing, if the second CB winning is established in the current game, set "1" to the second CB state flag provided in each flag area 96i in the work area 96 for in-area processing, and clear the second CB winning data stored in the work area 96 for in-area processing. As a result, the game state becomes the second CB state ST3. In the second CB state ST3, the game is executed only when "2" game media are bet. In the first CB state ST2 or the second CB state ST3, if the first bell winning is established in the current game, increment the value of the total awarding counter provided in the work area 96 for in-area processing by 1. The total awarding counter is a counter for the main-side MPU72 to identify the total number of game media awarded in the first CB state ST2 or the second CB state ST3, and is cleared to "0" when the first CB state ST2 or the second CB state ST3 is started. When the value of the total awarding counter after the increment of 1 becomes "30", which is the end reference number of the first CB state ST2 and the second CB state ST3, clear the CB state flag corresponding to the current CB states ST2 and ST3 to "0".
[0189] In the response process at the end of the game, after executing the CB-related process in step S701, on the condition that it is not in either the first CB state ST2 or the second CB state ST3 (step S702: NO), the process jumps to the process corresponding to the current game state (step S703). Specifically, when the game state is the normal game state ST1, the normal process is executed (step S704); when the game state is the base AT state ST4, the base AT process is executed (step S705); when the game state is the ending AT state ST5, the game section control process is executed (step S706). Also, when an affirmative determination is made in step S702 because it is in the CB states ST2 or ST3, when the normal process is executed in step S704, and when the base AT process is executed in step S705, the control process of the game section is executed thereafter (step S706).
[0190] <Normal start-up process> Next, the normal start-up process executed in step S509 of the game start-up process (Fig. 21) will be described with reference to the flowchart of Fig. 24. Note that the processes of steps S801 to S811 in the normal start-up process are executed as in-area processes using the in-area process program and in-area process data.
[0191] First, the value of the release game count counter 96g is decremented by 1 (step S801). As a result, when a game with a bet number of "3" is executed in the second section SC2 and in the normal game state ST1, the remaining ceiling game count is decremented by 1. Thereafter, it is determined whether the "1" is set in the AT winning flag provided in the various flag areas 96i in the work area 96 for in-area processing (step S802). The AT winning flag is a flag for the main MPU 72 to identify whether the transition to the base AT state ST4 is determined. When the "1" is set in the AT winning flag (step S802: YES), this normal start-up process ends without executing the processes after step S803.
[0192] When the "1" is not set in the AT selection flag (step S802: NO), the AT lottery process is executed (step S803). In the AT lottery process, the AT lottery table provided as data for in-area processing in the master ROM 73 is read, and the random number information at that time is read from the lottery counter provided in the work area 96 for in-area processing and periodically updated. Using these AT lottery table and random number information, it is determined whether or not the transition to the base AT state ST4 is a winning selection. In the AT lottery table, a numerical information group referred to when not in the CZ state and a numerical information group referred to when in the CZ state are set. In this case, the numerical information group referred to when in the CZ state is set so that the probability of winning the transition to the base AT state ST4 is higher than that of the numerical information group referred to when not in the CZ state. Also, regardless of whether it is the numerical information group referred to when in the CZ state or the numerical information group referred to when not in the CZ state, a game that has won the index value IV with a relatively low winning probability in the role lottery process (Figure 16) has a higher probability of winning the transition to the base AT state ST4 than a game that has won the index value IV with a relatively high winning probability in the role lottery process (Figure 16). The expected value of winning the transition to the base AT state ST4 when not in the CZ state is about 5%, and the expected value of winning the transition to the base AT state ST4 when in the CZ state is about 50%.
[0193] When the transition to the base AT state ST4 is a winning selection in the AT lottery process (step S804: YES), "1" is set in the AT winning flag of each flag area 96i, and the CZ winning flag provided in each flag area 96i in the work area 96 for in-area processing is cleared to "0" (step S805). The CZ winning flag is a flag for the master MPU 72 to identify that the transition to the CZ state is a confirmed situation.
[0194] After that, "4" corresponding to the number of standby games is set to the standby counter 96f provided in the work area 96 for in-area processing (step S806). In a situation where "1" is set in the AT winning flag, the standby counter 96f is used by the main MPU 72 to specify the remaining number of games until the transition to the base AT state ST4 occurs. When the value of the standby counter 96f is 1 or more and a game with a bet number of "3" is executed in a gaming state other than the CB states ST2 and ST3, the value of the standby counter 96f is decremented by 1. When the value of the standby counter 96f after the decrement becomes "0", a transition to the base AT state ST4 occurs.
[0195] If the winning selection for the transition to the base AT state ST4 is not made in the AT lottery process (step S804: NO), it is determined whether the CZ state is established by determining whether "1" is set in the CZ state flag in the various flag areas 96i in the work area 96 for in-area processing, and it is determined whether "1" is set in the CZ winning flag in the various flag areas 96i in the work area 96 for in-area processing (step S807). If it is in the CZ state or "1" is set in the CZ winning flag (step S807: YES), the normal start-time process is terminated as it is.
[0196] When the "1" is not set in the CZ winning flag instead of the CZ state (step S807: NO), the CZ lottery process is executed (step S808). In the CZ lottery process, the CZ lottery table provided as data for in-area processing in the main ROM 73 is read, and the random number information at that time is read from the lottery counter provided in the work area 96 for in-area processing and updated regularly. Using these CZ lottery tables and random number information, it is determined whether or not the transition to the CZ state is a winning selection. The CZ lottery table is set such that the probability of winning the transition to the CZ state is higher for a game that wins an index value IV with a relatively low winning probability in the role lottery process (Figure 16) than for a game that wins an index value IV with a relatively high winning probability in the role lottery process (Figure 16). The expected value of winning the transition to the CZ state is approximately 10%.
[0197] When the transition to the CZ state is a winning selection in the CZ lottery process (step S809: YES), "1" is set in the CZ winning flag of each flag area 96i (step S810). Then, "4" corresponding to the number of standby games is set in the standby counter 96f in the work area 96 for in-area processing (step S811). In a situation where "1" is set in the CZ winning flag, the standby counter 96f is used to specify the remaining number of games until the transition to the CZ state by the main MPU 72. When the value of the standby counter 96f is 1 or more, a game with a bet number of "3" is executed in a gaming state that is not the CB states ST2 and ST3, so that the value of the standby counter 96f is decremented by 1. When the value of the standby counter 96f after the decrement becomes "0", the transition to the CZ state occurs.
[0198] <Normal processing> Next, the normal processing executed in step S704 of the corresponding processing at the end of the game (Figure 23) will be described with reference to the flowchart of Figure 25. Note that the processing from step S901 to step S914 in the normal processing is executed as in-area processing using the in-area program and in-area data.
[0199] First, it is determined whether the number of bets in this game is "2" by determining whether the value of the bet number setting counter 96a is "2" (step S901). If the number of bets in this game is "2" (step S901: YES), this normal use process is ended without executing the processes after step S902. If the number of bets in this game is "3" (step S901: NO), it is determined whether the value of the release game number counter 96g in the work area 96 for in-area processing is "0", thereby determining whether the games of the ceiling game number have been consumed in the situation where it is the second section SC2 and the normal game state ST1 (step S902). If the value of the release game number counter 96g is "0" (step S902: YES), since it means that the games of the ceiling game number have been consumed in the situation where it is the second section SC2 and the normal game state ST1, the processes for setting to the base AT state ST4 in steps S907 and S908 are executed. Such processes will be described later.
[0200] If the value of the release game number counter 96g is not "0" (step S902: NO), it is determined whether the value of the standby counter 96f in the work area 96 for in-area processing is 1 or more (step S903). In a situation where the transition to the base AT state ST4 is determined and the transition to the base AT state ST4 has been awaited for 4 games, or in a situation where the transition to the CZ state is determined and the transition to the CZ state has been awaited for 4 games, the value of the standby counter 96f is 1 or more. If the value of the standby counter 96f is 1 or more (step S903: YES), the value of the standby counter 96f is decremented by 1 (step S904), and it is determined whether the value of the standby counter 96f after the decrement by 1 is "0" (step S905).
[0201] When the value of the standby counter 96f after subtraction is "0" (step S905: YES), it is determined whether the AT winning flag in the various flag areas 96i in the work area 96 for in-area processing is set to "1", thereby determining whether it is the final game of the four games in which the transition to the base AT state ST4 is awaited (step S906). If an affirmative determination is made in step S906, the processes for setting to the base AT state ST4 in steps S907 and S908 are executed. Specifically, "1" is set in the base AT state flag in the various flag areas 96i in the work area 96 for in-area processing, and the AT winning flag and the CZ state flag are cleared to "0" (step S907). Thereafter, the start setting process for the AT state is executed (step S908). In the start setting process for the AT state, "200" is set as the initial grant number in the AT difference number counter 96e in the work area 96 for in-area processing. As already described, the AT difference number counter 96e is a counter for specifying the remaining grant number of the game media in the base AT state ST4 by the main MPU 72.
[0202] If a negative determination is made in step S906, the processes for setting to the CZ state in steps S909 and S910 are executed. Specifically, "1" is set in the CZ state flag in the various flag areas 96i in the work area 96 for in-area processing, and the CZ winning flag is cleared to "0" (step S909). Thereafter, the start setting process for the CZ state is executed (step S910). In the start setting process for the CZ state, "10" is set as the number of continuous games in the CZ state in the CZ state counter 96h provided in the work area 96 for in-area processing. As already described, the CZ state counter 96h is a counter for specifying the remaining number of games until the CZ state ends by the main MPU 72. By setting "1" in the CZ state flag to enter the CZ state, in the AT lottery process executed in step S803 of the normal start processing (Figure 24), the numerical information group referred to when in the CZ state is referred to in the AT lottery table, so the expectation of winning the transition to the base AT state ST4 is higher than when not in the CZ state.
[0203] When it is determined in step S903 that the value of the standby counter 96f is "0", it is determined whether the CZ state flag in the various flag areas 96i in the work area 96 for in-area processing is set to "1", thereby determining whether it is in the CZ state (step S911). If it is in the CZ state (step S911: YES), the value of the CZ state counter 96h is decremented by 1 (step S912). If the value of the CZ state counter 96h after the decrement by 1 is "0" (step S913: YES), the CZ state is terminated by clearing the CZ state flag in the various flag areas 96i to "0" (step S914). When the CZ state flag is cleared to "0" and the CZ state ends, in the AT lottery process executed in step S803 of the normal start-up process (Figure 24), since the numerical information group referred to when not in the CZ state in the AT lottery table is referred to, the expected degree of winning the transition to the base AT state ST4 is lower than when in the CZ state.
[0204] <Base AT start-up process> Next, the base AT start-up process executed in step S513 of the game start-up process (Figure 21) will be described with reference to the flowchart in Figure 26. Note that the processes of steps S1001 to S1009 in the base AT start-up process are executed as in-area processes using the in-area program and in-area data.
[0205] First, an additional draw process is executed (step S1001). In the additional draw process, an additional draw table provided as data for in-area processing in the host ROM 73 is read, and random number information at that time is read from a draw counter provided in the work area 96 for in-area processing and updated periodically. Using this additional draw table and the random number information, it is determined whether or not an additional win has occurred for the remaining number of awards in the base AT state ST4. The additional draw table is set such that a game that wins an index value IV with a relatively low winning probability in the role draw process (Fig. 16) has a higher probability of winning an additional award than a game that wins an index value IV with a relatively high winning probability in the role draw process (Fig. 16). Also, when an additional win occurs, the expected number of gaming media to be awarded is set to increase.
[0206] If an additional win occurs in the additional draw process (step S1002: YES), the number of gaming media selected in the additional draw process is added to the AT difference number counter 96e in the work area 96 for in-area processing (step S1003). The number of gaming media to be awarded when an additional win occurs is one of 20, 50, 80, 100, and 200.
[0207] When a negative determination is made in step S1002 or when the process of step S1003 is executed, it is determined whether or not the result of the role lottery process (Fig. 16) in the current game is a losing result (step S1004). If the result of the role lottery process (Fig. 16) is a losing result (step S1004: YES), "3" is added to the AT difference number counter 96e in the work area 96 for in-area processing (step S1005). When the result of the role lottery process (Fig. 16) is a losing result in a game where the bet number is "3", it means that the number of game media owned by the player has decreased by 3. Therefore, "3" is added to the AT difference number counter 96e in order to add that amount to the number of remaining game media to be granted in the base AT state ST4. Note that since the base AT start-time process (Fig. 26) is not executed in a game where the bet number is "2", even if the result of the role lottery process (Fig. 16) is a losing result in a game where the bet number is "2", no addition is made to the AT difference number counter 96e. Furthermore, in a game where the bet number is "2", the value of the AT difference number counter 96e is not updated regardless of the result of the role lottery process (Fig. 16) or the winning result.
[0208] If any index value IV is won in the role lottery process (Fig. 16) (step S1004: NO), it is determined whether or not the won index value IV is any one of "1" to "13" (step S1006). That is, it is determined whether or not the index value IV to which the winning data corresponding to the grant of the game medium is set is won. If an affirmative determination is made in step S1006, a subtraction process of the AT difference number counter 96e is executed regardless of whether or not the winning data of the index value IV is won (step S1007).
[0209] In the subtraction process of the AT difference number counter 96e, when the winning data with the largest number of gaming media to be awarded among the winning data set for the selected index value IV wins, the result of subtracting the bet number of "3" for this game from the number of gaming media to be awarded is subtracted from the AT difference number counter 96e. Such subtraction processing is executed regardless of whether or not the winning data has won. Specifically, when winning for any of the index values IV = "1" to "10", since the winning data with the largest number of gaming media to be awarded is the first bell winning data or the second bell winning data, the result of subtracting "3" from "15", which is the number of gaming media to be awarded when the winning data wins, that is, "12", is subtracted from the AT difference number counter 96e. Also, when winning for the index value IV = "11" or "12", since the winning data with the largest number of gaming media to be awarded is the first watermelon winning data or the second watermelon winning data, the result of subtracting "3" from "5", which is the number of gaming media to be awarded when the winning data wins, that is, "2", is subtracted from the AT difference number counter 96e. Further, when winning for the index value IV = "13", since the winning data with the largest number of gaming media to be awarded is the cherry winning data, the result of subtracting "3" from "4", which is the number of gaming media to be awarded when the winning data wins, that is, "1", is subtracted from the AT difference number counter 96e. That is, in the base AT state ST4, even if the winning corresponding to the winning data with the largest number of gaming media to be awarded among the winning data set for the selected index value IV does not occur due to a miss, the result of subtracting the bet number of "3" for this game from the number of gaming media to be awarded when the winning corresponding to the winning data with the largest number of gaming media to be awarded occurs is subtracted from the AT difference number counter 96e.
[0210] Thereafter, it is determined whether or not the value of the AT difference number counter 96e has become "0" or less by the subtraction process in step S1007 (step S1008). When the value of the AT difference number counter 96e is "0" or less (step S1008: YES), the AT difference number counter 96e is cleared to "0" (step S1009).
[0211] <Processing for Base AT> Next, the processing for Base AT executed in step S705 of the response processing at the end of the game (Fig. 23) will be described with reference to the flowchart of Fig. 27. Note that the processing of steps S1101 to S1105 in the processing for Base AT is executed as in-area processing using the program for in-area processing and the data for in-area processing.
[0212] When the value of the AT difference number counter 96e in the in-area processing work area 96 is "0" (step S1101: YES), it means that the end condition of the Base AT state ST4 is satisfied. In this case, the Base AT state flag and the second interval flag in the various flag areas 96i in the in-area processing work area 96 are cleared to "0" (step S1102). As a result, the situation of the second interval SC2 in the Base AT state ST4 ends, and the situation of the first interval SC#1 in the normal game state ST1 is established. Also, when the second interval SC2 ends, the interval display unit 67 changes from the lit state to the extinguished state.
[0213] Note that the present invention is not limited to this, and even if the Base AT state ST4 ends when the value of the AT difference number counter 96e becomes "0", the second interval SC2 may be configured to be maintained without ending the second interval SC2. In this case, when the value of the AT difference number counter 96e becomes "0" and the Base AT state ST4 ends in a situation where the total number of acquired medals measured by the total acquired medal counter 96d in the in-area processing work area 96 is equal to or more than a predetermined number such as 2000 medals, or when the value of the AT difference number counter 96e becomes "0" and the Base AT state ST4 ends in a situation where the number of continuous games measured by the continuous game number counter 96c in the in-area processing work area 96 is equal to or more than a predetermined number of games such as 1000 games, the second interval SC2 may be configured to end.
[0214] When the value of the AT difference count counter 96e is not "0" (step S1101: NO), it is determined whether the value of the continuous game count counter 96c in the work area 96 for in-area processing is 3950 or more, which is a value corresponding to the establishment of the pre-ending condition (step S1103). Also, it is determined whether the value of the total acquisition count counter 96d in the work area 96 for in-area processing is 65321 or more, which is a value corresponding to the establishment of the pre-ending condition (step S1104). Since the number of continuous games corresponding to the establishment of the ending condition in the second section SC2 is 4000, 3950, which is the number of continuous games corresponding to the establishment of the pre-ending condition, is a smaller number of games. Also, the total acquisition number corresponding to the establishment of the ending condition in the second section SC2 is 2400, which is obtained by subtracting 63121, the initial value of the total acquisition count counter 96d when the second section SC2 starts, from 65521, the value of the total acquisition count counter 96d corresponding to the establishment of the ending condition. On the other hand, the total acquisition number corresponding to the establishment of the pre-ending condition is 2200, which is obtained by subtracting 63121, the initial value of the total acquisition count counter 96d when the second section SC2 starts, from 65321, the value of the total acquisition count counter 96d corresponding to the establishment of the pre-ending condition. Therefore, the total acquisition number corresponding to the establishment of the pre-ending condition is a smaller number than the total acquisition number corresponding to the establishment of the ending condition in the second section SC2.
[0215] If an affirmative determination is made in either step S1103 or step S1104, it means that the pre-ending condition has been satisfied. In this case, "1" is set in the ending AT state flag provided in the various flag areas 96i in the work area 96 for in-area processing of the main-side RAM 74, and the base AT state flag in the various flag areas 96i is cleared to "0" (step S1105). As a result, the game state shifts from the base AT state ST4 to the ending AT state ST5.
[0216] Here, when the number of continuous games or the total number of acquired items in the second section SC2 in the base AT state ST4 corresponds to the fulfillment of the pre-ending condition, a transition is made to the ending AT state ST5 regardless of the value of the AT difference number counter 96e, that is, the number of remaining gaming media to be awarded in the base AT state ST4. Then, the ending AT state ST5 continues until the ending condition of the second section SC2 is fulfilled. Thereby, when the pre-ending condition of the second section SC2 is fulfilled, it becomes possible to ensure that the ending condition of the second section SC2 is fulfilled.
[0217] <Game section control process> Next, the game section control process executed in step S706 of the corresponding process at the end of the game (Fig. 23) will be described with reference to the flowchart of Fig. 28. Note that the processes of steps S1201 to S1208 in the game section control process are executed as in-area processes using the in-area program and in-area data.
[0218] First, it is determined whether the game section is the second section SC2 by determining whether the "1" is set in the second section flag of the various flag areas 96i in the work area 96 for in-area processing (step S1201). If the game section is the first section SC1 (step S1201: NO), this game section control process is terminated without executing the processes after step S1202. If the game section is the second section SC2 (step S1201: YES), it is determined whether the number of continuous games in the second section SC2 has reached the number of games corresponding to the fulfillment of the ending condition by determining whether the value of the continuous game number counter 96c in the work area 96 for in-area processing is 4000 or more (step S1202). If an affirmative determination is made in step S1202, the initialization process of the second section SC2 is executed in step S1208. The initialization process will be described later.
[0219] If a negative determination is made in step S1202, it is determined whether any replay prize, such as a first chance replay prize, a second chance replay prize, or a normal replay prize, has been won in the current game (step S1203). In this case, regardless of whether the bet number of the current game is "2" or "3", it is subject to the determination in step S1203. Also, regardless of whether the current game is in any of the game states of the normal game state ST1, the first CB state ST2, the second CB state ST3, the base AT state ST4, and the ending AT state ST5, it is subject to the determination in step S1203. If any replay prize has been won (step S1203: YES), the process proceeds to step S1207 without executing the processes of steps S1204 to S1206.
[0220] If no replay prize has been won (step S1203: NO), the bet number of the current game is subtracted from the number of game media given to the player in the current game, and the result of the subtraction is added to the total winnings counter 96d in the work area 96 for in-area processing (step S1204). In this case, if no game media has been given to the player in the current game, "2" or "3", which is the bet number of the current game, will be subtracted from the value of the total winnings counter 96d. Also, even if game media has been given to the player in the current game, if the number of game media given is less than the bet number of the current game, the value obtained by subtracting the number of game media given in the current game from the bet number of the current game will be subtracted from the value of the total winnings counter 96d. On the other hand, if the number of game media given to the player in the current game is more than the bet number of the current game, the value obtained by subtracting the bet number of the current game from the number of game media given in the current game will be added to the value of the total winnings counter 96d.
[0221] Thereafter, it is determined whether the value of the total number of acquired counter 96d is 0 or less (step S1205). If the value of the total number of acquired counter 96d is 0 or less (step S1205: YES), the total number of acquired counter 96d is cleared to "0" (step S1206). As already explained, when shifting to the second section SC2, "63121" is set as the initial value in the total number of acquired counter 96d. Therefore, until the number of game media owned by the player decreases by 63121 from the initial value, the value of the total number of acquired counter 96d will not be 0 or less. When the number of game media owned by the player decreases by more than 63121 from the initial value, the value of the total number of acquired counter 96d will be 0 or less. In this case, however, the total number of acquired counter 96d is cleared to "0". Therefore, when the number of game media owned by the player decreases by more than 63121 after shifting to the second section SC2, the excess portion will not be measured by the total number of acquired counter 96d.
[0222] When an affirmative determination is made in step S1203, when a negative determination is made in step S1205, or when the process of step S1206 is executed, it is determined whether the value of the total number of acquired counter 96d exceeds "65521" (step S1207). That is, it is determined whether the increase in the number of game media owned by the player from the initial value when the second section SC2 is started exceeds 2400. When an affirmative determination is made in step S1207, similar to when an affirmative determination is made in step S1202, the initialization process of the second section SC2 is executed in step S1208. In this initialization process, the second section flag, the base AT state flag, and the ending AT state flag in the various flag areas 96i in the work area 96 for in-area processing are cleared to "0", and the AT difference number counter 96e in the work area 96 for in-area processing is cleared to "0". As a result, it becomes a situation where it is the first section SC1 and the normal game state ST1. Also, when the second section SC2 ends, the section display unit 67 changes from the lit state to the extinguished state.
[0223] <Configuration regarding communication between the main MPU 72 and the effect MPU 92> Next, the configuration regarding the communication between the main MPU 72 and the effect MPU 92 will be described. FIG. 29(a) is an explanatory diagram for explaining the electrical configuration regarding the communication between the main MPU 72 and the effect MPU 92.
[0224] The main MPU 72 and the effect MPU 92 are electrically connected by a signal path group 101. The signal path group 101 includes a first signal path group 103 provided to electrically connect the main MPU 72 and the main connector 102 on the main control board 71, a second signal path group 105 provided to electrically connect the effect MPU 92 and the effect connector 104 on the effect control board 91, and a connector unit 106 provided to be connected to each of the main connector 102 and the effect connector 104. The connector unit 106 includes a first connector 106a at one end and a second connector 106b at the other end. The first connector 106a is detachably connected to the main connector 102, and the second connector 106b is detachably connected to the effect connector 104. The signal path group 101 formed by the first signal path group 103, the main connector 102, the connector unit 106, the effect connector 104, and the second signal path group 105 includes a plurality of signal paths so as to enable parallel communication. Note that the configuration where the signal path group 101 is parallel communication is not limited, and serial communication may be used.
[0225] A plurality of types of commands are transmitted from the main MPU 72 to the effect MPU 92 using the signal path group 101, whereas no signal including a command is transmitted from the effect MPU 92 to the main MPU 72. That is, the communication between the main MPU 72 and the effect MPU 92 is one-way communication from the main MPU 72 to the effect MPU 92.
[0226] FIG. 29(b) is an explanatory diagram for explaining the commands transmitted from the main MPU 72 to the effect MPU 92.
[0227] When the supply of operating power to the main MPU 72 is started and the process returns to the process before the power outage, a return command is transmitted from the main MPU 72 to the effect MPU 92. When the supply of operating power to the main MPU 72 is started and the set value update process (step S108) is started in the main process (Figure 13), a set change start command is transmitted from the main MPU 72 to the effect MPU 92, and when the set value update process is completed, a set change end command is transmitted from the main MPU 72 to the effect MPU 92.
[0228] When the bet setting of the game medium is performed, a bet setting command is transmitted from the main MPU 72 to the effect MPU 92. When the start lever 41 is operated and the game is started in a situation where a predetermined number of game media are bet, a rotation reception command A and a rotation reception command B are transmitted from the main MPU 72 to the effect MPU 92. When the game is started and the rotation of the reels 32L, 32M, 32R is started, a rotation start command is transmitted from the main MPU 72 to the effect MPU 92. When the acceleration period of the reels 32L, 32M, 32R is completed and the constant speed rotation is achieved and the stop of the reels 32L, 32M, 32R becomes possible, a stop enable command is transmitted from the main MPU 72 to the effect MPU 92.
[0229] When a stop command is generated for any of the reels 32L, 32M, 32R while all the reels 32L, 32M, 32R are rotating, a first stop start command is sent from the main MPU 72 to the effect MPU 92. When a stop command is generated for the rotating reels 32L, 32M, 32R while two of the reels 32L, 32M, 32R are rotating, a second stop start command is sent from the main MPU 72 to the effect MPU 92. When a stop command is generated for the rotating reel 32L, 32M, 32R while one of the reels 32L, 32M, 32R is rotating, a third stop start command is sent from the main MPU 72 to the effect MPU 92. These first to third stop start commands include information corresponding to the types of the reels 32L, 32M, 32R that are the targets of the stop command. When the rotation stop of all the reels 32L, 32M, 32R is completed, a all-reel stop command is sent from the main MPU 72 to the effect MPU 92. Finally, when the operations of the stop buttons 42 to 44 corresponding to the last rotating reels 32L, 32M, 32R are completed, a symbol command is sent from the main MPU 72 to the effect MPU 92. When the winning determination process (step S613) is completed in the reel control process (Figure 22), a winning result command is sent from the main MPU 72 to the effect MPU 92. The winning result command includes information on whether a winning has occurred in the current game, and if a winning has occurred, information on the content of the winning result. When all the processes of one game are completed, a game end command A and a game end command B are sent from the main MPU 72 to the effect MPU 92.
[0230] When a predetermined error occurs in the slot machine 10, an error occurrence command is sent from the main MPU 72 to the effect MPU 92, and when the predetermined error is cleared, an error clearance command is sent from the main MPU 72 to the effect MPU 92. A door open / close command is sent from the main MPU 72 to the effect MPU 92 when the front door 12 changes from the closed state to the open state and when it changes from the open state to the closed state.
[0231] <Rotation Reception Commands A, B and Game End Commands A, B> FIG. 30(a) is an explanatory diagram for explaining the information included in the rotation reception command A, FIG. 30(b) is an explanatory diagram for explaining the information included in the rotation reception command B, FIG. 31(a) is an explanatory diagram for explaining the information included in the game end command A, and FIG. 31(b) is an explanatory diagram for explaining the information included in the game end command B.
[0232] As shown in FIG. 30(a), the rotation reception command A includes information of a command header that enables the production side MPU 92 to identify that it is the rotation reception command A, information of a set value set as the use target, information of the bet number of the current game, information of the type of the lottery result corresponding to the result of the lottery process (FIG. 16) of the hand, information of the stop order when winning any of the index values IV = 1 to 9 in the base AT state ST4 or the ending AT state ST5 and the stop order of the reels 32L, 32M, 32R is notified, information of the game state of the current game (any one of the normal game state ST1, the first CB state ST2, the second CB state ST3, the base AT state ST4, the ending AT state ST5, and the CZ state), information of the game state of the next game (any one of the normal game state ST1, the first CB state ST2, the second CB state ST3, the base AT state ST4, the ending AT state ST5, and the CZ state), information of the game section of the current game (either the first section SC1 or the second section SC2), and information of the game section of the next game (either the first section SC1 or the second section SC2).
[0233] At the start of the game, information that can identify the game state and game section at that time is stored in the start situation area 96j in the work area 96 for in-area processing before the timing of setting the rotation reception command A. At the end of the game, information that can identify the game state and game section at that time is stored in the end situation area 96k in the work area 96 for in-area processing before the timing of setting the game end command A. The information on the game state of the current game is read from the start situation area 96j, and the information on the game state of the next game is read from the end situation area 96k. However, in the end situation area 96k at the start point of the game, the information on the game state and game section at the end of the previous game is stored. Therefore, the information on the game state of the current game and the information on the game state of the next game in the rotation reception command A are the same, and the information on the game section of the current game and the information on the game section of the next game in the rotation reception command A are the same. Also, when the notification of the stop order of the reels 32L, 32M, 32R is not performed, information indicating that the notification of the stop order is not performed is set in the stop order information.
[0234] As information on the type of lottery result corresponding to the result of the role lottery process (Fig. 16), instead of directly transmitting the winning index value IV, when the index value IV including the first bell winning data is selected, information corresponding to the first bell is transmitted; when the index value IV including the second bell winning data is selected, information corresponding to the second bell is transmitted; when the index value IV including the first watermelon winning data is selected, information corresponding to the first watermelon is transmitted; when the index value IV including the second watermelon winning data is selected, information corresponding to the second watermelon is transmitted; when the index value IV including the cherry winning data is selected, information corresponding to the cherry is transmitted; when the index value IV including the first chance replay winning data is selected, information corresponding to the first chance replay is transmitted; when the index value IV including the second chance replay winning data is selected, information corresponding to the second chance replay is transmitted; when the index value IV including the normal replay winning data is selected, information corresponding to the normal replay is transmitted; when the index value IV including the first CB winning data is selected, information corresponding to the first CB is transmitted; when the index value IV including the second CB winning data is selected, information corresponding to the second CB is transmitted. By adopting a configuration in which the index value IV is not directly transmitted, even if the rotation reception command A is illegally read in a situation that is neither the base AT state ST4 nor the ending AT state ST5, it is possible to prevent the stop order of the reels 32L, 32M, 32R that enables the establishment of the first bell win or the second bell win in a game where the index value IV = 1 to 9 is selected from being specified.
[0235] In a configuration where the information of the rotation reception command A is set as described above, the game end command A has the same information set as the rotation reception command A as shown in Fig. 31(a). However, the content of the information in the command header is different between the rotation reception command A and the game end command A. Also, the information on the game state of the current game is read from the start situation area 96j, and the information on the game state of the next game is read from the end situation area 96k. At the end of the game, in the end situation area 96k, if a transition in the game state or game section has occurred in the current game, the information on the game state or game section after the transition is stored. Therefore, the information on the game state of the current game and the information on the game state of the next game in the game end command A can be different, and the information on the game section of the current game and the information on the game section of the next game in the game end command A can be different.
[0236] When transmitting the rotation reception command A or the game end command A, first, the information of the command header corresponding to each command is set. After that, the set value information is read from the area in the work area 96 for in-area processing in the main side RAM 74 where the set value to be used is stored, the bet number information is read from the bet number setting counter 96a in the work area 96 for in-area processing, the information on the type of lottery result corresponding to the information on the winning index value IV stored in the work area 96 for in-area processing is read from the in-area processing data in the main side ROM 73, the stop order information is read from the area in the work area 96 for in-area processing where the stop order information is stored, the game state and game section information stored in the start situation area 96j in the work area 96 for in-area processing is read, and the game state and game section information stored in the end situation area 96k in the work area 96 for in-area processing is read. Then, the read information is set in the command to be set among the rotation reception command A and the game end command A, respectively.
[0237] As shown in Fig. 30(b), the rotation reception command B includes information on the command header that enables the production-side MPU 92 to identify that it is the rotation reception command B, information on the continuous game number counter 96c in the work area 96 for in-area processing, information on the total acquisition number counter 96d in the work area 96 for in-area processing, information on the release game number counter 96g in the work area 96 for in-area processing, information on the standby counter 96f in the work area 96 for in-area processing, information on the CZ state counter 96h in the work area 96 for in-area processing, information on the AT difference number counter 96e in the work area 96 for in-area processing, information on the additional award number in the case of winning the additional lottery in the base AT start processing (Fig. 26) at the start of the current game, and information on the end determination counter 98b in the work area 98 for out-of-area processing. In the configuration where the information of the rotation reception command B is set as described above, the game end command B is set with the same information as the rotation reception command B as shown in Fig. 31(b). However, the content of the information in the command header is different between the rotation reception command B and the game end command B.
[0238] When transmitting the rotation reception command B or the game end command B, first, the information on the command header corresponding to each command is set. Then, information is read from each of the areas storing the information on the continuous game number counter 96c, the total acquisition number counter 96d, the release game number counter 96g, the standby counter 96f, the CZ state counter 96h, the AT difference number counter 96e, and the additional award number in the work area 96 for in-area processing in the main-side RAM 74, and information is read from the end determination counter 98b in the work area 98 for out-of-area processing. Then, the read information is set in the command that is the setting target among the rotation reception command B and the game end command B, respectively.
[0239] The rotation reception commands A and B set as described above are set in step S411 of the role lottery process (FIG. 16) and transmitted from the main MPU 72 to the effect MPU 92. That is, the rotation reception commands A and B are transmitted from the main MPU 72 to the effect MPU 92 when each game starts and the role lottery process is executed. Also, the game end commands A and B are set in step S315 of the normal process (FIG. 15) and transmitted from the main MPU 72 to the effect MPU 92. That is, the game end commands A and B are transmitted from the main MPU 72 to the effect MPU 92 when each game ends.
[0240] <Command setting process> Next, the command setting process, which is commonly called to set the rotation reception command A, the rotation reception command B, the game end command A, and the game end command B, will be described with reference to the flowchart of FIG. 32. Note that the processes of steps S1301 to S1315 in the command setting process are executed as in-area processes using the in-area program and in-area data.
[0241] The command setting process is called and executed as a subroutine when setting the rotation reception command A in step S411 of the role lottery process (FIG. 16), and is also called and executed as a subroutine when setting the rotation reception command B. Also, the command setting process is called and executed as a subroutine when setting the game end command A in step S315 of the normal process (FIG. 15), and is also called and executed as a subroutine when setting the game end command B.
[0242] If the command to be set this time is either the rotation reception command A or the game end command A (step S1301: YES), if it is the rotation reception command A (step S1302: YES), the information of the command header corresponding to the rotation reception command A is read from the data for in-area processing (step S1303). If it is the game end command A (step S1302: NO), the information of the command header corresponding to the game end command A is read from the data for in-area processing (step S1304). When the process of step S1303 or step S1304 is executed, "8" is set as the number of reads in a predetermined register of the master MPU 72 (step S1305). The information on the number of reads is information for the master MPU 72 to specify the number of times to read information for setting a command and the address of the area where the information to be read is stored.
[0243] After that, information corresponding to the read count information stored in a predetermined register is read (step S1306). When the read count information is "8", the set value information is read from the area where the set value for use is stored in the work area 96 for in-area processing. When the read count information is "7", the bed number information is read from the bed number setting counter 96a in the work area 96 for in-area processing. When the read count information is "6", the information on the type of lottery result corresponding to the information on the selected index value IV stored in the work area 96 for in-area processing is read from the data for in-area processing in the main side ROM 73. When the read count information is "5", the stop order information is read from the area where the stop order information is stored in the work area 96 for in-area processing. When the read count information is "4", the game state information stored in the start situation area 96j is read. When the read count information is "3", the game state information stored in the end situation area 96k is read. When the read count information is "2", the game section information stored in the start situation area 96j is read. When the read count information is "1", the game section information stored in the end situation area 96k is read.
[0244] After that, the value of the read count stored in a predetermined register is decremented by 1 (step S1307), and it is determined whether or not the value of the read count after the decrement by 1 is "0" (step S1308). When the value of the read count is not "0" (step S1308: N0), the processes of step S1306 and step S1307 are executed. That is, the processes of step S1306 and step S1307 are repeated until the value of the read count becomes "0". When the value of the read count is "0" (step S1308: YES), this command setting process is terminated.
[0245] If the command to be set this time is either the rotation reception command B or the game end command B (step S1301: NO), and if it is the rotation reception command B (step S1309: YES), the information of the command header corresponding to the rotation reception command B is read from the data for in-area processing (step S1310). If it is the game end command B (step S1309: NO), the information of the command header corresponding to the game end command B is read from the data for in-area processing (step S1311). When the process of step S1310 or step S1311 is executed, "8" is set as the number of reads in a predetermined register of the master MPU 72 (step S1312).
[0246] After that, the information corresponding to the information on the number of reads stored in the predetermined register is read (step S1313). When the information on the number of reads is "8", the information of the continuous game number counter 96c in the in-area processing work area 96 is read. When the number of reads is "7", the information of the total acquisition number counter 96d in the in-area processing work area 96 is read. When the number of reads is "6", the information of the release game number counter 96g in the in-area processing work area 96 is read. When the number of reads is "5", the information of the standby counter 96f in the in-area processing work area 96 is read. When the number of reads is "4", the information of the CZ state counter 96h in the in-area processing work area 96 is read. When the number of reads is "3", the information of the AT difference number counter 96e in the in-area processing work area 96 is read. When the number of reads is "2", the information is read from the area storing the information on the number of additional grants in the in-area processing work area 96. When the number of reads is "1", the information of the end determination counter 98b in the out-of-area processing work area 98 is read.
[0247] Thereafter, the value of the number of read operations stored in a predetermined register is decremented by 1 (step S1314), and it is determined whether the value of the number of read operations after the decrement by 1 is "0" (step S1315). When the value of the number of read operations is not "0" (step S1315: N0), the processes of step S1313 and step S1314 are executed. That is, the processes of step S1313 and step S1314 are repeated until the value of the number of read operations becomes "0". When the value of the number of read operations is "0" (step S1315: YES), this command setting process is terminated.
[0248] In step S411 of the role lottery process (FIG. 16), when the command setting process is executed once, the rotation reception command A is set, and when the command setting process is executed one more time, the rotation reception command B is set. Then, the set rotation reception command A and rotation reception command B are transmitted to the production side MPU92. Also, in step S315 of the normal process (FIG. 15), when the command setting process is executed once, the game end command A is set, and when the command setting process is executed one more time, the game end command B is set. Then, the set game end command A and game end command B are transmitted to the production side MPU92.
[0249] <Continuous display effect> Next, the content of the display effect executed by the image display device 63 in a situation where the transition to the base AT state ST4 is determined and the transition to the AT state ST4 is awaited in the normal game state ST1 will be described. FIGS. 33(a) to 33(d) are explanatory diagrams for explaining the content of the display effect executed by the image display device 63 in a situation where the transition to the AT state ST4 is awaited.
[0250] In the second section SC2, when the transition to the base AT state ST4 is determined in the normal gaming state ST1, "4" is set in the standby counter 96f in the work area 96 for in-area processing. When a value of 1 or more is set in the standby counter 96f, the value of the standby counter 96f is decremented by 1 each time one game is executed. When the value of the standby counter 96f after the decrement becomes "0", a transition from the normal gaming state ST1 to the base AT state ST4 occurs. That is, the transition to the base AT state ST4 is awaited for four games after the transition to the base AT state ST4 is determined.
[0251] In the situation where the transition to the base AT state ST4 is awaited, a continuous display effect that makes the player expect the transition to the base AT state ST4 is executed on the image display device 63. Also, the continuous display effect can be executed on the image display device 63 even in the situation where the transition to the base AT state ST4 is not determined in the normal gaming state ST1 in the second section SC2. That is, the continuous display effect is executed regardless of whether the transition to the base AT state ST4 occurs later or not. In the continuous display effect when the transition to the base AT state ST4 occurs, a transition corresponding effect indicating that the transition to the base AT state ST4 occurs is executed at the end of the continuous display effect. In the continuous display effect when the transition to the base AT state ST4 does not occur, a non-transition corresponding effect indicating that the transition to the base AT state ST4 does not occur is executed at the end of the continuous display effect. Therefore, when the continuous display effect occurs, the player will pay attention to the continuous display effect while expecting that the transition corresponding effect will finally occur.
[0252] Note that in the situation where the continuous display effect is being executed, an effect corresponding to the continuous display effect is executed by the upper lamp 61 and the speaker 62. Also, the number of games in which the continuous display effect is executed is not limited to four games, and it may be two games, three games, five games, or six games or more. Instead of the number of games being fixed, it may be configured such that the number of games can vary by being determined by lottery.
[0253] The continuous display effect will progress in terms of the effect division every time a game is completed. Specifically, in the first game, the opening division indicating that the confrontation effect is about to start will be executed. In the opening division, as shown in FIG. 33(a), the opening corresponding image G11 is displayed. In the second game, the first half confrontation division in the confrontation effect is executed. In the first half confrontation division, as shown in FIG. 33(b), the first half confrontation image G12 corresponding to the first half of the state where two character images are confronting each other is displayed. In the third game, the second half confrontation division in the confrontation effect is executed. In the second half confrontation division, the second half confrontation image corresponding to the second half of the state where two character images are confronting each other is displayed.
[0254] In the fourth game, the confrontation result division of the confrontation effect is executed. In the confrontation result division, as shown in FIG. 33(c), the confrontation result image G13 corresponding to the confrontation result of two character images is displayed. The confrontation result image G13 in FIG. 33(c) is the victory corresponding image displayed in the continuous display effect when the transition to the base AT state ST4 occurs. In the continuous display effect when the transition to the base AT state ST4 does not occur, a defeat corresponding image such as "What a pity!" is displayed as the confrontation result image G13. In the continuous display effect when the transition to the base AT state ST4 occurs, after the confrontation result division, as shown in FIG. 33(d), the AT start image G14 indicating that the base AT state ST4 is started is displayed. In the AT start image G14, it is displayed that the base AT state ST4 is started and the initial number of gaming media given in the base AT state ST4.
[0255] The display of the AT start image G14 is executed when the game end commands A and B are received from the host MPU 72 in the fourth game of the situation where the transition to the base AT state ST4 is being awaited. That is, when the game state information of the current game included in the game end command A is the normal game state ST1 and the game state information of the next game is the base AT state ST4, it becomes possible for the production side MPU 92 to specify that the base AT state ST4 will start from the next game. Furthermore, it is possible for the production side MPU 92 to specify the initial grant number from the value of the AT difference number counter 96e included in the game end command B. And in this case, the production side MPU 92 controls the display of the image display device 63 so that the AT start image G14 is displayed with the specified initial grant number displayed. In the continuous display effect when the transition to the base AT state ST4 does not occur, the base effect that is not the continuous display effect in the normal game state ST1 is restarted after the determination result classification.
[0256] The continuous display effect as described above is also executed in the situation where the transition to the CZ state is determined in the normal game state ST1 and the transition to the CZ state is being awaited. Also, the continuous display effect can be executed even in the situation where the transition to the CZ state is not determined in the normal game state ST1. Therefore, when the player confirms the continuous display effect, the player expects to transition to the base AT state ST4, and even if the player does not transition to the base AT state ST4, the player expects to transition to the CZ state.
[0257] <Normal production control process> Next, the normal production control process executed by the production side MPU 92 will be described with reference to the flowchart of FIG. 34. The normal production control process is repeatedly executed at a relatively short cycle (for example, 2 milliseconds) in the normal game state ST1.
[0258] When receiving rotation reception commands A and B from the host MPU 72 (step S1401: YES), execution adjustment processing is performed (step S1402). The execution adjustment processing is processing for resolving a discrepancy when a discrepancy occurs between the progress status of the game under the control of the host MPU 72 and the content of the execution control of the effect by the effect MPU 92. Details of the execution adjustment processing will be described later.
[0259] Thereafter, it is determined whether or not the current game is in the CZ state from the information on the game state of the current game included in the rotation reception command A (step S1403). When the current game is in the CZ state (step S1403: YES), the remaining number of games in the CZ state is grasped from the information on the CZ state counter 96h included in the rotation reception command B, and data setting is performed so that the effect corresponding to the remaining number of games is executed (step S1404). As a result, on the image display device 63, a display effect corresponding to the remaining number of continuous games in the CZ state is executed, and on the upper lamp 61 and the speaker 62, a light emission effect and a sound output effect corresponding to the display effect are executed.
[0260] When the current game is not in the CZ state (step S1403: NO), it is determined whether or not the current game is in this precursor state (step S1405). The present precursor state is a state in which the transition to the base AT state ST4 is determined and the transition to the base AT state ST4 is awaited, and a state in which the transition to the CZ state is determined and the transition to the CZ state is awaited. The present precursor state continues for four games regardless of whether it is a situation where the transition to the base AT state ST4 is awaited or a situation where the transition to the CZ state is awaited, but the number of games for which the present precursor state continues may be different between the former situation and the latter situation. Further, the determination as to whether or not it is the present precursor state is made by determining whether or not the value of the standby counter 96f included in the rotation reception command B is a value of 1 or more.
[0261] If it is in this precursor state (step S1405: YES), execute the update process of this precursor effect corresponding to the value of the standby counter 96f included in the rotation reception command B (step S1406). Specifically, when the value of the standby counter 96f is "4", it means that this precursor state has started in the current game. In this case, data settings are performed so that the opening section of the continuous display effect is executed for the display effect of the image display device 63. As a result, an opening-corresponding image G11 as shown in FIG. 33(a) will be displayed on the image display device 63. Also, data settings are performed so that the light emission effect and the sound output effect corresponding to the display effect are executed by the upper lamp 61 and the speaker 62. When the value of the standby counter 96f is "3", data settings are performed so that the first half confrontation section of the continuous display effect is executed for the display effect of the image display device 63. As a result, a first half confrontation image G12 as shown in FIG. 33(b) will be displayed on the image display device 63. Also, data settings are performed so that the light emission effect and the sound output effect corresponding to the display effect are executed by the upper lamp 61 and the speaker 62.
[0262] When the value of the standby counter 96f is "2", data settings are performed so that the second half confrontation section of the continuous display effect is executed for the display effect of the image display device 63. As a result, the second half confrontation image will be displayed on the image display device 63. Also, data settings are performed so that the light emission effect and the sound output effect corresponding to the display effect are executed by the upper lamp 61 and the speaker 62. When the value of the standby counter 96f is "1", data settings are performed so that the confrontation result section of the continuous display effect is executed for the display effect of the image display device 63. As a result, a confrontation result image G13 as shown in FIG. 33(d) will be displayed on the image display device 63. Also, data settings are performed so that the light emission effect and the sound output effect corresponding to the display effect are executed by the upper lamp 61 and the speaker 62.
[0263] In addition, in any of the present precursor states when transitioning to the base AT state ST4 and the present precursor state when transitioning to the CZ state, the process of step S1406 is executed in the same manner, so that the continuous display effect is executed in the same manner in any of the present precursor states. However, the present invention is not limited to this, and the execution mode of the process of step S1406 may be different between the present precursor state when transitioning to the base AT state ST4 and the present precursor state when transitioning to the CZ state, so that the execution mode of the continuous display effect may be different in each present precursor state. In this case, the display content of the continuous display effect may be completely different between the present precursor state when transitioning to the base AT state ST4 and the present precursor state when transitioning to the CZ state, and although the same display content may be obtained in the continuous display effect in each present precursor state, a configuration may be adopted in which a display with a higher degree of expectation is executed in the present precursor state when transitioning to the base AT state ST4 than in the present precursor state when transitioning to the CZ state. Further, in a configuration in which the display content may be different between the present precursor state when transitioning to the base AT state ST4 and the present precursor state when transitioning to the CZ state as described above, it is necessary to set at least one of the AT selection flag and the CZ selection flag in the rotation reception command A or the rotation reception command B.
[0264] If it is not in the pre-symptom state (step S1405: NO), it is determined whether it is a false pre-symptom state (step S1407). The false pre-symptom state is a state in which a continuous display effect is executed by the image display device 63 in a situation where neither the transition to the base AT state ST4 nor the transition to the CZ state is determined. If it is in the false pre-symptom state (step S1407: YES), an update process for the false pre-symptom effect is executed (step S1408). The false pre-symptom effect is executed when it is selected in a lottery executed by the effect side MPU92 as will be described in detail later. A false pre-symptom effect counter is provided in the effect side RAM94. When it is selected in the lottery for generating the false pre-symptom effect, "4" is set in the false pre-symptom effect counter, and the value of the false pre-symptom effect counter is decremented by 1 each time the rotation reception commands A and B are received, that is, each time one game is executed. Note that the process of decrementing the value of the false pre-symptom effect counter is executed when the update process for the false pre-symptom effect is completed.
[0265] In the update process for the false pre-symptom effect, when the value of the false pre-symptom effect counter is "4", data setting is performed so that the opening section of the continuous display effect is executed for the display effect of the image display device 63. As a result, an opening-corresponding image G11 as shown in FIG. 33(a) is displayed on the image display device 63. Also, data setting is performed so that a light emission effect and a sound output effect corresponding to the display effect are executed by the upper lamp 61 and the speaker 62. When the value of the false pre-symptom effect counter is "3", data setting is performed so that the first half confrontation section of the continuous display effect is executed for the display effect of the image display device 63. As a result, a first half confrontation image G12 as shown in FIG. 33(b) is displayed on the image display device 63. Also, data setting is performed so that a light emission effect and a sound output effect corresponding to the display effect are executed by the upper lamp 61 and the speaker 62.
[0266] When the value of the counter for the false precursor performance is "2", data setting is performed so that, regarding the display performance of the image display device 63, the latter half confrontation section of the continuous display performance is executed. As a result, the latter half confrontation image will be displayed on the image display device 63. Further, data setting is performed so that the light emission performance and the sound output performance corresponding to the display performance are executed by the upper lamp 61 and the speaker 62. When the value of the counter for the false precursor performance is "1", data setting is performed so that, regarding the display performance of the image display device 63, the confrontation result section of the continuous display performance is executed. As a result, the confrontation result image will be displayed on the image display device 63. In this case, a performance indicating defeat in the confrontation performance is executed. Further, data setting is performed so that the light emission performance and the sound output performance corresponding to the display performance are executed by the upper lamp 61 and the speaker 62.
[0267] When it is not in the false precursor state (step S1407: NO), the false precursor performance generation lottery process is executed (step S1409). In the false precursor performance generation lottery process, the lottery table for the false precursor performance provided in the performance side ROM 93 is read, and numerical information is read from the lottery counter that is periodically updated in the performance side RAM 94, and the read numerical information is collated with the lottery table for the false precursor performance. The probability of winning the generation of the false precursor performance is set to 10%. When winning the generation of the false precursor performance (step S1410: YES), the false precursor performance setting process is executed (step S1411). In the false precursor performance setting process, "4" is set in the counter for the false precursor performance. As a result, the false precursor performance will start from the next game.
[0268] When the process of step S1404 is executed, when the process of step S1406 is executed, when the process of step S1408 is executed, when a negative determination is made in step S1410, or when the process of step S1411 is executed, other processes for receiving the rotation reception commands A and B are executed. In the other process, light emission control of the bet lamp according to the number of bets is executed.
[0269] When receiving any stop start command or all reels stop command from the master MPU 72 (step S1413: YES), perform production update processing (step S1414). In the production update processing, settings are made to advance the execution content of the production triggered by the reception of either the stop start command or the all reels stop command. In this case, when receiving the stop start command corresponding to the first stop, settings are made so that the execution content of the production advances corresponding to the generation of a stop command for the first reels 32L, 32M, 32R and the start of stop control for the reels 32L, 32M, 32R. Also, when receiving the stop start command corresponding to the second stop, settings are made so that the execution content of the production advances corresponding to the generation of a stop command for the second reels 32L, 32M, 32R and the start of stop control for the reels 32L, 32M, 32R. Also, when receiving the stop start command corresponding to the third stop, settings are made so that the execution content of the production advances corresponding to the generation of a stop command for the third reels 32L, 32M, 32R and the start of stop control for the reels 32L, 32M, 32R. Also, when receiving the all reels stop command, settings are made so that the execution content of the production advances corresponding to the stopping of all reels 32L, 32M, 32R.
[0270] In the continuous display presentation, the opening section, the first half confrontation section, the second half confrontation section, and the confrontation result section all have their execution contents of the presentation advanced respectively when receiving the stop start command corresponding to the first stop, when receiving the stop start command corresponding to the second stop, when receiving the stop start command corresponding to the third stop, and when receiving the all-reel stop command. For example, in the situation where the display presentation of the opening section is being executed by the image display device 63, when receiving the stop start command corresponding to the first stop, the execution content of the display presentation of the opening section is advanced accordingly; when receiving the stop start command corresponding to the second stop, the execution content of the display presentation of the opening section is advanced accordingly; when receiving the stop start command corresponding to the third stop, the execution content of the display presentation of the opening section is advanced accordingly; when receiving the all-reel stop command, the execution content of the display presentation of the opening section is advanced accordingly. Also, for example, in the situation where the display presentation of the second half confrontation section is being executed by the image display device 63, when receiving the stop start command corresponding to the first stop, the execution content of the display presentation of the second half confrontation section is advanced accordingly; when receiving the stop start command corresponding to the second stop, the execution content of the display presentation of the second half confrontation section is advanced accordingly; when receiving the stop start command corresponding to the third stop, the execution content of the display presentation of the second half confrontation section is advanced accordingly; when receiving the all-reel stop command, the execution content of the display presentation of the second half confrontation section is advanced accordingly.
[0271] When game end commands A and B are received from the host MPU 72 (step S1415: YES), it is determined whether the game state information of the current game included in game end command A does not correspond to the CZ state information and whether the game state information of the next game included in game end command A corresponds to the CZ state information, thereby determining whether the CZ state starts from the next game (step S1416). That is, since the game end command A includes not only the game state information of the current game but also the game state information of the next game, the effect side MPU 92 can identify that a transition to the CZ state occurs in the current game and the CZ state starts from the next game just by checking the content of the game end command A.
[0272] When it is identified that the CZ state starts from the next game (step S1416: YES), the CZ effect setting process is executed (step S1417). In the CZ effect setting process, data is set so that the effect corresponding to the CZ state is executed. As a result, the display effect corresponding to the CZ state is started on the image display device 63, and the light emission effect and the sound output effect corresponding to the display effect are executed on the upper lamp 61 and the speaker 62.
[0273] When the situation is such that the CZ state does not start from the next game (step S1416: NO), it is determined whether the game state information of the current game included in game end command A does not correspond to the base AT state ST4 information and whether the game state information of the next game included in game end command A corresponds to the base AT state ST4 information, thereby determining whether the base AT state ST4 starts from the next game (step S1418). That is, since the game end command A includes not only the game state information of the current game but also the game state information of the next game, the effect side MPU 92 can identify that a transition to the base AT state ST4 occurs in the current game and the base AT state ST4 starts from the next game just by checking the content of the game end command A.
[0274] When it is specified that the base AT state ST4 is to be started from the next game (step S1418: YES), a "1" is set in the AT state flag on the effect side provided in the effect side RAM 94 (step S1419). The AT state flag on the effect side is a flag for the effect side MPU 92 to specify whether it is the base AT state ST4. When "1" is not set in the AT state flag on the effect side, normal effect control processing (FIG. 34) is executed, and when "1" is set in the AT state flag on the effect side, AT effect control processing (FIG. 42) described later is executed.
[0275] Thereafter, the value of the AT difference number counter 96e included in the game end command B is set in the display target remaining number counter 94a (see FIG. 41) provided in the effect side RAM 94 (step S1420). In the base AT state ST4, the remaining number of game media until the end condition of the base AT state ST4 is satisfied will be displayed on the image display device 63, and the number of grants corresponding to the value of the display target remaining number counter 94a will be displayed on the image display device 63 as the remaining number of game media. When the base AT state ST4 is started, "200" is set in the AT difference number counter 96e as the initial grant number. Therefore, the value of the AT difference number counter 96e included in the game end command B at the time of transition to the base AT state ST4 is this initial grant number "200". Accordingly, "200" is set in the display target remaining number counter 94a in step S1420, and 200 sheets are displayed on the image display device 63 as the remaining number of game media.
[0276] Thereafter, AT effect setting processing is executed (step S1421). In the AT effect setting processing, data is set so that an effect corresponding to the base AT state ST4 is executed. As a result, a display effect corresponding to the base AT state ST4 is started on the image display device 63, and a light emission effect and a sound output effect corresponding to the display effect are executed by the upper lamp 61 and the speaker 62.
[0277] When the process of step S1412 is executed, when the process of step S1414 is executed, when a negative determination is made in step S1415, when the process of step S1417 is executed, when a negative determination is made in step S1418, or when the process of step S1421 is executed, other processing is executed (step S1422). In the other processing, processing is executed to cause an effect or notification corresponding to receiving a command other than the rotation reception commands A and B, the stop start command, the all reel stop command, and the game end commands A and B to be executed.
[0278] <Effect adjustment process> Next, the effect adjustment process executed in step S1402 of the normal effect control process (FIG. 34) will be described with reference to the flowchart of FIG. 35. Note that the effect adjustment process is executed when the rotation reception commands A and B are received from the host MPU 72 as described above.
[0279] First, it is determined whether information on the CZ state is set as information on the game state of the current game included in the rotation reception command A (step S1501). If the information on the CZ state is set (step S1501: YES), it is determined whether an effect corresponding to the CZ state has already been started by checking the data for the effect to be executed set in the effect side RAM 94 (step S1502). If the effect corresponding to the CZ state has not yet been started (step S1502: NO), the CZ effect setting process is executed (step S1503). In the CZ effect setting process, data is set so that an effect corresponding to the CZ state is executed. As a result, a display effect corresponding to the CZ state is started on the image display device 63, and a light emission effect and a sound output effect corresponding to the display effect are executed on the upper lamp 61 and the speaker 62.
[0280] When the information on the CZ state is not set as the information on the game state of the current game included in the rotation reception command A (step S1501: NO), it is determined whether the information on the base AT state ST4 is set as the information on the game state of the current game included in the rotation reception command A (step S1504). As already described, when the "1" is not set in the production side AT state flag in the production side RAM 94 by the production side MPU 92, the normal production control process (FIG. 34) is executed assuming that the game state is the normal game state ST1, and the production adjustment process (FIG. 35) is executed in the normal production control process. In this case, if it is determined in the production adjustment process that the information on the base AT state ST4 is set as the information on the game state of the current game included in the rotation reception command A (step S1504: YES), it means that although it is actually the base AT state ST4, the production side MPU 92 has been performing the execution control of the production corresponding to the normal game state ST1. Therefore, in such a case, the execution control of the production corresponding to the base AT state ST4 is started in steps S1505 to S1510.
[0281] Specifically, first, "1" is set in the production side AT state flag in the production side RAM 94 (step S1505). As already described, the production side AT state flag is a flag for the production side MPU 92 to identify whether it is the base AT state ST4. When "1" is not set in the production side AT state flag, the normal production control process (FIG. 34) is executed, and when "1" is set in the production side AT state flag, the AT production control process (FIG. 42) described later is executed.
[0282] After that, the value of the AT difference number counter 96e included in the rotation reception command B is set to the display target remaining number counter 94a (see FIG. 41) of the effect side RAM 94 (step S1506). In the base AT state ST4, the number of grants corresponding to the value of the display target remaining number counter 94a is displayed on the image display device 63 as the remaining number of game media until the end condition of the base AT state ST4 is satisfied. When the base AT state ST4 is started, "200" is set as the initial number of grants in the AT difference number counter 96e. However, the situation where the value is set to the display target remaining number counter 94a in step S1506 of the effect adjustment process (FIG. 35) is actually a situation where the effect side MPU 92 performs execution control of the effect corresponding to the normal game state ST1 despite being in the base AT state ST4. Therefore, there is a possibility that the remaining number of game media in the base AT state ST4 has already become less than the initial number of grants in the situation where the process of step S1506 is executed. By setting the value of the AT difference number counter 96e to the display target remaining number counter 94a in step S1506, the current remaining number of game media in the base AT state ST4 is displayed on the image display device 63.
[0283] After that, the setting process for the AT effect is executed (step S1507). In the setting process for the AT effect, data is set so that the effect corresponding to the base AT state ST4 is executed. As a result, the display effect corresponding to the base AT state ST4 is started on the image display device 63, and the light emission effect and the sound output effect corresponding to the display effect are executed by the upper lamp 61 and the speaker 62.
[0284] Thereafter, it is determined whether information indicating that the stop order information included in the rotation reception command A should notify the stop order of reels 32L, 32M, and 32R in the current game is set (step S1508). When winning the index value IV = 1 to 9 in the role lottery process (FIG. 16) in the base AT state ST4 or the ending AT state ST5, the stop order of reels 32L, 32M, and 32R that enables the establishment of the first bell winning or the second bell winning will be notified by the image display device 63 and the combined display unit 66. However, when it is determined by the main MPU 72 to perform the notification, information corresponding to the stop order is set in the rotation reception command A as the stop order information. When it is not determined by the main MPU 72 to perform the notification, information corresponding to not performing the stop order notification is set in the rotation reception command A as the stop order information. When information indicating that the stop order of reels 32L, 32M, and 32R should be notified is set in the rotation reception command A (step S1508: YES), the stop order information is stored in the effect side RAM 94 (step S1509). Thereafter, data setting is performed so that the notification corresponding to the stop order information is executed by the image display device 63 (step S1510). As a result, the notification of the stop order of reels 32L, 32M, and 32R that enables the establishment of the first bell winning or the second bell winning is started by the image display device 63. The stop order notification continues until the game end commands A and B are received from the main MPU 72.
[0285] As described above, since the rotation reception command A includes the game state information of the current game, when the effect side MPU 92 actually performs the execution control of the effect corresponding to the normal game state ST1 even though it is actually the base AT state ST4, the effect side MPU 92 can perform the execution control of the effect corresponding to the base AT state ST4. Here, the situation where the effect side MPU 92 actually performs the execution control of the effect corresponding to the normal game state ST1 even though it is actually the base AT state ST4 may occur when an abnormality occurs in the signal path group 101 between the main MPU 72 and the effect side MPU 92.
[0286] For example, when the connection between the main connector 102 of the main control board 71 and the first connector 106a of the connector unit 106 is insufficient and the connection is temporarily disconnected, or when the connection between the effect control board 91's effect-side connector 104 and the second connector 106b of the connector unit 106 is insufficient and the connection is temporarily disconnected, an abnormality occurs in the signal path group 101, and the command transmission from the main-side MPU 72 to the effect-side MPU 92 is not properly performed. As a result, although it is actually in the base AT state ST4, the effect-side MPU 92 executes control for performing an effect corresponding to the normal game state ST1. Also, during the execution of a continuous display effect when the transition to the base AT state ST4 is being awaited, an abnormality in the signal path group 101 as described above may occur, and the command transmission from the main-side MPU 72 to the effect-side MPU 92 may not be properly performed. Moreover, not only when the transition to the base AT state ST4 is being awaited, but also during the execution of a continuous display effect when the transition to the CZ state is being awaited, an abnormality in the signal path group 101 as described above may occur, and the command transmission from the main-side MPU 72 to the effect-side MPU 92 may not be properly performed.
[0287] Figures 36(a) to 36(c) are explanatory diagrams for explaining the execution content of a continuous display effect when an abnormality in the signal path group 101 as described above occurs after the opening section of the continuous display effect in a situation where the transition to the base AT state ST4 is being awaited, and the abnormality in the signal path group 101 is resolved when the confrontation result section starts.
[0288] As shown in FIG. 36(a), an abnormality occurs in the signal path group 101 while the image display device 63 is performing a display effect for the opening section. In this case, since the effect-side MPU 92 cannot receive a command from the main-side MPU 72, the display effect for the opening section in the image display device 63 is maintained without advancing the effect content. Then, in the second and third games while waiting for the transition to the base AT state ST4, the abnormality in the signal path group 101 continues, so that the display effect for the opening section in the image display device 63 is maintained without advancing the effect content.
[0289] Then, immediately before the start of the fourth game while waiting for the transition to the base AT state ST4, the abnormality in the signal path group 101 is resolved. In this case, in step S1406 of the normal effect control process (FIG. 34), since the process for causing the continuous display effect of the effect content corresponding to the value of the standby counter 96f included in the rotation reception command B, which has already been described, is executed, in the image display device 63, the display effect for the opening section as shown in FIG. 36(a) is skipped, and the display effect for the confrontation result section as shown in FIG. 36(b) is executed, skipping the display effects for the first half confrontation section and the second half confrontation section. Then, when the game end commands A and B for this game are received, an AT start image G14 indicating that the base AT state ST4 is started as shown in FIG. 36(c) is displayed.
[0290] FIGS. 37(a) and 37(b) are explanatory diagrams for explaining the execution content of the continuous display effect when an abnormality in the signal path group 101 as described above occurs after the opening section of the continuous display effect starts while waiting for the transition to the base AT state ST4, and the abnormality in the signal path group 101 is resolved immediately before the end of the last game in the waiting situation.
[0291] As shown in FIG. 37(a), an abnormality occurs in the signal path group 101 while the image display device 63 is performing a display effect for the opening section. In this case, since the effect-side MPU 92 cannot receive a command from the main-side MPU 72, the display effect for the opening section in the image display device 63 is maintained without advancing the effect content. Thereafter, in the second and third games while waiting for the transition to the base AT state ST4, the abnormality in the signal path group 101 continues, so that the display effect for the opening section in the image display device 63 is maintained without advancing the effect content.
[0292] Thereafter, immediately before the end of the fourth game while waiting for the transition to the base AT state ST4, the abnormality in the signal path group 101 is resolved, and the game end commands A and B for the fourth game are received by the effect-side MPU 92. In this case, as already described in step S1421 in the normal effect control process (FIG. 34), the AT effect setting process is executed, so that an AT start image G14 indicating that the base AT state ST4 is started as shown in FIG. 37(b) is displayed on the image display device 63.
[0293] FIGS. 38(a) and 38(b) are explanatory diagrams for explaining the execution content of the continuous display effect when an abnormality such as that in the signal path group 101 occurs after the opening section of the continuous display effect starts while waiting for the transition to the base AT state ST4, and the abnormality in the signal path group 101 is resolved in a game after the game in which the control of the standby state ends and the control of the base AT state ST4 starts in the main-side MPU 72.
[0294] As shown in FIG. 38(a), an abnormality occurs in the signal path group 101 in a situation where the opening section display effect is being executed by the image display device 63. In this case, since the effect side MPU 92 cannot receive a command from the main side MPU 72, the opening section display effect in the image display device 63 is maintained without advancing its effect content. Thereafter, not only in the second, third, and fourth games in a situation where the transition to the base AT state ST4 is being awaited, but also in games after the base AT state ST4 has started, if the abnormality in the signal path group 101 continues, the opening section display effect in the image display device 63 is maintained without advancing its effect content.
[0295] After that, after the end of the second game since the base AT state ST4 is started, the abnormality of the signal path group 101 is resolved, and the rotation reception commands A and B of the third game are received by the production side MPU92 since the base AT state ST4 is started. In this case, as already described in step S1507 in the production adjustment process (FIG. 35), the AT production setting process is executed, so that an AT start image G14 indicating that the base AT state ST4 is started is displayed on the image display device 63 as shown in FIG. 38(b). Also, in the base AT state ST4, even if the winning corresponding to the winning data with the maximum number of game media to be awarded among the winning data set to the winning index value IV already described did not occur due to a miss, the result of subtracting the bet number of this game, which is "3", from the number of game media to be awarded in the case where the winning corresponding to the winning data with the maximum number of game media to be awarded is established is subtracted from the AT difference number counter 96e. Therefore, the remaining number of game media to be awarded in the AT start image G14 is not 200, which is the initial number of awards, but a number less than 200 (for example, 188) according to the execution content of the games so far in the base AT state ST4. Also, in this game in the base AT state ST4, since the winning index value IV = 1 to 9 is selected in the winning lottery process (FIG. 16), the stop order notification image G15 is displayed as shown in FIG. 38(b) by executing the process of step S1510 in the production adjustment process (FIG. 35).
[0296] Next, regarding the progress of the display effect when an abnormality occurs temporarily in the signal path group 101 while the continuous display effect is being executed by the image display device 63, it will be described with reference to the time charts of FIGS. 39(a) to 39(i). FIG. 39(a) shows the period during which an abnormality has occurred in the signal path group 101, FIG. 39(b) shows the period in the base AT state ST4, FIG. 39(c) shows the execution period of one game, FIG. 39(d) shows the timing when the start lever 41 is operated, FIG. 39(e) shows the timing when the third stop operation of the reels 32L, 32M, 32R is performed, FIG. 39(f) shows the period during which the opening section in the continuous display effect is being executed, FIG. 39(g) shows the period during which the first half confrontation section or the second half confrontation section in the continuous display effect is being executed, FIG. 39(h) shows the period during which the confrontation result section in the continuous display effect is being executed, and FIG. 39(i) shows the period during which the AT start image G14 is being displayed by the image display device 63.
[0297] First, the case where no abnormality occurs in the signal path group 101 during the continuous display effect being executed in a situation where the transition to the base AT state ST4 is being awaited will be described.
[0298] At the timing of t1, as shown in FIG. 39(d), when the start lever 41 is operated, a new game is started as shown in FIG. 39(c). When winning the AT lottery process (step S803) at the start of this game, the effect of the opening section in the continuous display effect is started as shown in FIG. 39(f). Thereafter, at the timing of t2, as shown in FIG. 39(e), the rotation of all the reels 32L, 32M, 32R is stopped and the game ends as shown in FIG. 39(c).
[0299] After that, at the timing of t3, as shown in FIG. 39(d), when the start lever 41 is operated, a new game is started as shown in FIG. 39(c). Since this game is the second game in a situation where the transition to the base AT state ST4 is awaited, as shown in FIG. 39(g), the performance of the confrontation category in the continuous display performance is started at the timing of t3. The performance of the confrontation category is executed over two games. After that, at the timing of t4, as shown in FIG. 39(e), the rotation of all the reels 32L, 32M, 32R stops, and the game ends as shown in FIG. 39(c).
[0300] After that, at the timing of t5, as shown in FIG. 39(d), when the start lever 41 is operated, a new game is started as shown in FIG. 39(c). Since this game is the fourth game in a situation where the transition to the base AT state ST4 is awaited, as shown in FIG. 39(h), the performance of the confrontation result category in the continuous display performance is started at the timing of t5. After that, at the timing of t6, as shown in FIG. 39(e), the rotation of all the reels 32L, 32M, 32R stops, and the game ends as shown in FIG. 39(c). In this case, since the fourth game in a situation where the transition to the base AT state ST4 is awaited in this game ends, the base AT state ST4 is started as shown in FIG. 39(b) at the timing of t6. Also, in the game end command A transmitted from the main MPU 72 to the effect MPU 92 at the end of the game, the information of the normal game state ST1 is set as the information of the game state of this game, and the information of the base AT state ST4 is set as the information of the game state of the next game. Therefore, as shown in FIG. 39(i), the display of the AT start image G14 is started on the image display device 63 at the timing of t6.
[0301]
[0302] After that, at the timing of t7, as shown in FIG. 39(d), when the start lever 41 is operated, a new game is started as shown in FIG. 39(c). This game is the first game in the base AT state ST4.Next, a case where an abnormality occurs in the signal path group 101 during the continuous display effect being executed in a situation where the transition to the base AT state ST4 is being awaited will be described.
[0303] At timing t9, as shown in FIG. 39(d), when the start lever 41 is operated, a new game is started as shown in FIG. 39(c). When winning the AT lottery process (step S803) at the start of this game, the opening section effect in the continuous display effect starts as shown in FIG. 39(f).
[0304] Thereafter, an abnormality occurs in the signal path group 101 at timing t10, which is a timing during the game. In this case, even if a process for transmitting a command is executed in the main MPU 72, the command is not received by the effect side MPU 92. Therefore, even if the game ends at timing t11 as shown in FIG. 39(c) and a new game is executed from timing t12 to timing t13, the opening section effect continues as shown in FIG. 39(f). Also, even if the fourth game in a situation where the transition to the base AT state ST4 is being awaited is executed from timing t14 to timing t15 as shown in FIG. 39(c), the opening section effect continues. In this case, the base AT state ST4 starts at timing t15 as shown in FIG. 39(b). Also, even if a game is executed in the base AT state ST4 at each of timing t16 to timing t17 and timing t18 to timing t19, the opening section effect continues.
[0305] Thereafter, at the timing of t20, as shown in FIG. 39(a), the abnormality of the signal path group 101 is resolved. Then, when the start lever 41 is operated at the timing of t21 in a situation where the signal path group 101 is normal, as shown in FIG. 39(d), a new game is started as shown in FIG. 39(c). In this case, although the information on the game state of the current game included in the rotation reception command A transmitted from the main MPU 72 to the effect MPU 92 corresponds to the information of the base AT state ST4, since "1" is not set in the effect side AT state flag in the effect side RAM 94, the normal effect control process (FIG. 34) is executed, and an affirmative determination is made in step S1504 of the effect adjustment process (FIG. 35), and the process for starting the effect of the base AT state ST4 in steps S1505 to S1510 is executed. Therefore, as shown in FIG. 39(i), the display of the AT start image G14 is started on the image display device 63 at the timing of t21.
[0306] As described above, when an abnormality occurs in the signal path group 101 during the execution of the continuous display effect in a situation where the transition to the base AT state ST4 is being awaited, and then the abnormality of the signal path group 101 is resolved, the continuous display effect is not resumed from the effect content immediately before the occurrence of the abnormality of the signal path group 101, but is adjusted to the effect content according to the progress of the game under the control of the main MPU 72. As a result, even if an abnormality temporarily occurs in the signal path group 101, after the abnormality is resolved, it becomes possible to execute an effect according to the remaining number of games until the base AT state ST4 is started or the progress of the base AT state ST4.
[0307] Next, the case where an abnormality occurs in the signal path group 101 during the continuous display effect in the pseudo-precursor state will be described.
[0308] When the start lever 41 is operated as shown in FIG. 39(d) at the timing of t23, a new game is started as shown in FIG. 39(c). Since a continuous display effect in a false precursor state is started in this game, an opening section effect in the continuous display effect is started as shown in FIG. 39(f).
[0309] After that, an abnormality occurs in the signal path group 101 as shown in FIG. 39(a) at the timing of t24, which is a timing during the game. In this case, even if a process for transmitting a command is executed in the main MPU 72, the command is not received by the effect side MPU 92. Therefore, even if the above game ends at the timing of t25 and a new game starts at the timing of t26 as shown in FIG. 39(c), the opening section effect continues as shown in FIG. 39(f).
[0310] After that, the abnormality of the signal path group 101 is eliminated as shown in FIG. 39(a) at the timing of t27. Then, the game ends at the timing of t28 when the signal path group 101 is normal, and the start lever 41 is operated as shown in FIG. 39(d) at the timing of t29 to start a new game as shown in FIG. 39(c). In this case, in the continuous display effect in the false precursor state, the effect side MPU 92 executes an effect of a section corresponding to the value of the false precursor effect counter in the RAM 94 in the update process (step S1408) of the false precursor effect in the normal effect control process (FIG. 34). At the timing of t29, the value of the false precursor effect counter is "3", corresponding to the second game of the continuous display effect. Therefore, as shown in FIG. 39(g), an effect of a confrontation section in the continuous display effect is started. The effect of the confrontation section is executed over two games. After that, at the timing of t30, the rotation of all the reels 32L, 32M, 32R stops as shown in FIG. 39(e), and the game ends as shown in FIG. 39(c).
[0311] After that, at the timing of t31, as shown in FIG. 39(d), when the start lever 41 is operated, a new game is started as shown in FIG. 39(c). In this case, since the value of the false precursor effect counter is "1" and it corresponds to the 4th game of the continuous display effect, as shown in FIG. 39(h), the effect of the confrontation result classification in the continuous display effect is started. After that, at the timing of t6, as shown in FIG. 39(e), the rotation of all the reels 32L, 32M, and 32R stops and the game ends as shown in FIG. 39(c). Since it is in the false precursor state this time, the transition to the base AT state ST4 or the CZ state does not occur.
[0312] As described above, when an abnormality occurs in the signal path group 101 during the execution of the continuous display effect in the false precursor state and the abnormality of the signal path group 101 is resolved thereafter, even if the game has been completed until the abnormality is resolved, the effect of the classification corresponding to the value of the false precursor effect counter immediately before the occurrence of the abnormality is executed. Thereby, even if an abnormality occurs in the signal path group 101, it is possible to execute the effects of each classification of the continuous display effect in the false precursor state.
[0313] <Effect in the AT state> Next, the display contents of the image display device 63 in the base AT state ST4 and the ending AT state ST5 will be described. FIG. 40(a) is an explanatory diagram for explaining the display contents of the image display device 63 in the base AT state ST4, and FIG. 40(b) is an explanatory diagram for explaining the display contents of the image display device 63 in the ending AT state ST5.
[0314] In the base AT state ST4, as shown in FIG. 40(a), the remaining grant number image G21, the acquired number image G22, and the cleared game number image G23 are displayed on the image display device 63. The remaining grant number image G21 is an image for notifying the remaining grant number of the game media in the base AT state ST4. However, not only when the remaining grant number of the game media stored in the AT difference number counter 96e of the main side RAM 74 is directly displayed as the remaining grant number image G21, but also a number less than the remaining grant number of the game media stored in the AT difference number counter 96e may be displayed as the remaining grant number image G21. The acquired number image G22 is an image for notifying the total number of game media acquired by the player since the transition to the current base AT state ST4. The cleared game number image G23 is an image for notifying the total number of games cleared since the transition to the current base AT state ST4.
[0315] In the ending AT state ST5, as shown in FIG. 40(b), the acquired number image G22 and the cleared game number image G23 are displayed on the image display device 63, while the remaining grant number image G21 is not displayed. Since the ending AT state ST5 continues until the ending condition of the second section SC2 is satisfied regardless of the value of the AT difference number counter 96e of the main side RAM 74 as already described, it is not necessary to display the remaining grant number of the game media as the remaining grant number image G21. Also, the acquired number image G22 is an image for notifying the total number of game media acquired by the player since the transition to the immediately preceding base AT state ST4. The cleared game number image G23 is an image for notifying the total number of games cleared since the transition to the immediately preceding base AT state ST4.
[0316] FIG. 41 is an explanatory diagram for explaining the content of the storage area of the effect side RAM 94 that stores information for displaying the various images G21 to G23 in the base AT state ST4 and the ending AT state ST5.
[0317] In the performance-side RAM 94, a display target remaining number counter 94a, a non-display target remaining number counter 94b, an AT acquisition number counter 94c, and an AT consumption number counter 94d are provided. The display target remaining number counter 94a is a counter for storing information on the number of grants that are the display targets for the grant number image G21 of the image display device 63 among the remaining number of grants of the game media in the base AT state ST4. The non-display target remaining number counter 94b is a counter for storing information on the number of grants that are not the display targets for the grant number image G21 of the image display device 63 among the remaining number of grants of the game media in the base AT state ST4. The sum of the value of the display target remaining number counter 94a and the value of the non-display target remaining number counter 94b will match the value of the AT difference number counter 96e in the main-side RAM 74. The AT acquisition number counter 94c is a counter for storing the total number of game media acquired by the player since the transition to the immediately preceding base AT state ST4. The acquisition number corresponding to the value of the AT acquisition number counter 94c is displayed on the image display device 63 as the acquisition number image G22. The AT consumption number counter 94d is a counter for storing the total number of games consumed since the transition to the immediately preceding base AT state ST4, and the number of games corresponding to the value of the AT consumption number counter 94d is displayed on the image display device 63 as the consumed game number image G23.
[0318] <AT Performance Control Process> Next, the AT performance control process executed by the performance-side MPU 92 will be described with reference to the flowchart of FIG. 42. Note that the AT performance control process is repeatedly executed at a relatively short cycle (for example, 2 milliseconds) in the base AT state ST4 or the ending AT state ST5.
[0319] When receiving rotation reception commands A and B from the master MPU 72 (step S1601: YES), it is determined whether information indicating that the stop order information included in rotation reception command A should notify the stop order of reels 32L, 32M, and 32R in the current game is set (step S1602). When winning an index value IV = 1 to 9 in the role lottery process (Figure 16) in the base AT state ST4 or the ending AT state ST5, the stop order of reels 32L, 32M, and 32R that enables the establishment of the first bell win or the second bell win will be notified by the image display device 63 and the combined display unit 66. If it is determined by the master MPU 72 to perform the said notification, information corresponding to the stop order is set in rotation reception command A as the stop order information. If it is not determined by the master MPU 72 to perform the said notification, information corresponding to not performing the stop order notification is set in rotation reception command A as the stop order information. When information indicating that the stop order of reels 32L, 32M, and 32R should be notified is set in rotation reception command A (step S1602: YES), the stop order information is stored in the effect side RAM 94 (step S1603). Thereafter, data setting is performed so that the notification corresponding to the stop order information is executed by the image display device 63 (step S1604). Thereby, the notification of the stop order of reels 32L, 32M, and 32R that enables the establishment of the first bell win or the second bell win is started by the image display device 63. The said stop order notification continues until receiving game end commands A and B from the master MPU 72.
[0320] Figure 44(a) is an explanatory diagram showing the state in which the stop order of reels 32L, 32M, and 32R is displayed on the image display device 63 in the base AT state ST4. In the situation where the remaining award number image G21, the obtained number image G22, and the played game number image G23 are displayed on the image display device 63, a stop order image G24 for notifying the stop order of reels 32L, 32M, and 32R is displayed.
[0321] Returning to the description of the AT performance control process (Figure 42), when a negative determination is made in step S1602 or when the process of step S1604 is executed, the value of the AT completion count counter 94d in the performance-side RAM 94 is incremented by 1 (step S1605). Also, the bet amount for the current game is read from the rotation reception command A received this time, and the read bet amount is subtracted from the value of the AT win count counter 94c in the performance-side RAM 94 (step S1606). Then, an adjustment process for the remaining count counter is executed (step S1607). Figure 43 is a flowchart showing the adjustment process for the remaining count counter.
[0322] Read the value of the AT difference card count counter 96e included in the rotation reception command B received this time. Also, calculate the sum of the values of the display target remaining count counter 94a and the non-display target remaining count counter 94b in the performance-side RAM 94. Then, determine whether the calculated sum matches the value of the AT difference card count counter 96e (step S1701). If it is determined in step S1701 that the calculated sum does not match the value of the AT difference card count counter 96e (step S1701: YES), calculate the difference (step S1702). Specifically, subtract the calculated sum from the value of the AT difference card count counter 96e. Then, add the subtracted result value to the non-display target remaining count counter 94b (step S1703). In this case, if the value calculated in step S1702 is a positive value, the value of the non-display target remaining count counter 94b increases, and the sum of the values of the display target remaining count counter 94a and the non-display target remaining count counter 94b will match the value of the AT difference card count counter 96e. Also, if the value calculated in step S1702 is a negative value, the value of the non-display target remaining count counter 94b decreases, and the sum of the values of the display target remaining count counter 94a and the non-display target remaining count counter 94b will match the value of the AT difference card count counter 96e.
[0323] By executing the adjustment process of the remaining number counter (Fig. 43) as described above, even if an abnormality occurs in the signal path group 101 between the main MPU 72 and the effect MPU 92, resulting in a situation where the sum of the value of the display target remaining number counter 94a and the value of the non-display target remaining number counter 94b does not match the value of the AT difference sheet number counter 96e, it is possible to make the sum value match the value of the AT difference sheet number counter 96e.
[0324] Returning to the description of the AT effect control process (Fig. 42), after executing the process of step S1607, an update process of the AT effect is executed (step S1608). In the update process of the AT effect, a process for updating the content of the effect in the base AT state ST4 or the ending AT state ST5 in accordance with the start of a new game is executed. As a result, the content of the effect in the base AT state ST4 or the ending AT state ST5 in the upper lamp 61, the speaker 62, and the image display device 63 is updated in accordance with the start of a new game.
[0325] Thereafter, it is determined whether an additional grant has occurred for the remaining number of game media in the base AT state ST4 in the current game based on the information on the additional grant number included in the rotation reception command B received this time (step S1609). If an additional grant for the remaining number has occurred (step S1609: YES), a non-display lottery process is executed (step S1610). In the non-display lottery process, a non-display lottery table provided in the effect side ROM 93 is read out, and numerical information is read out from a lottery counter that is periodically updated in the effect side RAM 94, and the read numerical information is collated with the non-display lottery table. The probability of winning in the non-display lottery process is set to 40%.
[0326] When a non-display winning occurs (step S1611: YES), the allocation process to the non-display target remaining number counter 94b is executed (step S1612). Specifically, the value of the additional number that is the target of overloading is added to the non-display target remaining number counter 94b. As a result, the additional number that is the target of overloading this time does not become a display target for the remaining additional number image G21 in the image display device 63, but is stored in the effect side RAM 94 as the remaining additional number of the game media that becomes a non-display target. Also, when a non-display winning occurs, the effect of overloading the remaining additional number in the base AT state ST4 in this game is not executed. Therefore, although the overloading of the remaining additional number in the base AT state ST4 actually occurs, the effect corresponding to the occurrence of the overloading is not executed.
[0327] When a non-display winning does not occur (step S1611: NO), the sum of the additional number that is the target of overloading this time and the value stored in the non-display target remaining number counter 94b of the effect side RAM 94 is added to the display target remaining number counter 94a of the effect side RAM 94 (step S1613). As a result, not only the occurrence of the overloading this time and the additional number that is the target of the overloading, but also when the value of the non-display target remaining number counter 94b is 1 or more, including the value of the non-display target remaining number counter 94b, the player is notified that the remaining additional number of the game media in the base AT state ST4 has been overloaded. By adopting a configuration in which the additional number of the overloading target including the value of the non-display target remaining number counter 94b is notified in this way, it becomes possible to increase the additional number of the overloading notified at one time. Also, when the overloading of the additional number occurs in this way, the corresponding overloading effect is executed by the upper lamp 61, the speaker 62, and the image display device 63.
[0328] If a negative determination is made in step S1609, if the process of step S1612 is executed, or if the process of step S1613 is executed, it is determined whether the current state is the base AT state ST4 from the information on the game state of the current game included in the currently received rotation reception command A (step S1614). If it is the base AT state ST4 (step S1614: YES), it is determined whether the current game can be the final game of the base AT state ST4 from the information on the type of lottery result included in the currently received rotation reception command A and the value of the AT difference number counter 96e included in the currently received rotation reception command B (step S1615). If an affirmative determination is made in step S1615, the LAST display setting process is executed (step S1616). In the LAST display setting process, the image display device 63 is controlled for display so that the character image "LAST" is displayed in order to notify the player that the current game is the final game of the base AT state ST4. As a result, the player can grasp that the base AT state ST4 ends in the current game.
[0329] On the other hand, if it is the ending AT state ST5, a negative determination is made in step S1614, so the LAST display setting process (step S1616) is not executed. Therefore, in the final game of the ending AT state ST5, the character image "LAST" is not displayed on the image display device 63. The ending AT state ST5 basically ends when the value of the total number of winnings counter 96d exceeds "65521" corresponding to the establishment of the ending condition. However, if a so-called oversight occurs in which the index value IV = 1 to 13 is won in the lottery process for the combination (FIG. 16), the value of the total number of winnings counter 96d is not updated. Therefore, it is unclear whether it will be the final game until the rotation of all the reels 32L, 32M, and 32R stops. Therefore, by not displaying the character image "LAST" on the image display device 63 in the ending AT state ST5, it is possible to prevent the player from being confused.
[0330] In the AT performance control process, when any stop start command is received from the host MPU 72 (step S1617: YES), it is determined whether or not the stop order of the reels 32L, 32M, and 32R is notified in the current game (step S1618). When the stop order of the reels 32L, 32M, and 32R is notified (step S1618: YES), it is determined whether or not the stop order of the reels 32L, 32M, and 32R included in the currently received stop start command matches the stop order data stored in the effect side RAM 94 in step S1603 at the start of the current game (step S1619). If they do not match (step S1619: NO), a setting process for handling the mismatch is executed (step S1620). In the setting process for handling the mismatch, an effect corresponding to the fact that the stop order of the reels 32L, 32M, and 32R does not match is executed. Specifically, the display color of the image display device 63 is made darker than before. This makes it possible for the player to recognize that the stop order of the reels 32L, 32M, and 32R has been mistaken.
[0331] FIG. 44(b) is an explanatory diagram for explaining the display content of the image display device 63 when the stop order of the reels 32L, 32M, and 32R does not match in the base AT state ST4. In a situation where the remaining award number image G21, the acquired number image G22, and the played game number image G23 are displayed on the image display device 63, a fade-out image G25 corresponding to the fact that the stop order of the reels 32L, 32M, and 32R does not match is displayed.
[0332] In addition, if it is determined in step S1619 that the stop order of the reels 32L, 32M, and 32R does not match at the stage of the first stop of the reels 32L, 32M, and 32R, then at the second and third stops of the reels 32L, 32M, and 32R, it is determined in step S1619 that the stop order of the reels 32L, 32M, and 32R does not match regardless of the stop order of the reels 32L, 32M, and 32R. Also, the effect corresponding to the fact that the stop order does not match continues until the game in which the effect was started ends.
[0333] On the other hand, when the stop orders of the reels 32L, 32M, and 32R match (step S1619: YES), it is determined whether the stop start command received this time corresponds to the third stop (step S1621). If it corresponds to the third stop (step S1621: YES), the setting process for the GET effect is executed (step S1622). In the setting process for the GET effect, an effect corresponding to the fact that the stop orders of the reels 32L, 32M, and 32R have matched until the end is to be executed. Specifically, a character image "GET!" is to be displayed on the image display device 63. This makes it possible for the player to recognize that the stop orders of the reels 32L, 32M, and 32R are correct.
[0334] FIG. 44(c) is an explanatory diagram for explaining the display content of the image display device 63 when the stop orders of the reels 32L, 32M, and 32R are correct in the base AT state ST4. In a situation where the remaining number image G21, the acquired number image G22, and the played game number image G23 are displayed on the image display device 63, a GET image G26 corresponding to the fact that the stop orders of the reels 32L, 32M, and 32R are correct is displayed.
[0335] When the process of step S1620 is executed, when a negative determination is made in step S1621, or when the process of step S1622 is executed, an update process of the AT effect is executed (step S1623). In the update process of the AT effect, settings are made to advance the execution content of the effect triggered by the reception of the stop start command. In this case, when the stop start command corresponding to the first stop is received, settings are made so that the execution content of the effect advances corresponding to the generation of a stop command for the first reels 32L, 32M, 32R and the start of the stop control of the reels 32L, 32M, 32R. Also, when the stop start command corresponding to the second stop is received, settings are made so that the execution content of the effect advances corresponding to the generation of a stop command for the second reels 32L, 32M, 32R and the start of the stop control of the reels 32L, 32M, 32R. Also, when the stop start command corresponding to the third stop is received, settings are made so that the execution content of the effect advances corresponding to the generation of a stop command for the third reels 32L, 32M, 32R and the start of the stop control of the reels 32L, 32M, 32R.
[0336] In the AT performance control process, when the winning result command is received from the host MPU 72 (step S1624: YES), the update process of the display target remaining number counter 94a in the performance side RAM 94 is executed (step S1625). In this update process, if the bet number of the current game is "2", the process ends without any processing. If the bet number of the current game is "3", the process for updating the value of the display target remaining number counter 94a is executed. When the bet number of the current game is "3", if the index value IV = 1 to 6, 10 is won in the lottery process of the combination in the current game (Fig. 16), regardless of the winning result, the result of subtracting the bet number "3" from "15" corresponding to the establishment of the first bell winning, which is "12", is subtracted from the value of the display target remaining number counter 94a. Also, if the index value IV = 7 to 9 is won, regardless of the winning result, the result of subtracting the bet number "3" from "15" corresponding to the establishment of the second bell winning, which is "12", is subtracted from the value of the display target remaining number counter 94a. Also, if the index value IV = 11 is won, regardless of the winning result, the result of subtracting the bet number "3" from "5" corresponding to the establishment of the first watermelon winning, which is "2", is subtracted from the value of the display target remaining number counter 94a. Also, if the index value IV = 12 is won, regardless of the winning result, the result of subtracting the bet number "3" from "5" corresponding to the establishment of the second watermelon winning, which is "2", is subtracted from the value of the display target remaining number counter 94a. Also, if the index value IV = 13 is won, regardless of the winning result, the result of subtracting the bet number "3" from "4" corresponding to the establishment of the cherry winning, which is "1", is subtracted from the value of the display target remaining number counter 94a.
[0337] Here, when it is the base AT state ST4, the remaining award number image G21 corresponding to the value of the display target remaining number counter 94a is displayed on the image display device 63, whereas when it is the ending AT state ST5, the remaining award number image G21 corresponding to the value of the display target remaining number counter 94a is not displayed on the image display device 63. That is, in the ending AT state ST5, although the remaining award number image G21 is not displayed on the image display device 63, the update process of the display target remaining number counter 94a is executed. As a result, it is not necessary to switch whether to execute the update process of the display target remaining number c...
Claims
【Claim 1】 main control means for controlling the progress of the game; production control means for controlling the execution of the production based on the transmission information transmitted by the main control means; comprising the main control means includes corresponding transmission means for transmitting transmission information to the production control means based on the occurrence of a transmission opportunity; the production control means means for starting a predetermined production; production progress means for advancing the production content of the predetermined production based on receiving the transmission information; comprising as game situations in which the predetermined production can be executed, a first game situation in which a privilege is granted after continuing over a plurality of games; a second game situation in which no privilege is granted after continuing over a plurality of games; exist, the production control means situation corresponding storage means capable of storing information corresponding to the progress situation of the second game situation; means for updating the information stored in the situation corresponding storage means based on receiving the transmission information; comprising the production progress means when a communication abnormality occurs while the predetermined production is being executed in the first game situation, means for causing an effect corresponding to the situation where the communication abnormality has been resolved to be executed regardless of the production content of the predetermined production at the time of occurrence of the communication abnormality after the communication abnormality has been resolved; when a communication abnormality occurs while the predetermined production is being executed in the second game situation, by causing an effect corresponding to the information stored in the situation corresponding storage means to be executed after the communication abnormality has been resolved, means for causing the predetermined production that was the execution target at the time of occurrence of the communication abnormality to be continuously executed; comprising A gaming machine characterized in that transmission information including information capable of specifying the current gaming state in each game is transmitted from the main control means to the production control means.
Citation Information
Patent Citations
Game machine
JP2017012478A
Game machine
JP2019017772A
Game machine
JP2020081561A
Game machine
JP2021010627A
Game machine
JP2021023477A