Game machine
The gaming machine employs a sequential change mechanism and winning determination system to enhance lottery process execution, ensuring fair and unpredictable outcomes.
Patent Information
- Application Number
- JP2025170669
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-10-09
- Publication Date
- 2025-12-25
- Estimated Expiration
- Not applicable · inactive patent
AI Technical Summary
Existing gaming machines, such as pachinko and slot machines, require improvements in executing lottery processes to ensure appropriate outcomes.
A gaming machine equipped with a sequential change mechanism for selecting objects, numerical information acquisition, and a winning determination system that adjusts lottery outcomes based on game situations, using correspondence information groups to identify winning items.
Ensures that lottery processes are executed appropriately, enhancing the gaming experience by improving the fairness and unpredictability of outcomes.
Smart Images

Figure 2025188177000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Pachinko machines and slot machines are known as gaming machines. For example, a pachinko machine has a storage section for storing gaming balls. The gaming balls stored in the storage section are guided to a gaming ball launcher and launched toward a gaming area in response to a player's launch operation. Then, for example, when a gaming ball enters a ball entry section provided in the gaming area, a lottery process is executed, or a process is executed to increase the number of gaming balls available to the player.
[0003] In a slot machine, when a start lever is operated to start a new game while gaming value such as medals has been bet, a lottery process is executed by a control means. Furthermore, when the lottery process is executed, the control means executes a rotation start control to start the reels, and when a stop button is operated during the rotation of the reels, the control means executes a rotation stop control to stop the rotation of the reels. If the stop result after the rotation of the reels has stopped corresponds to a winning combination in the lottery process, a bonus corresponding to the winning combination is awarded to the player (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-045989 Summary of the Invention [Problem to be solved by the invention]
[0005] In gaming machines such as those exemplified above, the lottery process needs to be executed appropriately, and there is still room for improvement in this regard.
[0006] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that is capable of executing lottery processing in an appropriate manner. [Means for solving the problem]
[0007] In order to solve the above problem, the invention described in claim 1 comprises a sequential change means for sequentially changing the selection object to be selected from among a plurality of selection objects; a numerical information acquisition means for acquiring numerical information for selection corresponding to the selection target; a winning determination means for determining whether or not the selected item to be selected by the lottery will be a winning item by using the lottery numerical information acquired by the numerical information acquisition means; Equipped with The determination of whether or not a win has been made by the winning determination means is made in each of a plurality of game situations, In a predetermined game situation among the plurality of game situations, the predetermined type of the selection target does not result in the winning; The predetermined type of selection object is selected as the lottery object by the sequential change means even in the predetermined game situation, a correspondence information group is set corresponding to each of the plurality of types of selection objects, The numerical information acquisition means a means for acquiring the lottery numerical information by comparing information corresponding to the current game situation with the corresponding information group corresponding to the selection object to be selected; a means for deriving numerical information corresponding to a non-winning event as the numerical information for lottery when the predetermined type of selection object is the object of the lottery in the predetermined game situation; Equipped with The corresponding information group is characterized in that it includes information for identifying the selected item that has been selected in subsequent processing when the selected item corresponding to the corresponding information group is determined to be a winning item by the winning determination means. [Effects of the Invention]
[0008] According to the present invention, it is possible to ensure that the lottery process is executed in an appropriate manner. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. 1 is a front view of a slot machine according to a first embodiment. [Figure 2] 1 is a perspective view of the slot machine with the front door open. FIG. [Figure 3] FIG. [Figure 4] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 5] 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the combination lines. FIG. [Figure 6] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 7] FIG. 10A is a front view of the common display area, and FIG. 10B is an explanatory diagram for explaining the contents of information corresponding to the stop order displayed on the common display section. [Figure 8] 10A and 10B are explanatory diagrams for explaining the relationship between the notification content of the stop order in the image display device and the display content of the stop order in the multi-purpose display unit. [Figure 9] FIG. 2 is an electrical configuration diagram of the slot machine. [Figure 10] 10 is a flowchart showing main processing executed by a main MPU. [Figure 11] FIG. 2 is an explanatory diagram for explaining a signal path of a power outage signal. [Figure 12] 10(a) to 10(e) are time charts showing how, when the main processing is started, the progress of the processing is suspended until the power failure signal becomes HI level. [Figure 13] 10 is a flowchart showing a power outage process executed by the main MPU. [Figure 14]10A to 10D are time charts showing how an information abnormality flag is used to identify the occurrence of an information abnormality in the main RAM. [Figure 15] 10 is a flowchart showing a setting change process executed by the main MPU. [Figure 16] FIG. 2 is an explanatory diagram for explaining the contents of a storage area of a main RAM. [Figure 17] 10(a) to 10(h) are time charts showing how the main RAM clearing process is executed in the setting change process. [Figure 18] 10 is a flowchart showing a setting change execution process executed by the main MPU. [Figure 19] 10 is a flowchart showing a timer interrupt process executed by the main MPU. [Figure 20] FIG. 10A is a flowchart showing a sensor monitoring process executed by the main MPU, and FIG. 10B is an explanatory diagram for explaining the contents of a storage area provided in the main RAM. [Figure 21] (a) to (k) are time charts showing how, when the supply of operating power is started while the reset button is pressed, the setting value to be selected is not changed by maintaining the pressing of the reset button. [Figure 22] 10 is a flowchart showing a monitoring process of a door open sensor executed by the main MPU. [Figure 23] 10 is a flowchart showing a notification process executed by the main MPU. [Figure 24] 10(a) to 10(i) are time charts showing how various notifications are made when the supply of operating power is started and a setting change process is executed. [Figure 25] 10 is a flowchart showing normal processing executed by the main MPU. [Figure 26] 10 is a flowchart showing a start waiting process executed by the main MPU. [Figure 27] 10 is a flowchart showing a bet response process executed by the master MPU. [Figure 28] 10 is a flowchart showing a control process of the bet display unit executed by the main MPU. [Figure 29] FIG. 10 is an explanatory diagram for explaining the contents of an index value. [Figure 30] FIG. 10 is an explanatory diagram for explaining the relationship between the order in which the reels stop and the winning patterns that are achieved. [Figure 31] (a) An explanatory diagram for explaining the contents of the data in the main ROM for performing the lottery processing for winning roles, and (b) an explanatory diagram for explaining the contents of the memory area in the main RAM for performing the lottery processing for winning roles. [Figure 32] 10 is an explanatory diagram for explaining the contents of the role selection table group. FIG. [Figure 33] (a) An explanatory diagram for explaining a data group for IV=1, (b) An explanatory diagram for explaining a data group for IV=16, and (c) An explanatory diagram for explaining a data group for IV=17. [Figure 34] 10 is a flowchart showing the lottery process for determining winning combinations executed by the main MPU. [Figure 35] 10 is a flowchart showing a process of acquiring a judgment value executed by a main MPU. [Figure 36] 10 is a flowchart showing a PV acquisition process executed by the main MPU. [Figure 37] 10 is a flowchart showing the winning data acquisition process executed by the main MPU. [Figure 38] 10 is a flowchart showing a reel control process executed by the main MPU. [Figure 39] 10 is a flowchart showing the response process executed by the main MPU when a game ends. [Figure 40] 1 is an explanatory diagram for explaining the game states and game zones that exist in a slot machine. FIG. [Figure 41] FIG. 2A is an explanatory diagram for explaining the first section and the second section, and FIG. 2B is an explanatory diagram for explaining the contents of each game state in the second section. [Figure 42](a) An explanatory diagram for explaining the first CB role and the second CB role, and (b) An explanatory diagram for explaining the first CB state and the second CB state. [Figure 43] 10 is a flowchart showing the first control processing of the gaming area executed by the main MPU. [Figure 44] 10 is a flowchart showing the second control processing of the gaming area executed by the main MPU. [Figure 45] 10 is a flowchart showing an ending handling process executed by the main MPU. [Figure 46] 10 is a flowchart showing advantageous lottery processing executed by the main MPU at the start of a game. [Figure 47] 10 is a flowchart showing normal processing executed by the main MPU. [Figure 48] FIG. 10A is an explanatory diagram for explaining the selection probability of the number of games mode, and FIG. 10B is an explanatory diagram for explaining the selection probability of the winning rate mode. [Figure 49] (a) An explanatory diagram to explain the latch area, (b) An explanatory diagram to explain an example of a second random number stored in the latch area, (c) An explanatory diagram to explain an example of an upper byte, and (d) An explanatory diagram to explain an example of a 7-bit random number. [Figure 50] 10 is a flowchart showing a second initiation setting process executed by the main MPU. [Figure 51] FIG. 10A is an explanatory diagram for explaining a game count mode lottery table, and FIG. 10B is an explanatory diagram for explaining a win rate mode lottery table. [Figure 52] 10 is a flowchart showing an LV acquisition process executed by the main MPU. [Figure 53] 10 is a flowchart showing the freeze setting process executed by the main MPU at the time of bonus transition. [Figure 54] 10A to 10E are time charts showing how a freeze period is set. [Figure 55] 10 is a flowchart showing the advantageous state processing executed by the main MPU at the start of the game. [Figure 56] 10 is a flowchart showing the pseudo bonus processing executed by the main MPU. [Figure 57] 10 is a flowchart showing the clearing process executed by the main MPU at the end of the bonus. [Figure 58] 10A to 10E are time charts showing the execution timing of various processes when the pseudo-bonus state ends. [Figure 59] This is a flowchart showing the AT state processing executed by the main MPU at the start of the game. [Figure 60] 10 is a flowchart showing the AT processing executed by the main MPU. [Figure 61] 10 is a flowchart showing an external output setting process executed by the main MPU. [Figure 62] 10 is a flowchart showing an external output process executed by the main MPU. [Figure 63] 6(a) to 6(h) are time charts showing how the output modes of the first external signal and the second external signal are changed as needed. [Figure 64] FIG. 10 is an explanatory diagram for explaining the electrical configuration of a main MPU in the second embodiment. [Figure 65] 10A and 10B are explanatory diagrams for explaining the state of a jump status flag when a predetermined storage area is cleared to "0" by a CLR execution circuit. [Figure 66] 10A and 10B are explanatory diagrams for explaining the state of a jump status flag when a DEC execution circuit subtracts 1 from the value of a specific storage area. [Figure 67] FIG. 1A is an explanatory diagram for explaining the data structure of a JR instruction, and FIG. 1B is an explanatory diagram for explaining the data structure of a JRS instruction. [Figure 68] FIG. 10 is an explanatory diagram illustrating an example of the contents of a program in which both a JR instruction and a JRS instruction are executed as JP instructions. [Figure 69]10(a) to 10(c) are explanatory diagrams for explaining a stack area provided in the main RAM in the third embodiment. [Figure 70] 10 is a flowchart showing advantageous lottery processing executed by the main MPU at the start of a game. [Figure 71] 10 is a flowchart showing the advantageous state processing executed by the main MPU at the start of the game. [Figure 72] This is a flowchart showing the AT state processing executed by the main MPU at the start of the game. [Figure 73] 10 is a flowchart showing an ending determination process executed by the main MPU. [Figure 74] 10 is a flowchart illustrating an ending determination process of a comparative example. [Figure 75] 10 is a flowchart showing advantageous state processing at the start of a game in a comparative example. [Figure 76] 13 is a flowchart showing a wait period calculation process executed by a main MPU in the fourth embodiment. [Figure 77] 10(a) to 10(c) are explanatory diagrams for explaining the contents of the subtraction process of the wait counter. [Figure 78] This is a flowchart showing the medal monitoring process executed by the main MPU. [Figure 79] 10A to 10C are explanatory diagrams for explaining the contents of the increment process of the monitoring period counter, and FIG. 10D is an explanatory diagram for explaining the contents of a comparative example in which the increment process of the monitoring period counter is performed without executing the “SBC” command. [Figure 80] 13 is a flowchart showing a wait period calculation process executed by a main MPU in the fifth embodiment. [Figure 81] 10A and 10B are explanatory diagrams for explaining the contents of the addition process of the wait counter. [Figure 82] This is a flowchart showing the medal monitoring process executed by the main MPU. [Figure 83]10A and 10B are explanatory diagrams for explaining the contents of the decrement process of the monitoring period counter, and FIG. 10C is an explanatory diagram for explaining the contents of a comparative example in which the decrement process of the monitoring period counter is performed without executing the “ADC” command. [Figure 84] 13 is a flowchart showing a main process executed by a main MPU in the sixth embodiment. [Figure 85] 13 is a flowchart showing a main process executed by a main MPU in the seventh embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0010] First Embodiment A first embodiment of the present invention applied to a slot machine 10, which is a type of gaming machine, will be described in detail below with reference to the drawings. Fig. 1 is a front view of the slot machine 10, Fig. 2 is a perspective view of the slot machine 10 with the front door 12 open, and Fig. 3 is a front view of the cabinet 11.
[0011] 2 and 3, the slot machine 10 has a housing 11 that forms its outer shell. The housing 11 is formed by fixing a number of wooden panels together, so that the overall shape of the housing 11 is box-like and open to the front.
[0012] 1 and 2, a front door 12 is attached to the front side of the housing 11. The front door 12 is supported by the housing 11 around a pivot 15 provided on the left side of the housing 11 so as to be able to open and close the interior space of the housing 11. The front door 12 is locked so that it cannot be opened by a locking device 13 provided on the back side of the front door 12, and this locked state is released by unlocking the key cylinder 14 with a specified key.
[0013] A door open sensor 16 is provided on the top of the housing 11. The door open sensor 16 is for detecting whether or not the front door 12 is in an open state relative to the housing 11. The door open sensor 16 is electrically connected to a main control device 70, which will be described later, and when the front door 12 is in a closed state relative to the housing 11, the door open sensor 16 sends a signal corresponding to the closed state to the main control device 70, and when the front door 12 is in an open state relative to the housing 11, the door open sensor 16 sends a signal corresponding to the open state to the main control device 70.
[0014] 1, a gaming panel 20 is provided near the upper center of the front door 12. Three vertically long display windows 21L, 21M, and 21R are formed side by side on the gaming panel 20. The display windows 21L, 21M, and 21R are made of a transparent or translucent material, and the interior of the slot machine 10 can be seen through each of the display windows 21L, 21M, and 21R.
[0015] As shown in FIGS. 2 and 3, the interior of the housing 11 is divided into two sections, upper and lower, by a partition plate 11a, and a reel unit 31 is attached to the upper part of the partition plate 11a. The reel unit 31 includes a left reel 32L, a center reel 32M, and a right reel 32R, each of which is cylindrical. Each reel 32L, 32M, and 32R is rotatably supported so that its central axis coincides with the rotation axis of the reel 32L, 32M, and 32R. The rotation axes of the reels 32L, 32M, and 32R are arranged on the same axis extending substantially horizontally, and each reel 32L, 32M, and 32R corresponds one-to-one to each display window 21L, 21M, and 21R. Therefore, a portion of the surface of each reel 32L, 32M, and 32R is visible through the corresponding display window 21L, 21M, and 21R. Furthermore, when the reels 32L, 32M, and 32R rotate forward, the surfaces of the reels 32L, 32M, and 32R are projected through the display windows 21L, 21M, and 21R as if they are moving from top to bottom.
[0016] 1, a start lever 41 is provided on the lower left side of the gaming panel 20. The start lever 41 is operated to start the rotation of the reels 32L, 32M, and 32R. When a predetermined number or more of gaming media (or gaming values), which are either medals or virtual medals, have been bet, the reels 32L, 32M, and 32R all start to rotate at the same time.
[0017] Stop buttons 42, 43, and 44 are provided on the right side of the start lever 41. These stop buttons 42, 43, and 44 are operated to individually stop the spinning reels 32L, 32M, and 32R. Each stop button 42, 43, and 44 is located directly below the display window 21L, 21M, and 21R corresponding to the reel 32L, 32M, and 32R to be stopped. Each stop button 42, 43, and 44 is ready to stop the left reel 32L after a predetermined time has elapsed since the reel started spinning.
[0018] One game (playing session) corresponds to the time when each reel 32L, 32M, 32R starts to rotate based on the operation of the start lever 41, and when each reel 32L, 32M, 32R stops to rotate based on the operation of each stop button 42, 43, 44, and when various processes such as the awarding of game media and management of the game status are completed.
[0019] A medal insertion slot 45 for inserting medals is provided below and to the right of the display windows 21L, 21M, and 21R. As shown in FIG. 2, medals inserted through the medal insertion slot 45 are guided by a selector 52 provided on the back of the front door 12 to a hopper device 53 if reception is permitted, or to a medal receiving tray 59 through a medal discharge port 58 provided at the bottom front of the front door 12 if reception is prohibited (see FIG. 1). The hopper device 53 has the function of dispensing medals stored in a storage tank through the medal discharge port 58 to the medal receiving tray 59 when a winning combination corresponding to the awarding of game media is achieved on the main line ML (described later). As shown in FIG. 1, a return button 46 is provided below the medal insertion slot 45, which is pressed when a medal inserted into the medal insertion slot 45 becomes stuck in the selector 52.
[0020] On the lower left side of the display windows 21L, 21M, 21R, there are provided a first credit insertion button 47 for inserting the maximum number of credited virtual medals that can be bet at one time, and a second credit insertion button 48 for inserting two virtual medals at one time. In this slot machine 10, there are two situations in which the number of gaming media (medals or virtual medals) that can be bet (i.e., bet setting) at one time is "3" and "2".
[0021] When the first credit insertion button 47 is operated in a situation where the number of bets that can be made at one time is "3," the current number of bets is "0," and three or more virtual medals are stored and stored, the number of bets decreases by three virtual medals and becomes "3." When the first credit insertion button 47 is operated in a situation where the number of bets that can be made at one time is "3," the current number of bets is "1," and two or more virtual medals are stored and stored, the number of bets decreases by two virtual medals and becomes "3." When the first credit insertion button 47 is operated in a situation where the number of bets that can be made at one time is "3," the current number of bets is "2," and one or more virtual medals are stored and stored, the number of bets decreases by one virtual medal and becomes "3." When the first credit insertion button 47 is operated in a situation where the number of bets that can be made at one time is "2," the current number of bets is "0," and two or more virtual medals are stored and stored, the number of bets decreases by two virtual medals and becomes "2." When the first credit insertion button 47 is operated in a situation where the number of bets that can be made at one time is "2", the current number of bets is "1", and one or more virtual medals are stored and stored, one virtual medal is decreased and the number of bets becomes "2".
[0022] In addition, if the first credit insertion button 47 is operated when the number of stored virtual medals is less than the difference between the number of bets that can be made and the current number of bets, the number of bets will increase by the number of virtual medals, and the number of virtual medals will become zero.
[0023] When the second credit insertion button 48 is operated in a situation where the number of bets that can be placed at one time is "3," the current number of bets is "0," and two or more virtual medals are stored and stored, the number of bets will decrease by two virtual medals and become "2." When the second credit insertion button 48 is operated in a situation where the number of bets that can be placed at one time is "3," the current number of bets is "1," and one or more virtual medals are stored and stored, the number of bets will decrease by one virtual medal and become "2." When the second credit insertion button 48 is operated in a situation where the number of bets that can be placed at one time is "2," the current number of bets is "0," and two or more virtual medals are stored and stored, the number of bets will decrease by two virtual medals and become "2." When the second credit insertion button 48 is operated in a situation where the number of bets that can be placed at one time is "2," the current number of bets is "1," and one or more virtual medals are stored and stored, the number of bets will decrease by one virtual medal and become "2."
[0024] In addition, if the second credit insertion button 48 is operated when the number of stored virtual medals is 1 and the current number of bets is "0", the number of bets will become "1" and the number of virtual medals will become 0.
[0025] The first credit insertion button 47 has a larger pressing surface that is pressed by the player when operating the button than the second credit insertion button 48. This improves the operability of the first credit insertion button 47.
[0026] A settlement button 51 is provided to the left of the start lever 41. This slot machine 10 has a credit function that stores and stores, as virtual medals, any surplus medals inserted up to a predetermined maximum value (equivalent to 50 medals) and medals paid out when a prize is won. When the settlement button 51 is operated while virtual medals are stored and stored, the virtual medals are paid out from a medal outlet 58 as real medals.
[0027] 2 and 3, a power supply unit 54 is provided inside the cabinet 11 to the left of the hopper unit 53. The power supply unit 54 is provided with a power switch 55 that is operated when powering on or off, a reset button 56 for resetting various states of the slot machine 10, and a setting key insertion hole 57 into which a setting key held by the amusement hall manager is inserted and operated to change the setting value of the slot machine 10 within the range of "1" to "6."
[0028] Next, the symbols on the reels 32L, 32M, and 32R will be described.
[0029] 4 shows the arrangement of symbols on the left reel 32L, center reel 32M, and right reel 32R. As shown in the figure, 21 symbols are arranged in a row on each of the reels 32L, 32M, and 32R. Furthermore, numbers ranging from "0" to "20" are assigned to correspond to the reels 32L, 32M, and 32R. However, these numbers are used by the main control device 70 (described later) to identify the symbols visible through the display windows 21L, 21M, and 21R, and are not actually assigned to the reels 32L, 32M, and 32R. However, these numbers will be used in the following explanation.
[0030] There are seven types of symbols: "Bell" symbol (for example, the 20th symbol on the left reel 32L), "Replay" symbol (for example, the 19th symbol on the left reel 32L), "Watermelon" symbol (for example, the 18th symbol on the left reel 32L), "Red 7" symbol (for example, the 15th symbol on the left reel 32L), "BAR" symbol (for example, the 10th symbol on the left reel 32L), "Cherry" symbol (for example, the 9th symbol on the left reel 32L), and "White 7" symbol (for example, the 5th symbol on the left reel 32L). The number and arrangement order of each symbol differs on each of the reels 32L, 32M, and 32R.
[0031] 5 is a front view of the display window portions 21L, 21M, and 21R. Each display window portion 21L, 21M, and 21R is formed so that only three of the 21 symbols on the corresponding reel 32L, 32M, and 32R are visible in their entirety. Therefore, when each reel 32L, 32M, and 32R is stopped, 3 x 3 = 9 symbols are visible through the display window portion 21L, 21M, and 21R.
[0032] In the slot machine 10, one main line ML is set so as to connect positions where symbols on each of the reels 32L, 32M, and 32R are visible. The main line ML is a line connecting the middle symbols on the left reel 32L, the middle symbols on the middle reel 32M, and the middle symbols on the right reel 32R. When a predetermined number or more of gaming media have been bet, the reels 32L, 32M, and 32R start to rotate, and a winning combination is achieved on the main line ML, one of the following is awarded: a benefit in the form of gaming media, a benefit in the form of a replay, or a transition to a gaming state.
[0033] In other words, in the slot machine 10, only one main line ML is set as a line on which a win can be achieved. The main line ML is set as a line extending in a straight line. Therefore, even if a winning combination of symbols is achieved on a line extending in a straight line, such as a subline SL1 connecting the upper symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the lower symbol on the right reel 32R, a subline SL2 connecting the upper symbol on the left reel 32L, the upper symbol on the middle reel 32M, and the upper symbol on the right reel 32R, a subline SL3 connecting the lower symbol on the left reel 32L, the lower symbol on the middle reel 32M, and the lower symbol on the right reel 32R, and a subline SL4 connecting the lower symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the upper symbol on the right reel 32R, no winning combination will be achieved.
[0034] The following describes the relationship between winning symbol combinations and the benefits that will be awarded when a prize is won, with reference to Figure 6. Figure 6 is an explanatory diagram for explaining the relationship between winning symbol combinations and the benefits that will be awarded when a prize is won.
[0035] The minor winning combinations that award gaming media include the first supplementary winning combination, the second supplementary winning combination, the third supplementary winning combination, the fourth supplementary winning combination, the fifth supplementary winning combination, the sixth supplementary winning combination, the seventh supplementary winning combination, the eighth supplementary winning combination, the ninth supplementary winning combination, the first bell winning combination, the second bell winning combination, the first watermelon winning combination, the second watermelon winning combination, and the cherry winning combination. Specifically, the first supplementary winning combination occurs when the left reel 32L, the center reel 32M, and the right reel 32R stop on the main line ML with a "bell" symbol, a "bell" symbol, and a "red 7" symbol, respectively. The second supplementary winning combination occurs when the left reel 32L, the center reel 32M, and the right reel 32R stop on the main line ML with a "bell" symbol, a "red 7" symbol, and a "bell" symbol, respectively. If the stopping symbol on the left reel 32L is a "red 7" symbol, the stopping symbol on the middle reel 32M is a "bell" symbol, and the stopping symbol on the right reel 32R is a "bell" symbol on the main line ML, it will be the third supplementary win. If the stopping symbol on the left reel 32L is a "bell" symbol, the stopping symbol on the middle reel 32M is a "bell" symbol, and the stopping symbol on the right reel 32R is a "bar" symbol on the main line ML, it will be the fourth supplementary win. If the stopping symbol on the left reel 32L is a "bell" symbol, the stopping symbol on the middle reel 32M is a "bar" symbol, and the stopping symbol on the right reel 32R is a "bell" symbol on the main line ML, it will be the fifth supplementary win. If the stopping symbol on the left reel 32L on the main line ML is a "BAR" symbol, the stopping symbol on the middle reel 32M is a "BELL" symbol, and the stopping symbol on the right reel 32R is a "BELL" symbol, then the 6th supplementary win will be awarded. If the stopping symbol on the left reel 32L on the main line ML is a "BELL" symbol, the stopping symbol on the middle reel 32M is a "BELL" symbol, and the stopping symbol on the right reel 32R is a "WHITE 7" symbol, then the 7th supplementary win will be awarded. If the stopping symbol on the left reel 32L on the main line ML is a "BELL" symbol, the stopping symbol on the middle reel 32M is a "WHITE 7" symbol, and the stopping symbol on the right reel 32R is a "BELL" symbol, then the 8th supplementary win will be awarded. On the main line ML, if the stopped symbol on the left reel 32L is a "white 7" symbol, the stopped symbol on the center reel 32M is a "bell" symbol, and the stopped symbol on the right reel 32R is a "bell" symbol, the 9th supplementary win will be awarded. If any of the 1st to 9th supplementary wins is awarded, the number of gaming media to be awarded will be "1".
[0036] If the stopped symbol on the left reel 32L on the main line ML is a "bell" symbol, the stopped symbol on the middle reel 32M is a "bell" symbol, and the stopped symbol on the right reel 32R is a "bell" symbol, a first bell win will occur. If the stopped symbol on the left reel 32L on the main line ML is a "bell" symbol, the stopped symbol on the middle reel 32M is a "bell" symbol, and the stopped symbol on the right reel 32R is a "replay" symbol, a second bell win will occur. If either the first bell win or the second bell win occurs, the number of gaming media to be awarded will be "15".
[0037] If the stopping symbol on the left reel 32L, the stopping symbol on the middle reel 32M, and the stopping symbol on the right reel 32R on the main line ML are a "watermelon" symbol, the first watermelon win will be awarded. If the stopping symbol on the left reel 32L, the stopping symbol on the middle reel 32M, and the stopping symbol on the right reel 32R are a "watermelon" symbol on the main line ML, the second watermelon win will be awarded. If either the first watermelon win or the second watermelon win is awarded, the number of game media to be awarded will be "5". If the stopping symbol on the left reel 32L on the main line ML is a "cherry" symbol, a cherry win will be awarded regardless of the stopping symbol on the middle reel 32M and the right reel 32R. If a cherry win is awarded, the number of game media to be awarded will be "2".
[0038] The winnings that give the privilege of replay, which allows the player to play the next game without betting gaming media, include the normal replay winning, the first chance replay winning, and the second chance replay winning. In detail, when the stopped symbols on the left reel 32L on the main line ML are "replay" symbols, the stopped symbols on the center reel 32M are "replay" symbols, and the stopped symbols on the right reel 32R are "replay" symbols, when the stopped symbols on the left reel 32L on the main line ML are "red 7" symbols, the stopped symbols on the center reel 32M are "red 7" symbols, and the stopped symbols on the right reel 32R are "BAR" symbols, when the stopped symbols on the left reel 32L on the main line ML are "replay" symbols, and the stopped symbols on the center reel 32M are "red 7" symbols, and the stopped symbols on the right reel 32R are "BAR" symbols, If the stopping symbol is a "Red 7" and the stopping symbol on the right reel 32R is a "Replay" symbol, if the stopping symbol on the left reel 32L on the main line ML is a "Replay" symbol, the stopping symbol on the middle reel 32M is a "Red 7" symbol, and the stopping symbol on the right reel 32R is a "BAR" symbol, or if the stopping symbol on the left reel 32L on the main line ML is a "Watermelon" symbol, the stopping symbol on the middle reel 32M is a "Red 7" symbol, and the stopping symbol on the right reel 32R is a "Bell" symbol, a Regular Replay win will be awarded. If the stopping symbol on the left reel 32L on the main line ML is a "Replay" symbol, the stopping symbol on the middle reel 32M is a "Cherry" symbol, and the stopping symbol on the right reel 32R is a "Bell" symbol, a First Chance Replay win will be awarded. On the main line ML, if the stopping symbol on the left reel 32L is a "watermelon" symbol, the stopping symbol on the middle reel 32M is a "bell" symbol, and the stopping symbol on the right reel 32R is a "replay" symbol, the second chance replay will be won.
[0039] If any of the above replay wins are achieved, a replay benefit will be awarded, which will allow you to play the next game without having to bet any gaming media. Specifically, if any of the replay wins are achieved in a game where you bet "3" gaming media, you will be able to start playing the next game with "3" gaming media betted, without having to bet any gaming media. Also, if any of the replay wins are achieved in a game where you bet "2" gaming media, you will be able to start playing the next game with "2" gaming media betted, without having to bet any gaming media.
[0040] The state transition winnings that only result in a transition of the game state include the first CB winning and the second CB winning. In detail, when the stopped symbols on the left reel 32L, the center reel 32M, and the right reel 32R on the main line ML are a "red 7" symbol, the first CB winning occurs. When the stopped symbols on the left reel 32L, the center reel 32M, and the right reel 32R on the main line ML are a "white 7" symbol, the second CB winning occurs. When the first CB winning occurs, the game state transitions to the first CB state ST2, and when the second CB winning occurs, the game state transitions to the second CB state ST3 (see Figure 40).
[0041] The first CB state ST2 and the second CB state ST3 are game states in which, when a combination of symbols corresponding to a small win stops on the main line ML, a win is achieved and medals are paid out regardless of whether a winning combination is achieved. For example, even if winning data corresponding to a first bell win has not been set, gaming media will be awarded to the player when a combination of symbols corresponding to a first bell win stops on the main line ML. On the other hand, a replay win is achieved only if the corresponding combination has been won in a lottery.
[0042] In the first CB state ST2 and the second CB state ST3, reel control different from that in the non-CB state is performed. In the non-CB state, reel control that allows each reel 32L, 32M, and 32R to slide up to four symbols after the stop buttons 42 to 44 are operated is performed for each reel. In other words, in the non-CB state, reel control that stops each reel 32L, 32M, and 32R within a specified time (190 milliseconds) after the stop buttons 42 to 44 are operated is performed for each reel. On the other hand, in the first CB state ST2 and the second CB state ST3, the above-mentioned reel control is performed for the center reel 32M and the right reel 32R, i.e., reel control similar to that in the base game, but the above-mentioned reel control is not performed for the left reel 32L. For the left reel 32L, reel control that allows only one symbol to slide up to one symbol after the left stop button 42 is operated is performed. That is, in the first CB state ST2 and the second CB state ST3, the left reel 32L is controlled to stop within a specified time (75 msec) that is shorter than the specified time after the left stop button 42 is operated.
[0043] In the first CB state ST2 and the second CB state ST3, the reel control to slide only up to one symbol is not limited to the left reel 32L, but may be performed on the reel corresponding to the first operated stop button only up to one symbol, or may be performed on a predetermined reel only up to one symbol. Furthermore, reel control to slide only up to one symbol may be performed on the reel corresponding to the second or last operated stop button, or may be performed on the reel corresponding to the stop button operated in a certain order.
[0044] In the first CB state ST2 and the second CB state ST3, if a combination corresponding to a replay win is won, the replay win takes priority, and if a replay win is not possible, the first bell win may be achieved. Also, the first bell win may be achieved even if a combination corresponding to a replay win is not won.
[0045] Both the first CB state ST2 and the second CB state ST3 are game states that do not increase the number of game media owned by the player. Furthermore, both the first CB state ST2 and the second CB state ST3 are game states that reduce the number of game media owned by the player at the end of the game state compared to the number of game media owned by the player at the start of the game state. Details of the first CB state ST2 and the second CB state ST3 will be explained later.
[0046] Next, the devices for executing various notifications and various effects will be described.
[0047] As shown in FIG. 1 , an upper lamp 61 and a speaker 62 are provided on the upper part of the front door 12, as well as an image display device 63. When an abnormality occurs in the slot machine 10, the upper lamp 61 is controlled to emit light in a manner corresponding to the abnormality, and is also controlled to emit light in a manner corresponding to the winning result. Furthermore, the upper lamp 61 is controlled to emit light so as to produce a light-emitting effect corresponding to the display effect on the image display device 63. The speakers 62 are provided as a pair on the left and right, and are controlled to output sound or audio corresponding to the abnormality when an abnormality occurs in the slot machine 10, and are also controlled to output sound or audio corresponding to the winning result. Furthermore, the speakers 62 are controlled to output sound so as to produce a sound output effect corresponding to the display effect on the image display device 63.
[0048] The image display device 63 has a display surface and is configured as a liquid crystal display device equipped with a liquid crystal display, but is not limited to a liquid crystal display device and may be another display device having a display surface such as a plasma display device, an organic EL display device, or a CRT, or may be a dot matrix display device. If an abnormality occurs in the slot machine 10, display control is performed so that an image corresponding to the abnormality is displayed on the display surface. Furthermore, the image display device 63 is display controlled so that images corresponding to the winning combination results in the internal lottery and the winning results in each game are displayed on the display surface. In other words, a display effect is executed on the image display device 63.
[0049] The gaming panel 20 of the front door 12 is provided, below the display windows 21L, 21M, and 21R, with a bet display section 64 that displays the number of gaming media currently bet, a credit display section 65 that displays the number of virtual medals stored, a dual-purpose display section 66 that displays the number of gaming media to be awarded when a small winning combination is won and, when the stopping order of the reels 32L, 32M, and 32R is notified on the image display device 63, displays corresponding to the content notified, and further displays to notify the results of management of the gaming history, and a section display section 67 that displays a display corresponding to the fact that the gaming section is the second section.
[0050] The bet display unit 64 has three light-emitting elements arranged vertically, and each light-emitting element uses a single-color LED such as red. When the number of gaming media currently betted is "1," the bottom light-emitting element is lit and the remaining light-emitting elements are extinguished. When the number of gaming media currently betted is "2," the bottom and center light-emitting elements are lit and the top light-emitting element is extinguished. When the number of gaming media currently betted is "3," all three light-emitting elements are lit. After all reels 32L, 32M, and 32R have stopped spinning in one game, all light-emitting elements of the bet display unit 64 are extinguished regardless of whether any replay wins have been achieved in that game. In this case, if the game is the final game of the pseudo bonus state ST4 described later, all of the light-emitting elements of the bet display unit 64 are turned off when processing to end the pseudo bonus state ST4 is executed. If the game is other than the final game, all of the light-emitting elements of the bet display unit 64 are turned off when all processing for one game is completed. Furthermore, if no replay win is achieved, the light-emitting elements remain off until a new bet of gaming media is made. If any replay win is achieved, the light-emitting elements remain off for a predetermined period (e.g., 2 seconds), and then the light-emitting elements in the same number as the games in which the replay win was achieved are turned on. The credit display unit 65 is composed of a 7-segment display, and each segment uses a single-color LED, such as green.
[0051] Fig. 7(a) is a front view of a common display area 68 provided with a combined display unit 66 and a section display unit 67. In the common display area 68, as shown in Fig. 7(a), the combined display unit 66, which has two 7-segment displays 66a, 66b arranged side by side in the horizontal direction, and the section display unit 67, which is made up of one light-emitting element, are aggregated.
[0052] When any of the small winning combinations (first to ninth supplementary winning combinations, first bell winning combination, second bell winning combination, first watermelon winning combination, second watermelon winning combination, or cherry winning combination) corresponding to the awarding of gaming media is achieved, the number of gaming media awarded corresponding to that small winning combination is displayed on the dual-purpose display unit 66 at the end of the game in which that small winning combination was achieved. Specifically, when any of the first to ninth supplementary winning combinations is achieved in the non-CB state, the left 7-segment indicator 66a becomes non-displayable and the right 7-segment indicator 66b displays "1," thereby indicating that "1" gaming media has been awarded. When either the first bell winning combination or the second bell winning combination is achieved in the non-CB state, the left 7-segment indicator 66a displays "1," while the right 7-segment indicator 66b displays "5," thereby indicating that "15" gaming media have been awarded. In addition, when either the first watermelon winning or the second watermelon winning is achieved in the non-CB state, the left 7-segment display 66a becomes non-displaying and the right 7-segment display 66b displays "5", thereby indicating that "5" gaming media have been awarded. In addition, when a cherry winning is achieved in the non-CB state, the left 7-segment display 66a becomes non-displaying and the right 7-segment display 66b displays "2", thereby indicating that "2" gaming media have been awarded.
[0053] In the first CB state ST2 and the second CB state ST3, the number of game media awarded in response to a win of a small winning combination is "1," as will be described in detail later. Therefore, when a win of a small winning combination is achieved in the first CB state ST2 or the second CB state ST3, the left 7-segment display 66a is hidden and "1" is displayed on the right 7-segment display 66b, thereby notifying that "1" game medium has been awarded.
[0054] On the other hand, even if a win that does not award game media, such as any of the replay wins and any of the CB wins, occurs, no display corresponding to that win is made on the dual-purpose display unit 66, and in this case the 7-segment indicators 66a, 66b remain in a non-display state. The display of the number of awarded game media on the dual-purpose display unit 66 ends when game media are bet to start the game following the game for which that display was made, and at the time this bet is made the 7-segment indicators 66a, 66b go into a non-display state.
[0055] When the stop order of the reels 32L, 32M, and 32R is notified on the image display device 63, information corresponding to the notified stop order is displayed on the combined display unit 66. FIG. 7(b) is an explanatory diagram for explaining the contents of the information corresponding to the stop order displayed on the combined display unit 66. As shown in FIG. 7(b), in the slot machine 10, the stop order of the reels 32L, 32M, and 32R notified on the image display device 63 includes a stop order in which the first stop is on the left reel 32L, the second stop is on the center reel 32M, and the third stop is on the right reel 32R, a stop order in which the first stop is on the left reel 32L, the second stop is on the right reel 32R, and the third stop is on the center reel 32M, a stop order in which the first stop is on the center reel 32M, the second stop is on the left reel 32L, and the third stop is on the right reel 32R, and a stop order in which the first stop is on the center reel 32M, the second stop is on the left reel 32L, and the third stop is on the right reel 32R. There are stop orders in which the second stop is on the right reel 32R and the third stop is on the left reel 32L, stop orders in which the first stop is on the right reel 32R, the second stop is on the left reel 32L and the third stop is on the center reel 32M, stop orders in which the first stop is on the right reel 32R, the second stop is on the center reel 32M and the third stop is on the left reel 32L, stop orders in which the first stop is on the left reel 32L and the rest are optional, stop orders in which the first stop is on the center reel 32M and the rest are optional, and stop orders in which the first stop is on the right reel 32R and the rest are optional.
[0056] The notification of the stop order on the image display device 63 may be executed when a winning combination including the first bell winning data and any one of the first through sixth compensation winning data is won during the lottery process for winning combinations in the non-CB state, or when a winning combination including the second bell winning data and any one of the seventh through ninth compensation winning data is won. Specifically, when a winning combination including the first bell winning data and any one of the first through sixth compensation winning data is won, the first bell win is achieved if the reels 32L, 32M, and 32R stop in the stop order corresponding to the winning combination. If the reels 32L, 32M, and 32R do not stop in the stop order corresponding to the winning combination, one of the first through sixth compensation wins may be achieved. If the first bell win is achieved, the player is awarded 15 gaming media as explained above. If one of the first through sixth compensation wins is achieved, the player is awarded 1 gaming media as explained above.
[0057] If a winning combination includes the second bell winning data and any of the seventh to ninth supplementary winning data, the second bell win will be achieved if the reels 32L, 32M, and 32R stop in the stopping order corresponding to the winning combination, and any of the seventh to ninth supplementary winning combinations may be achieved if the reels 32L, 32M, and 32R do not stop in the stopping order corresponding to the winning combination. If the second bell win is achieved, the player will be awarded 15 gaming media as explained above, and if any of the seventh to ninth supplementary winning combinations is achieved, the player will be awarded 1 gaming media as explained above.
[0058] When any of the above stop orders is notified by the image display device 63, the left 7-segment display 66a of the dual-purpose display unit 66 remains in a non-display state, while the right 7-segment display 66b displays a message corresponding to the stop order of the item to be notified. This display content is as shown in Fig. 7(b), and the display content of the stop order on the dual-purpose display unit 66 is set in a one-to-one correspondence with the notification content of the stop order on the image display device 63. However, this is not limitative, and a configuration may be adopted in which multiple types of display content on the dual-purpose display unit 66 are set in correspondence with some or all of the notification content of the stop order on the image display device 63.
[0059] The display content of the stop order on the dual-purpose display unit 66 is different from the display content that is displayed when a display corresponding to the awarding of game media is made on the dual-purpose display unit 66. This makes it easier to distinguish whether the content displayed on the dual-purpose display unit 66 corresponds to the number of game media awarded or the stop order of the reels 32L, 32M, and 32R.
[0060] 8(a) and 8(b) are explanatory diagrams for explaining the relationship between the notification content of the stop order on the image display device 63 and the display content of the stop order on the multi-purpose display unit 66. FIG.
[0061] 8(a), when the stopping order of the reels 32L, 32M, and 32R is notified on the image display device 63, the same number of unit display images G1 to G3 as the number of stopping operations required to end the game are displayed on the image display device 63, and an image display corresponding to the stopping order of the reels 32L, 32M, and 32R is performed on each of the unit display images G1 to G3. Specifically, a left unit display image G1 corresponding to the left reel 32L, a middle unit display image G2 corresponding to the center reel 32M, and a right unit display image G3 corresponding to the right reel 32R are displayed. Figure 8(a) shows how the stop order is announced when the first stop is the middle reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R, so the left unit display image G1 displays an image of "2" corresponding to the stop order of the left reel 32L, the middle unit display image G2 displays an image of "1" corresponding to the stop order of the middle reel 32M, and the right unit display image G3 displays an image of "3" corresponding to the stop order of the right reel 32R.
[0062] As described above, the image display device 63 displays an image notifying the stop order of the reels 32L, 32M, and 32R, whereas the combined display unit 66 displays "L" corresponding to the stop order of the reels 32L, 32M, and 32R, as shown in FIG. 8(b). That is, the image display device 63 displays unit display images G1 to G3 corresponding to the number of reels 32L, 32M, and 32R, and displays an image corresponding to the stop order of the corresponding reels 32L, 32M, and 32R in each unit display image G1 to G3, whereas the combined display unit 66 displays an image unrelated to the number of reels 32L, 32M, and 32R. This makes it possible to draw the player's attention to the display content on the image display device 63, even if the combined display unit 66 displays a display corresponding to the notification content of the stop order of the reels 32L, 32M, and 32R.
[0063] The display range of the dual-purpose display unit 66 is narrower than that of the image display unit 63. This also makes it possible to reduce the player's attention to the dual-purpose display unit 66 compared to the image display unit 63. Furthermore, the dual-purpose display unit 66 is located on the opposite side of the display windows 21L, 21M, and 21R, which allow the reels 32L, 32M, and 32R to be viewed, from the image display unit 63. This means that the dual-purpose display unit 66 is disposed at a distance from the image display unit 63, which also makes it possible to reduce the player's attention to the dual-purpose display unit 66.
[0064] When the stop order of reels 32L, 32M, and 32R is notified, the display corresponding to the stop order of reels 32L, 32M, and 32R on the combined display unit 66 and the display corresponding to the stop order of reels 32L, 32M, and 32R on the image display unit 63 start after the lottery process for winning combinations has been performed and before the stop operation for reels 32L, 32M, and 32R is validated. In this case, the display corresponding to the stop order of reels 32L, 32M, and 32R on the combined display unit 66 starts before the display corresponding to the stop order of reels 32L, 32M, and 32R on the image display unit 63, but these displays may be configured to start simultaneously or approximately simultaneously, or the display start order may be reversed. Furthermore, the display corresponding to the stop order of reels 32L, 32M, and 32R on the combined display unit 66 and the image display unit 63 ends when a stop command is issued for all of the reels 32L, 32M, and 32R in the game in which the display is executed.
[0065] The dual-purpose display unit 66 is disposed in the center of the common display area 68, whereas the section display unit 67 is disposed in a corner of the common display area 68. The section display unit 67 is a display unit for notifying that the gaming section is the second section SC2 of the first section SC1 and the second section SC2. The second section SC2 is a section in which an advantageous gaming state (specifically, a pseudo-bonus state ST4 and an AT state ST5) can be initiated and the advantageous gaming state can be continued, in which the expected number of gaming media to be acquired in one game (the value obtained by subtracting the number of gaming media betted in one game from the expected number of gaming media to be awarded in one game) can be 1 or more by notifying the stopping order of the reels 32L, 32M, and 32R, which enables the establishment of an advantageous winning combination for the player, when the winning combination to be established is different depending on the stopping order of the reels 32L, 32M, and 32R. On the other hand, the first section SC1 is a section in which the advantageous gaming state does not start and does not continue.
[0066] The interval display unit 67 lights up when a player is in a favorable gaming state in which the expected value of gaming media acquisition is 1 or greater due to the notification of the stopping order of reels 32L, 32M, and 32R, which allows the player to win a winning combination that differs depending on the stopping order of reels 32L, 32M, and 32R, or when a winning combination differs depending on the stopping order of reels 32L, 32M, and 32R. In this case, the pseudo-bonus state ST4 and the AT state ST5 correspond to the above-mentioned favorable gaming states, while the second interval SC2, which is neither the pseudo-bonus state ST4 nor the AT state ST5, does not correspond to the above-mentioned favorable gaming state. Therefore, when moving from the first interval SC1 to the second interval SC2, the interval display unit 67 may or may not switch from an off state to an on state. If the interval display unit 67 remains in the off state when the game moves to the second interval SC2, the interval display unit 67 will change from the off state to the on state when the pseudo bonus state ST4 or the AT state ST5 starts in the second interval SC2. If the interval display unit 67 becomes the on state, it will remain in the on state until the second interval SC2 ends, and will become the off state when the game moves to the first interval SC1 after the second interval SC2 ends.
[0067] In the above-described configuration in which the section display unit 67 is turned on once in the second section SC2 and remains turned on until the end of the second section SC2, the dual-purpose display unit 66 provided in the common display area 68 is turned on when a game medium is awarded and turned off when the next game starts, and is turned on when the stop order of the reels 32L, 32M, and 32R is displayed on the image display device 63 and turned off when the game ends. Therefore, in a configuration in which the section display unit 67 is not too noticeable to players by being placed in the common display area 68, it is possible to actively create a situation in which only the section display unit 67 is turned on in the common display area 68 during the second section SC2, making it easier for the amusement hall manager to check the section display unit 67.
[0068] Note that instead of maintaining the lighting state of the section display unit 67 during the second section SC2, the section display unit 67 may blink at a predetermined cycle during the second section SC2. Furthermore, other displays such as a liquid crystal display device may be used as the combined display unit 66 and the section display unit 67.
[0069] The slot machine 10 is provided with various control devices. Specifically, as shown in FIG. 3, a main control device 70 is provided above the reel unit 31. The main control device 70 is attached to a back plate 11b that forms the back surface of the cabinet 11. The main control device 70 is configured by housing a main control board 71 in a board box 81. An MPU 72 is mounted on one of the board surfaces, which is the device mounting surface. The board box 81 is formed transparent so that the MPU 72 housed therein can be visually observed from outside the board box 81. Note that the board box 81 is formed colorless and transparent, but it may be formed colored and transparent as long as the MPU 72 housed therein can be visually observed from outside the board box 81. The main control device 70 is mounted on the back plate 11b of the cabinet 11 so that an opposing wall portion 82 of the board box 81 that faces the device mounting surface of the main control board 71 faces the front of the slot machine 10. Therefore, by opening the front door 12 toward the front of the slot machine 10 relative to the cabinet 11 and exposing the internal space of the cabinet 11, it becomes possible to visually observe the opposing wall portion 82 of the base box 81 and also to visually observe the MPU 72 through the opposing wall portion 82.
[0070] The board box 81 is formed by combining multiple case bodies, one behind the other. These multiple case bodies are provided with connecting portions 83 that prevent separation of the case bodies and leave traces of separation when the case bodies are separated. The connecting portions 83 are arranged side by side along one side of the roughly rectangular board box 81. This allows for separation of the case bodies by destroying some of the connecting portions 83, allowing the case bodies to be separated. By subsequently connecting other connecting portions 83, it becomes possible to prevent separation of the case bodies again. Furthermore, since the connecting portions 83 are destroyed when the case bodies are separated, leaving traces, it becomes possible to visually check the connecting portions 83 to determine whether the case bodies have been separated fraudulently. Furthermore, a sealing sticker 84 is affixed to another side of the board box 81, other than the side where the connecting portions 83 are arranged, spanning the boundary between the case bodies. When the sealing sticker 84 is peeled off, an adhesive layer remains on the case body. This makes it possible to leave a trace if the sealing seal 84 is peeled off when the case body is separated.
[0071] As shown in Fig. 2, the slot machine 10 is provided with a performance control device 90 in addition to the main control device 70. The performance control device 90 is arranged behind the image display device 63 on the front door 12. The performance control device 90 controls the upper lamp 61, the speaker 62, and the image display device 63 based on commands received from the main control device 70. Note that, like the main control device 70, the performance control device 90 is configured by housing a control board in a board box.
[0072] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagram of FIG.
[0073] As already explained, the main control board 71 of the main control device 70 is equipped with an MPU 72. The MPU 72 is provided with a ROM 73 that stores various control programs and fixed value data executed by the MPU 72, a RAM 74 that temporarily stores various data and the like when the control programs stored in the ROM 73 are executed, a first random number circuit 75 that sequentially updates a first random number within a predetermined numerical range based on a clock signal output from a clock circuit, a second random number circuit 76 that sequentially updates a second random number within a predetermined numerical range based on the clock signal output from the clock circuit, and a clock circuit that outputs a rectangular wave of a predetermined frequency. The MPU 72 also incorporates an interrupt circuit, a data input / output circuit, and the like. It is not essential that the ROM 73 and RAM 74 be integrated into a single chip for the MPU 72; they may each be integrated into a separate chip.
[0074] The MPU 72 is provided with an input port and an output port. Connected to the input side of the MPU 72 are various sensors, such as the door opening sensor 16, the reel unit 31, a start detection sensor 41a that detects the operation of the start lever 41, stop detection sensors 42a, 43a, and 44a that individually detect the operation of each stop button 42, 43, and 44, an inserted medal detection sensor 45a that detects medals inserted through a medal insertion slot 45, credit insertion detection sensors 47a and 48a that individually detect the operation of each credit insertion button 47 and 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 a reset button 56 provided on the power supply device 54, and a setting key detection sensor that detects the insertion of a setting key into the setting key insertion hole 57. Signals from each of these sensors are input to the MPU 72.
[0075] The output side of the MPU 72 is connected to the reel unit 31, the selector drive unit 52a provided on the selector 52, the payout motor of the hopper device 53, the bet display unit 64, the credit display unit 65 (not shown in FIG. 9), the combined display unit 66, the interval display unit 67, the external output terminal board 78, and the performance control device 90. In each game, the rotation drive control of each of the reels 32L, 32M, and 32R of the reel unit 31 is performed by the MPU 72. The selector 52 has the function of detecting a medal inserted through the medal insertion slot 45 with the inserted medal detection sensor 45a and then guiding it to the hopper device 53 if acceptance is permitted, or discharging it to the medal tray 59 without being detected by the inserted medal detection sensor 45a if acceptance is prohibited. The selector drive unit 52a has the function of switching the state of the selector 52 between an acceptance permit state and an acceptance prohibit state, specifically by operating a path switching piece provided on the selector 52 between an acceptance permit position and an acceptance prohibit position. The MPU 72 switches the state of the selector 52 between an acceptance permission state and an acceptance prohibition state by switching between an output state and a stop state of the drive signal to the selector drive unit 52a.
[0076] The MPU 72 executes drive control of the hopper device 53 when a small winning combination is achieved and medals are paid out. Furthermore, when a bet on gaming media is made, the MPU 72 controls the display of the bet display unit 64 so that the number of bets is notified. Furthermore, when virtual gaming media are stored, the MPU 72 controls the display of the credit display unit 65 so that the number of stored virtual gaming media is displayed. Furthermore, when gaming media are awarded, the MPU 72 controls the display of the dual-purpose display unit 66 so that the number of awarded gaming media is displayed. Furthermore, when a notification start trigger occurs in the second section SC2, the MPU 72 controls the display of the section display unit 67 so that an announcement that the second section SC2 is being entered is notified. Furthermore, the MPU 72 controls the display of the dual-purpose display unit 66 so that an announcement corresponding to the game management result is displayed. In addition, the external output terminal board 78 is installed on the internal space side of the housing 11, and the MPU 72 outputs a signal to the external output terminal board 78, thereby outputting an external signal (specifically, a first external signal and a second external signal) to the gaming hall's management computer through the external output terminal board 78.
[0077] The MPU 72 transmits commands to the effect control device 90 at each timing of each game, and when transmitting a command to the effect control device 90 to cause the image display device 63 to notify the stop order of the reels 32L, 32M, and 32R, the MPU 72 controls the display of the combined display unit 66 so that a display corresponding to the content to be notified is displayed. In this case, the direct display control of the image display device 63 is performed by the effect control device 90, while the direct display control of the combined display unit 66 is performed by the MPU 72. In other words, the direct display control of the image display device 63, which is the target of relatively complex display control, is performed by the effect control device 90, and the direct display control of the combined display unit 66, which is the target of relatively simple display control, is performed by the MPU 72. This makes it possible to perform both a display that emphasizes increasing attention to the effect and a display that emphasizes reliability, while reducing the processing load on the MPU 72.
[0078] The input side of the MPU 72 is connected to a power outage monitoring circuit 54b provided in the power supply 54 (see FIG. 11). The power supply 54 is equipped with a power supply unit 54a and a power outage monitoring circuit 54b that supply drive power to the main control unit 70 and other electronic devices in the slot machine 10. The power outage monitoring circuit 54b monitors the voltage applied to the power supply unit 54a from an external power source. If the voltage exceeds a reference voltage (e.g., 5V), the power outage signal is output to the MPU 72 at a high level. If the voltage falls below the reference voltage, the power outage signal is output at a low level. The MPU 72 executes power outage processing upon receiving a low-level power outage signal, enabling the MPU 72 to return to the processing state before the power outage after power is restored. The power supply 54 also includes a power outage power supply unit that supplies backup power to the RAM 74 as power during power outage when the supply of operating power from the external power source is interrupted. As a result, even if the supply of operating power from the external power source is cut off, data is stored and maintained in RAM 74 as long as the power supply unit during power outage can supply backup power (for example, for one or two days).
[0079] The performance control device 90 is equipped with a performance control board 91 for controlling the execution of various notifications and various performances. The performance control board 91 is equipped with an MPU 92. The MPU 92 has built-in ROM 93 that stores various control programs and fixed value data executed by the MPU 92, and RAM 94, which is memory for temporarily storing various data when the control programs stored in the ROM 93 are executed, as well as a clock circuit that outputs a rectangular wave of a predetermined frequency, an interrupt circuit, a data input / output circuit, a random number generating circuit, and the like.
[0080] It is not essential that the ROM 93 and RAM 94 be integrated into a single chip for the MPU 92, and each may be integrated into a separate chip. Furthermore, although backup power is not supplied to the RAM 94 from the power-off power supply unit of the power supply device 54 when the supply of operating power from the external power source is cut off, backup power may be supplied to the RAM 94.
[0081] The MPU 92 is provided with an input port and an output port. As already explained, the MPU 72 of the main control device 70 is connected to the input side of the MPU 92, and various commands are received from the MPU 72. The upper lamp 61, the speaker 62, and the image display device 63 are connected to the output side of the MPU 92. Based on the commands received from the MPU 72 of the main control device 70, the MPU 92 controls the light emission of the upper lamp 61, the sound output of the speaker 62, and the display of the image display device 63, thereby enabling various notifications and various effects to be performed.
[0082] Although not shown, the performance control board 91 is equipped with a video display processor (VDP), character ROM, video RAM, and other components in addition to the MPU 92. The VDP is a type of drawing circuit that directly operates an image processing device (LCD driver) built into the image display device 63. The VDP is involved in reading and writing data from the video RAM and reads image data stored in the video RAM from the character ROM at predetermined timings to display it on the image display device 63. The character ROM serves as an image data library for storing character data such as designs to be displayed on the image display device 63. This character ROM stores bitmap image data of various display designs and a color palette table referenced when determining the color of each dot in the bitmap image. The video RAM is a memory for storing display data to be displayed on the image display device 63. When the MPU 92 determines the performance content based on commands received from the MPU 72 of the main control device 70, it outputs a drawing list to the VDP specifying the image content corresponding to each update timing in accordance with the determined performance content. The VDP reads image data from the character ROM according to the drawing list, and creates display data in the video RAM using the read image data. The VDP then outputs an image signal corresponding to the created display data to the image display device 63, causing the image display device 63 to display an image corresponding to the display data.
[0083] For the sake of convenience, in the following explanation, the MPU72, ROM73 and RAM74 of the main control device 70 will be referred to as the main MPU72, main ROM73 and main RAM74, respectively, and the MPU92, ROM93 and RAM94 of the performance control device 90 will be referred to as the performance MPU92, performance ROM93 and performance RAM94, respectively.
[0084] <Regarding various processes executed by the main MPU 72> Next, a description will be given of the processing executed by the main MPU 72. First, a main processing executed by the main MPU 72 when the supply of operating power to the main MPU 72 is started will be described with reference to the flowchart in FIG.
[0085] First, the power failure signal is read (step S101). The power failure signal will now be described. FIG. 11 is an explanatory diagram illustrating the signal path of the power failure signal. As shown in FIG. 11, the power supply device 54 includes a power supply unit 54a that uses power supplied from an external power source to supply operating power to various electronic devices, including the main control device 70, and a power failure monitoring circuit 54b that monitors the voltage applied to the power supply unit 54a from the external power source and sets the output level of the power failure signal to a low level when the voltage falls below a reference voltage. The power supply unit 54a and the main control device 70 are electrically connected by a power line ELN, and operating power is supplied from the power supply unit 54a to the main control device 70 via the power line ELN.
[0086] The power failure monitoring circuit 54b and the main MPU 72 are electrically connected by a signal line LN, and a power failure signal is transmitted from the power failure monitoring circuit 54b to the main MPU 72 via the signal line LN. The main MPU 72 is provided with an input port 72a, and information corresponding to the state of the power failure signal is stored in a predetermined bit (specifically, the most significant bit) of the input port 72a. In this case, when power is normally supplied from the external power source to the power supply unit 54a, a high-level power failure signal is transmitted from the power failure monitoring circuit 54b to the main MPU 72. Specifically, a 5V signal is transmitted as a high-level power failure signal, but the voltage of this power failure signal is arbitrary. When a high-level power failure signal is transmitted, information "1," one of the binary information bits, is stored in the predetermined bit of the input port 72a as information corresponding to the power failure signal. When power is not normally supplied from the external power source to the power supply unit 54a, a low-level power failure signal is transmitted from the power failure monitoring circuit 54b to the main MPU 72. Specifically, the low-level power failure signal is a signal below 5V. When a low-level power failure signal is transmitted, the predetermined bit of the input port 72a stores the other binary information, "0," as information corresponding to the power failure signal. Note that the relationship between high and low levels of the power failure signal may be reversed, and the power failure signal may be transmitted when power is normally supplied from the external power source to the power supply unit 54a, and may not be transmitted when power is not normally supplied from the external power source to the power supply unit 54a.
[0087] The main MPU 72 is basically configured to periodically determine whether a power outage has occurred by monitoring the predetermined bit of the input port 72a during power outage processing (step S503) in the timer interrupt processing (FIG. 19) described below. However, when the main processing starts, execution of the timer interrupt processing (FIG. 19) is prohibited, and execution of the timer interrupt processing (FIG. 19) is first permitted when the main processing ends. Therefore, when the supply of operating power starts, the main MPU 72 determines whether a power outage has occurred by monitoring the predetermined bit of the input port 72a in step S101 without waiting for execution of the timer interrupt processing (FIG. 19). Thereafter, the main MPU 72 determines whether the power outage signal received from the power outage monitoring circuit 54b is at a HI level by determining whether a "1" is stored in the predetermined bit of the input port 72a (step S102).
[0088] If the power failure signal is at a LOW level (step S102: NO), the process returns to step S101, and the information stored in the predetermined bit of the input port 72a is read again (step S101), and by determining whether the information is "1", it is determined whether the power failure signal received from the power failure monitoring circuit 54b is at a HI level (step S102). If the power failure signal is at a HI level (step S102: YES), the process proceeds to step S103 and subsequent steps.
[0089] The manner in which the progress of the processing is suspended until the power failure signal becomes HI level when the main processing is started will be described with reference to the time chart of Fig. 12. Fig. 12(a) shows the period during which operating power is supplied to the main MPU 72, Fig. 12(b) shows the state of the power failure signal transmitted from the power failure monitoring circuit 54b, Fig. 12(c) shows the period during which the main processing is being executed by the main MPU 72, Fig. 12(d) shows the period during which the progress of the main processing is suspended, and Fig. 12(e) shows the period during which processing is executed in the event of a power failure, triggered by the timer interrupt processing (Fig. 19) identifying that the power failure signal is at LOW level.
[0090] At timing t1, as shown in FIG. 12(a), the supply of operating power from the power supply unit 54a to the main MPU 72 begins, and as shown in FIG. 12(c), the main processing (FIG. 10) is started in the main MPU 72. In this case, immediately after the start of power supply to the power supply unit 54a, the power supply may be unstable, causing the voltage level of the power failure signal to become unstable. In the example shown in the time chart of FIG. 12, as shown in FIG. 12(b), the voltage of the power failure signal becomes unstable, remaining below 5V, from timing t1 to timing t2. In contrast, as already explained, in the main processing (FIG. 10), steps S101 and S102 are executed, and the processing from step S103 onward is suspended until the power failure signal becomes HI level from timing t1 to timing t2, as shown in FIG. 12(d).
[0091] After that, at timing t2, the power failure signal stabilizes at HI level as shown in Figure 12(b). Therefore, as shown in Figure 12(d), the state in which the processing is waiting to proceed (i.e., the state in which a negative determination is made in step S102) is canceled, and processing proceeds to step S103 and subsequent steps. This allows the main processing (Figure 10) to be completed under conditions in which the power failure signal is stable at HI level, and makes it possible to start processing to proceed with the subsequent game.
[0092] Thereafter, at timing t3, the main processing (FIG. 10) ends as shown in FIG. 12(c). In this case, execution of the timer interrupt processing (FIG. 19) changes from a prohibited state to a permitted state. By permitting execution of the timer interrupt processing (FIG. 19), the timer interrupt processing (FIG. 19) is periodically executed, and the timer interrupt processing (FIG. 19) determines whether or not "1" is stored in the predetermined bit of the input port 72a, thereby determining whether or not the power failure signal is at a HI level.
[0093] Thereafter, at timing t4, the supply of operating power from the external power source to the power supply unit 54a is stopped as shown in Fig. 12(a), causing the power failure signal to change from HI level to LOW level as shown in Fig. 12(b). Then, the timer interrupt process (Fig. 19) identifies that the power failure signal has changed to LOW level, and the process to be performed when a power failure occurs is executed from timing t4 to timing t5 as shown in Fig. 12(e).
[0094] FIG. 13 is a flowchart showing the power failure processing executed in step S503 of the timer interrupt processing (FIG. 19).
[0095] In the power outage processing, first, it is determined whether or not the power outage signal is at HI level by determining whether or not "1" is stored in the predetermined bit of the input port 72a (step S201). If the power outage signal is at HI level (step S201: YES), the power outage processing ends without executing the processing at the time of power outage shown in steps S202 to S205.
[0096] If the value of the predetermined bit of the input port 72a is "0," i.e., if the power failure signal is low (step S201: NO), the power failure flag in the main RAM 74 is set to "1" (step S202). A checksum is calculated using information stored in a checksum calculation target area among the multiple storage areas in the main RAM 74 (step S203). The calculated checksum is stored in an area of the main RAM 74 that was not the target for checksum calculation (step S204). After clearing all output ports of the main MPU 72 to "0" (step S205), an infinite loop is established. This infinite loop continues until the supply of power to the main MPU 72 for power failure is completely stopped. As a result, if the power failure processing is normally executed when the supply of power to the main MPU 72 is stopped, the power failure flag in the main RAM 74 is set to "1," and the checksum is stored in the main RAM 74.
[0097] As described above, when the supply of operating power to the main MPU 72 is started, the execution of the processing from step S103 onward in the main processing (FIG. 10) is put on hold until the power failure signal stabilizes at a HI level. This makes it possible to start processing for progressing a game under the condition that the power failure signal at a HI level is being output stably.
[0098] When the main processing (FIG. 10) is started, the timer interrupt processing (FIG. 19) is prohibited from being executed. Therefore, even if the power failure signal is not stable at a high level, the power failure processing is not executed, and accordingly, the processing to be executed when a power failure occurs is not executed. In this case, the main processing (FIG. 10) repeatedly monitors the predetermined bit of the input port 72a until the power failure signal becomes a high level. This makes it possible to monitor whether the power failure signal is a high level even when the timer interrupt processing (FIG. 19) is prohibited from being executed.
[0099] Returning to the explanation of the main processing (FIG. 10), if the determination in step S102 is affirmative, an internal function setting process is executed (step S103). In the internal function setting process, various initial settings are made for the registers and I / O devices in the main MPU 72.
[0100] Thereafter, the information abnormality flag 74g (see FIG. 9) provided in the main RAM 74 is set to "1" (step S104). The information abnormality flag 74g is a flag for the main MPU 72 to determine whether or not an information abnormality has occurred in the main RAM 74 when the supply of operating power starts.
[0101] Thereafter, to determine whether an information anomaly has occurred, it is first determined whether the power outage flag in the main RAM 74 is set to "1" (step S105). A checksum is calculated using information stored in a checksum calculation target area among the many storage areas provided in the main RAM 74 (step S106). It is then determined whether the calculated checksum matches the checksum calculated in step S203 of the power outage processing (FIG. 13) during the previous power outage interruption and stored in the main RAM 74 (steps S107 and S108). It is also determined whether the set value data stored in the set value storage area provided in the main RAM 74 is 6 or greater (step S109). The set value data of "0" corresponds to the set value of "1," the set value data of "1" corresponds to the set value of "2," the set value data of "2" corresponds to the set value of "3," the set value data of "3" corresponds to the set value of "4," the set value data of "4" corresponds to the set value of "5," and the set value data of "5" corresponds to the set value of "6." Setting value data of "0" to "5" is normal, and setting value data of 6 or more is abnormal.
[0102] If the power outage flag is set to "1" (step S105: YES), the checksums match (step S108: YES), and the set value data is less than 6 (step S109: NO), this means that no information abnormality has occurred in the main RAM 74. In this case, the information abnormality flag 74g of the main RAM 74 is cleared to "0" (step S110). On the other hand, if the power outage flag is not set to "1" (step S105: NO), the checksums do not match (step S108: NO), or the set value data is 6 or greater (step S109: YES), the information abnormality flag 74g is maintained set to "1."
[0103] If a negative determination is made in step S105, if a negative determination is made in step S108, if a positive determination is made in step S109, or if the processing of step S110 is executed, it is determined whether or not a setting change operation has been performed when the supply of operating power has started (step S111). Specifically, it is determined whether or not the setting key inserted into the setting key insertion hole 57 has been turned ON. If a setting change operation has not been performed (step S111: NO), it is determined whether or not the information abnormality flag 74g of the main RAM 74 has been set to "1" (step S112).
[0104] If the information abnormality flag 74g is not set to "1" (step S112: NO), this means that the power outage processing at the time of the previous power outage was executed normally and no information abnormality has occurred in the main RAM 74. In this case, the value of the stack pointer saved in the main RAM 74 is written to the stack pointer of the main MPU 72, and the data saved in the main RAM 74 is restored to the register of the main MPU 72, thereby restoring the state of the register of the main MPU 72 to the state before the power was cut off (step S113). In addition, the power outage flag of the main RAM 74 is cleared to "0" (step S114). In addition, a power restoration command is sent to the production side MPU 92 to acknowledge the execution of the power restoration processing (step S115).
[0105] Thereafter, execution of the timer interrupt process (FIG. 19) is permitted (step S116). At the timing when the supply of operating power to the main MPU 72 starts, execution of the timer interrupt process (FIG. 19) is not permitted, but execution of the process of step S116 permits execution of the timer interrupt process (FIG. 19). As a result, the timer interrupt process (FIG. 19) is periodically started. Thereafter, the address before power was cut off is returned to (step S117).
[0106] If the information abnormality flag 74g is set to "1" (step S112: YES), an operation prohibition process is executed. In the operation prohibition process, all output ports of the main MPU 72 are cleared to "0" to turn off all actuators connected to those output ports (step S118), and an error notification process is executed to notify the hall manager or the like of the occurrence of an error (step S119). This then becomes an infinite loop. Even if the supply of operating power to the main MPU 72 is stopped, the operation prohibition process is executed again when the supply of operating power is started until the setting change process (FIG. 15) described below is executed. If the setting change process (FIG. 15) described below is executed, the execution of the operation prohibition process is avoided.
[0107] Fig. 14 is a time chart showing how the information anomaly flag 74g is used to identify that an information anomaly has occurred in the main RAM 74. Fig. 14(a) shows the period during which the main processing (Fig. 10) is being executed, Fig. 14(b) shows the state of the information anomaly flag 74g, Fig. 14(c) shows the period during which the anomaly detection processing (steps S105 to S109) is being executed, and Fig. 14(d) shows the period during which the operation prohibition processing (steps S118 and S119) is being executed.
[0108] First, a case where no information abnormality occurs in the main RAM 74 will be described.
[0109] When the supply of operating power to the main MPU 72 begins, the main processing (FIG. 10) is started in the main MPU 72 at timing t1, as shown in FIG. 14(a). Then, after the information abnormality flag 74g is set to "1" at timing t2, as shown in FIG. 14(b), the abnormality detection processing (steps S105 to S109) is executed from timing t3 to timing t4, as shown in FIG. 14(c). In this case, the abnormality detection processing (steps S105 to S109) does not identify that an information abnormality has occurred in the main RAM 74. Therefore, the information abnormality flag 74g is cleared to "0" at timing t4, as shown in FIG. 14(b), and the operation prohibition processing (steps S118 and S119) is not executed, as shown in FIG. 14(d). After that, at timing t5, the main processing (Fig. 10) ends as shown in Fig. 14(a), and processing to progress the game (timer interrupt processing (Fig. 19), normal processing (Fig. 25)) begins.
[0110] Next, a case where an information abnormality occurs in the main RAM 74 will be described.
[0111] When the supply of operating power to the main MPU 72 begins, the main processing (FIG. 10) is started in the main MPU 72 at timing t6, as shown in FIG. 14(a). Then, after the information abnormality flag 74g is set to "1" at timing t7, as shown in FIG. 14(b), an abnormality detection process (steps S105 to S109) is executed from timing t8 to timing t9, as shown in FIG. 14(c). In this case, the abnormality detection process (steps S105 to S109) identifies that an information abnormality has occurred in the main RAM 74. Therefore, by maintaining the information abnormality flag 74g set to "1" as shown in FIG. 14(b), an operation prohibition process (steps S118 and S119) is started at timing t9, as shown in FIG. 14(d).
[0112] As described above, after the information abnormality flag 74g, which is a flag for the main MPU 72 to determine whether or not an information abnormality has occurred in the main RAM 74, is set to "1," an abnormality detection process is executed to make various determinations as to whether or not an information abnormality has occurred in the main RAM 74. If the abnormality detection process determines that an information abnormality has occurred in the main RAM 74, the information abnormality flag 74g remains set to "1," and if the abnormality detection process determines that an information abnormality has not occurred in the main RAM 74, the information abnormality flag 74g is cleared to "0." If the information abnormality flag 74g remains set to "1," an operation prohibition process is executed, and if the value of the information abnormality flag 74g is "0," a process for progressing the game is started without executing the operation prohibition process. In this way, the information abnormality flag 74g is initially set to "1" and then cleared to "0" if it is determined that no information abnormality has occurred in the main RAM 74. This makes it possible to execute the operation prohibition process even if various determinations are not made as to whether or not an information abnormality has occurred in the main RAM 74 due to the occurrence of electrical noise, even though an information abnormality has actually occurred.
[0113] Returning to the explanation of the main processing (FIG. 10), if the setting key inserted into the setting key insertion hole 57 is turned ON when the supply of operating power is started, i.e., if a setting change operation is being performed (step S111: YES), after the setting change process is performed (step S120), normal processing is performed (step S121).
[0114] FIG. 15 is a flowchart showing the setting change process in step S120.
[0115] First, a start address setting process is executed (step S301). In the start address setting process, when a clearing process is executed to clear the memory areas of the main RAM 74 to "0" and initialize them at the start of the setting change process, the address of the memory area of the main RAM 74 that is the start target of the clearing process is set. Figure 16 is an explanatory diagram for explaining the contents of the memory areas of the main RAM 74. As shown in Figure 16, an address is set in each memory area of the main RAM 74. The addresses are set as consecutive number information. Specifically, the address "0000" is set as the initial address, the address "0001" is set as the next sequential address, the address "0002" is set as the next sequential address, and the addresses are set consecutively thereafter.
[0116] A second CB winning data area, which is an area for storing second CB winning data, is set as a storage area corresponding to the start address "0000." When second CB winning data is selected in the lottery process for winning combinations (FIG. 34) described later, the second CB winning data is set in the second CB winning data area, and when a second CB win is achieved, the second CB winning data is cleared from the second CB winning data area.
[0117] The first CB winning data area, which is an area for storing the first CB winning data, is set as a storage area corresponding to the next sequential address, "0001," relative to the starting address, "0000." When the first CB winning data is selected in the lottery process for winning combinations (FIG. 34), which will be described later, the first CB winning data is set in the first CB winning data area, and when the first CB win is established, the first CB winning data is cleared from the first CB winning data area.
[0118] A setting value storage area, which is an area for storing setting values to be used, is set as the storage area corresponding to "0002" which is the next in order after "0001." The setting value selected in the setting change process (FIG. 15) is stored in the setting value storage area.
[0119] A continuation game counter 74c is set as the storage area corresponding to "0003," a total winnings counter 74d is set as the storage area corresponding to "0004," a credit counter 74b is set as the storage area corresponding to "0005," and a door status area 74e is set as the storage area corresponding to "0006." Various storage areas are also set in the storage areas corresponding to "0007" through "k-3." These various storage areas include a second section flag, which will be described later. A bet number history counter 74f is set as the storage area corresponding to "k-2," a awarded number history counter is set as the storage area corresponding to "k-1," a pseudo-bonus status flag is set as the storage area corresponding to "k," a pseudo-bonus continuation counter is set as the storage area corresponding to "k+1," a bet number setting counter 74a is set as the storage area corresponding to "k+2," and a medium awarded counter is set as the storage area corresponding to "k+3." Furthermore, for example, an information abnormality flag 74g is set as the storage area for addresses "k+4" and onward. The abnormal information flag 74g has already been described, and the counters 74a to 74e and the various areas 74f other than the abnormal information flag 74g will be described later.
[0120] In the start address setting process in step S301, "0001" is set as the start address in the address to be cleared provided in the register of the main MPU 72. As will be described in detail later, the storage area of the main RAM 74 is cleared to "0" and initialized for the storage area of the address set in the address to be cleared, and then the address to be cleared is incremented by 1 so that the address to be cleared becomes the next address in order, and the storage area corresponding to the address to be cleared after the increment is cleared to "0" and initialized. In this case, if "0001" is set as the start address in the address to be cleared, the storage areas corresponding to addresses after "0001" will be cleared to "0" and initialized, but the storage area corresponding to the address "0000" will not be cleared to "0" and initialized.
[0121] Thereafter, it is determined whether or not an information abnormality has occurred in the main RAM 74 by determining whether or not the information abnormality flag 74g of the main RAM 74 is set to "1" (step S302). It is also determined whether or not the reset button 56 was pressed when the supply of operating power was started (step S303). If the determination is negative in both steps S302 and S303, a start address correction process is executed (step S304). In the start address correction process, "0000" is overwritten as the corrected start address in the address to be cleared in the main MPU 72. If "0000" is set as the start address in the address to be cleared, all storage areas in the main RAM 74 are cleared to "0" and initialized.
[0122] In other words, if the setting change process is started in a situation where an information abnormality has occurred in the main RAM 74 and the information abnormality flag 74g is set to "1," the storage areas that are cleared to "0" and initialized when the setting change process is started are all storage areas in the main RAM 74. Also, even if the setting change process is started in a situation where no information abnormality has occurred in the main RAM 74 and the value of the information abnormality flag 74g is "0," if not only the setting key is turned ON but also the reset button 56 is pressed when the supply of operating power is started, the storage areas that are cleared to "0" and initialized when the setting change process is started are all storage areas in the main RAM 74.
[0123] If the determination in step S302 is affirmative, if the determination in step S303 is affirmative, or if the processing in step S304 is executed, the storage area in the primary RAM 74 corresponding to the address set as the address to be cleared is cleared to "0" and initialization is performed (step S305). Then, an update process for the address to be cleared is performed (step S306). In this update process, the value of the address to be cleared is incremented by 1, thereby changing the address set as the address to be cleared to the next address in the order of addresses in the primary RAM 74. Then, it is determined whether the address after the update exceeds the end address, which is the last address in the order in the primary RAM 74 (step S307). If the determination in step S307 is negative, the storage area for the address after the update is cleared to "0" and initialization is performed (step S305), and the processing in steps S306 and S307 is performed again. If the determination in step S307 is affirmative, this means that the clearing process for the primary RAM 74 has ended. In this case, the processing proceeds to step S308.
[0124] Here, the manner in which the clearing process of the main RAM 74 is executed during the setting change process will be described with reference to the time chart of Figure 17. Figure 17(a) shows the period during which operating power is supplied to the main MPU 72, Figure 17(b) shows the period during which the main process (Figure 10) is executed in the main MPU 72, Figure 17(c) shows the period during which the setting key inserted into the setting key insertion hole 57 is turned on as a setting change operation, Figure 17(d) shows the period during which the reset button 56 is pressed, Figure 17(e) shows the state of the information abnormality flag 74g, Figure 17(f) shows the period during which the setting change process (Figure 15) is executed in the main MPU 72, Figure 17(g) shows the period during which the clearing process is executed on part of the storage area of the main RAM 74, and Figure 17(h) shows the period during which the clearing process is executed on all of the storage area of the main RAM 74.
[0125] First, a case will be described in which the supply of operating power is started without the reset button 56 being pressed and the setting change process is executed in a situation in which no information abnormality has occurred in the main RAM 74.
[0126] At time t1, the supply of operating power to the main MPU 72 begins as shown in Fig. 17(a), and at time t1, the main processing (Fig. 10) begins in the main MPU 72 as shown in Fig. 17(b). Furthermore, as shown in Fig. 17(c), a setting change operation is performed when the supply of operating power begins. Thereafter, at time t2, the information abnormality flag 74g is set to "1" as shown in Fig. 17(e). However, the abnormality detection process (steps S105 to S109) in the main processing (Fig. 10) determines that no information abnormality has occurred in the main RAM 74, and the information abnormality flag 74g is cleared to "0" at time t3.
[0127] Thereafter, at timing t4, the setting change process (FIG. 15) is started in the primary MPU 72 as shown in FIG. 17(f). When the setting change process (FIG. 15) is started, a clearing process of the primary RAM 74 is executed. However, since no information abnormality has occurred in the primary RAM 74 at the start of the current supply of operating power, the value of the information abnormality flag 74g is "0" as shown in FIG. 17(e). Furthermore, the reset button 56 has not been pressed at the start of the current supply of operating power as shown in FIG. 17(d). Therefore, in the current clearing process of the primary RAM 74, a partial clearing process is executed in which "0001" is set as the start address as shown in FIG. 17(g). In this case, as already explained, the second CB winning data area, which is the storage area in which the initial address is set in the primary RAM 74, is excluded from the "0" clearing and initialization, and the "0" clearing and initialization are executed sequentially for the storage areas other than this area, which ends at timing t5 as shown in FIG. 17(g). This makes it possible to maintain the information in the second CB winning data area in the state before the previous supply of operating power was stopped, even when the setting change process (FIG. 15) is executed.
[0128] Next, we will explain the case where the supply of operating power is started when the reset button 56 is pressed and no information abnormality has occurred in the main RAM 74, and the setting change process is executed.
[0129] At timing t6, the supply of operating power to the main MPU 72 begins as shown in Figure 17(a), and at timing t6, the main processing (Figure 10) begins in the main MPU 72 as shown in Figure 17(b). Also, as shown in Figure 17(c), a setting change operation is performed when the supply of operating power begins, and the reset button 56 is pressed as shown in Figure 17(d). Thereafter, at timing t7, the information abnormality flag 74g is set to "1" as shown in Figure 17(e). However, the abnormality detection process (steps S105 to S109) in the main processing (Figure 10) determines that no information abnormality has occurred in the main RAM 74, and the information abnormality flag 74g is cleared to "0" at timing t8.
[0130] Thereafter, at timing t9, the setting change process (FIG. 15) is initiated in the primary MPU 72, as shown in FIG. 17(f). When the setting change process (FIG. 15) is initiated, a clear process of the primary RAM 74 is executed. However, since no information abnormality occurred in the primary RAM 74 at the start of the current supply of operating power, the value of the information abnormality flag 74g is "0" as shown in FIG. 17(e). Meanwhile, at the start of the current supply of operating power, as shown in FIG. 17(d), the reset button 56 was pressed, and this pressing operation continues at timing t9. Therefore, in the current clear process of the primary RAM 74, a full clear process is executed in which "0000" is set as the starting address, as shown in FIG. 17(h). In this case, as already explained, all storage areas of the primary RAM 74, including the second CB winning data area, which is the storage area in which the initial address is set in the primary RAM 74, are cleared to "0" and initialized sequentially, and the process ends at timing t10 as shown in FIG. 17(h). This makes it possible to initialize all storage areas of the main RAM 74 when the setting change process (FIG. 15) is executed.
[0131] Next, we will explain the case where the supply of operating power is started when the reset button 56 has not been pressed and the setting change process is executed when an information abnormality has occurred in the main RAM 74.
[0132] At timing t11, the supply of operating power to the main MPU 72 begins as shown in Fig. 17(a), and at timing t11, the main processing (Fig. 10) begins in the main MPU 72 as shown in Fig. 17(b). Also, as shown in Fig. 17(c), a setting change operation is performed when the supply of operating power begins. Thereafter, at timing t12, the information abnormality flag 74g is set to "1" as shown in Fig. 17(e). Furthermore, the abnormality detection process (steps S105 to S109) in the main processing (Fig. 10) identifies that an information abnormality has occurred in the main RAM 74, and the information abnormality flag 74g remains set to "1."
[0133] Thereafter, at timing t13, the setting change process (FIG. 15) is initiated in the primary MPU 72, as shown in FIG. 17(f). When the setting change process (FIG. 15) is initiated, a clear process of the primary RAM 74 is executed. However, since an information abnormality occurred in the primary RAM 74 when the current supply of operating power was started, the value of the information abnormality flag 74g is "1" as shown in FIG. 17(e). Therefore, in the current clear process of the primary RAM 74, a full clear process is executed in which "0000" is set as the starting address as shown in FIG. 17(h). In this case, as already explained, all storage areas of the primary RAM 74, including the second CB winning data area, which is the storage area in which the initial address is set in the primary RAM 74, are sequentially cleared to "0" and initialized, and the process ends at timing t14 as shown in FIG. 17(h). As a result, when the setting change process (FIG. 15) is executed in a situation in which an information abnormality has occurred in the primary RAM 74, it is possible to initialize all storage areas of the primary RAM 74 before starting the process to change the setting value.
[0134] Returning to the explanation of the setting change process (FIG. 15), if a positive determination is made in step S307, a setting change start command is sent to the production-side MPU 92 (step S308). When the production-side MPU 92 receives the setting change start command, it controls the upper lamp 61, speaker 62, and image display device 63 so as to issue a notification indicating that the setting value is being changed. In this case, the image display device 63 may be configured to display an image that allows the amusement hall manager to recognize the operation content for changing the setting value.
[0135] Thereafter, the setting change execution process is executed (step S309). Fig. 18 is a flowchart showing the setting change execution process.
[0136] First, execution of the timer interrupt process (FIG. 19) is permitted (step S401). Execution of the timer interrupt process (FIG. 19) is not permitted at the timing when the supply of operating power to the main MPU 72 starts. However, when the setting change process (FIG. 15) is executed in the main process (FIG. 10), execution of step S401 of the setting change execution process (FIG. 18) is executed, thereby permitting execution of the timer interrupt process (FIG. 19). As a result, the timer interrupt process (FIG. 19) is periodically started.
[0137] 19 is a flowchart showing the timer interrupt process, which is initiated, for example, every 1.49 milliseconds.
[0138] First, further interrupts of the timer interrupt process (FIG. 19) are prohibited (step S501). Then, register save process is executed (step S502). In the register save process, the values of all registers in the main MPU 72 used in the normal process (FIG. 25) described later are saved to the main RAM 74. Then, power outage process is executed (step S503). The contents of the power outage process have already been explained. Then, in order to spin each of the reels 32L, 32M, and 32R, stepping motor control process is executed (step S504), which drives the stepping motors provided on each of the reels 32L, 32M, and 32R. Then, sensor monitoring process is executed (step S505).
[0139] FIG. 20(a) is a flowchart showing the sensor monitoring process. First, a shift process of the detection state storage area is executed (step S601). FIG. 20(b) is an explanatory diagram for explaining the contents of the detection state storage area provided in the main RAM 74. As shown in FIG. 20(b), the main RAM 74 has a reset current state storage area 74h and a previous reset previous state storage area 74i as detection state storage areas. The reset current state storage area 74h stores information corresponding to the state of the reset button 56 grasped in the most recent sensor monitoring process (FIG. 20(a)). Specifically, if a HI level signal indicating that the reset button 56 is being pressed is received as a detection signal from the reset button 56 in the most recent sensor monitoring process (FIG. 20(a)), the reset current state storage area 74h is stored with information "1." If a LOW level signal indicating that the reset button 56 is not being pressed is received, the reset current state storage area 74h is cleared to "0." Furthermore, the previous reset storage area 74i stores information corresponding to the state of the reset button 56 grasped in the sensor monitoring process of the immediately previous processing cycle (FIG. 20(a)). Specifically, if a HI level signal indicating that the reset button 56 has been pressed has been received as a detection signal from the reset button 56 in the sensor monitoring process of the immediately previous processing cycle (FIG. 20(a)), the information of "1" is stored in the previous reset storage area 74i, and if a LOW level signal indicating that the reset button 56 has not been pressed has been received, the information of the previous reset storage area 74i is "0".
[0140] In the shift process of the detection state storage area in step S601, the information stored in the current reset state storage area 74h is overwritten in the previous reset state storage area 74i. Thereafter, the signal received from the reset button 56 is identified, and if the identified signal is at a high level (step S602: YES), "1" is set in the current reset state storage area 74h (step S603), and if the identified signal is at a low level (step S602: NO), "0" is cleared in the current reset state storage area 74h (step S604).
[0141] If the process of step S603 or step S604 has been executed, other processes are executed (step S605). In the other processes, processes for identifying the contents of detection signals from various sensors other than the sensor that detects the pressing operation of the reset button 56 are executed.
[0142] Returning to the explanation of the timer interrupt process (FIG. 19), after executing the sensor monitoring process, a timer subtraction process is executed to subtract values from each counter and timer (step S506). A command output process is also executed to send various commands to the production-side MPU 92 (step S507). A port output process is also executed to output data corresponding to the I / O device from the input / output port (step S508). In this port output process, when the notification of the stop order of the reels 32L, 32M, and 32R is not being executed, the display of the dual-purpose display unit 66 is controlled so that a number corresponding to the value of a medium award counter in the main RAM 74 (described later) is displayed. Note that when the notification of the stop order of the reels 32L, 32M, and 32R is not being executed, if the value of the medium award counter is "0," the dual-purpose display unit 66 is turned off. A control process for the bet display unit 64 is also executed so that a display corresponding to the number of bets is displayed on the bet display unit 64 (step S509). Furthermore, a management process is executed to manage the game history and display the details corresponding to the management results on the dual-purpose display unit 66 (step S510). Specifically, the ratio of the total number of games in the second section SC2 (described later) to the total number of games is calculated, and the ratio of the calculation result is displayed on the dual-purpose display unit 66. Thereafter, the values of each register saved in the main RAM 74 in the previous step S502 are restored to the corresponding register in the main MPU 72 (step S511), and the execution of the next timer interrupt process (FIG. 19) is permitted (step S512).
[0143] Returning to the explanation of the setting change execution process (FIG. 18), after the execution of the timer interrupt process (FIG. 19) is permitted in step S401, it is determined whether the timer interrupt process (FIG. 19) has been executed (step S402), and the process waits in step S402 until the timer interrupt process (FIG. 19) is executed. The process configuration for determining whether the timer interrupt process (FIG. 19) has been executed is arbitrary, but in this slot machine 10, an execution completion flag is provided in the register of the main MPU 72, and when the supply of operating power to the main MPU 72 starts, the execution completion flag is cleared to "0", and thereafter, a process is executed to set the execution completion flag to "1" each time the timer interrupt process (FIG. 19) is executed. In this case, in step S402, it is determined whether the execution completion flag in the register of the main MPU 72 is set to "1," and if the execution completion flag is not set to "1," a negative determination is made in step S402, and if the execution completion flag is set to "1," a positive determination is made in step S402. If a positive determination is made in step S402, the execution completion flag in the register of the main MPU 72 is cleared to "0" (step S403).
[0144] Thereafter, it is determined whether the value in the setting value storage area provided in the main RAM 74 is 6 or greater (step S404). The setting value storage area is an area for the main MPU 72 to identify the setting value currently being selected. If the value in the setting value storage area is "0," the setting value being selected is "1." If the value in the setting value storage area is "1," the setting value being selected is "2." If the value in the setting value storage area is "2," the setting value being selected is "3." If the value in the setting value storage area is "3," the setting value being selected is "4." If the value in the setting value storage area is "4," the setting value being selected is "5." If the value in the setting value storage area is "5," the setting value being selected is "6." If the value in the setting value storage area is 6 or greater, this means that the value in the setting value storage area has exceeded the maximum value, so the setting value storage area is cleared to "0" (step S405). This resets the setting value being selected to "1."
[0145] If a negative determination is made in step S404 or if the processing of step S405 is executed, it is determined whether or not the timer interrupt processing (FIG. 19) has been executed (step S406), and the processing waits in step S406 until the timer interrupt processing (FIG. 19) is executed. Specifically, similar to step S402, it is determined whether or not the execution completion flag in the register of the main MPU 72 is set to "1." The execution completion flag is cleared to "0" if a positive determination is made in step S402, and further, as already explained, processing is executed to set the execution completion flag to "1" each time the timer interrupt processing (FIG. 19) is executed. Therefore, in step S406, it is determined whether or not the timer interrupt processing (FIG. 19) has been executed at least once since the positive determination was made in step S402. If the execution completion flag is not set to "1," a negative determination is made in step S406, and if the execution completion flag is set to "1," a positive determination is made in step S406. If the determination in step S406 is affirmative, the execution completion flag in the register of the main MPU 72 is cleared to "0" (step S407).
[0146] Thereafter, it is determined whether the start lever 41 has been turned ON (step S408). If the start lever 41 has been turned ON while the setting change execution process is being executed, the setting value to be selected is confirmed as the setting value to be used. If the start lever 41 has not been turned ON (step S408: NO), it is determined whether pressing of the reset button 56 has started (step S409). Specifically, it is determined whether the information stored in the previous reset memory area 74i of the main RAM 74 is "0", which corresponds to the reset button 56 not being pressed, and whether the information stored in the current reset memory area 74h of the main RAM 74 is "1", which corresponds to the reset button 56 being pressed. If the determination in step S409 is negative, the process returns to step S406. If the determination in step S409 is positive, the value in the setting value memory area of the main RAM 74 is incremented by 1 (step S410). Thereafter, the process returns to step S404, and if the value in the setting value storage area after adding 1 is 6 or greater (step S404: YES), the setting value storage area is cleared to "0" (step S405), and then the process from step S406 onwards is executed. If the start lever 41 has been turned ON (step S408: YES), the process waits until the setting key inserted in the setting key insertion hole 57 is turned OFF (step S411: NO), and if the setting key is turned OFF (step S411: YES), this setting change execution process is terminated.
[0147] In other words, while the setting change execution process is being executed, each time the reset button 56 is pressed, the setting value to be selected is changed to a setting value with one level of advantage that is one step higher. Also, if the reset button 56 is pressed when the setting value is already at the highest level of advantage, "6," the setting value storage area is cleared to "0," and the setting value is set to the lowest level of advantage, "1." Also, when the start lever 41 is turned ON, the setting value to be selected is confirmed as the setting to be used, and then the setting key inserted in the setting key insertion hole 57 is turned OFF, ending the setting change execution process.
[0148] In the setting change execution process, the processes of steps S402 and S406 are executed as described above, and thus, from the start of the setting change execution process (FIG. 18) to the start of the first process for determining whether pressing of the reset button 56 has started, an interrupt standby period, which is a period for waiting for the progress of the process until a new execution of the timer interrupt process (FIG. 19), occurs twice. By setting these interrupt standby periods, even if the supply of operating power to the main MPU 72 starts when the reset button 56 is pressed, and further, even if the setting change execution process (FIG. 18) starts while the reset button 56 is maintained pressed, the setting value of the selected object will not be changed by the maintained pressing of the reset button 56. This will be described with reference to the time chart of FIG. 21.
[0149] Fig. 21 is a time chart showing how, when the supply of operating power is started while the reset button 56 is pressed, the setting value to be selected is not changed by the continued pressing of the reset button 56. Fig. 21(a) shows the period during which operating power is supplied to the main MPU 72, Fig. 21(b) shows the period during which the main processing (Fig. 10) is being executed in the main MPU 72, Fig. 21(c) shows the period during which an ON operation is being performed by a setting key inserted into the setting key insertion hole 57, Fig. 21(d) shows the period during which the reset button 56 is being pressed, Fig. 21(e) shows the period during which a clear process is being executed for all of the storage areas of the main RAM 74, and Fig. 21(f) shows the period during which a setting change execution process is being executed. FIG. 21(g) shows the period during which the timer interrupt process (FIG. 19) is being executed, FIG. 21(h) shows the interrupt waiting period due to steps S402 and S406 of the setting change execution process (FIG. 18), FIG. 21(i) shows the state of the current reset memory area 74h of the main RAM 74, FIG. 21(j) shows the state of the previous reset memory area 74i of the main RAM 74, and FIG. 21(k) shows the specific timing for triggering a change in the setting value to be selected.
[0150] At timing t1, the supply of operating power to the main MPU 72 begins as shown in Fig. 21(a), and at timing t1, the main processing (Fig. 10) begins in the main MPU 72 as shown in Fig. 21(b). Furthermore, when the supply of operating power begins as shown in Fig. 21(c), the setting key is turned ON and the reset button 56 is pressed as shown in Fig. 21(d).
[0151] Since the setting key has been turned on as described above, the setting change process (FIG. 15) is then initiated. When the setting change process (FIG. 15) is initiated, the process of clearing the primary RAM 74 is executed, but the reset button 56 was pressed as described above when the current supply of operating power began, and this pressing operation continues at timing t2. Therefore, at timing t2, as shown in FIG. 21(e), the process of clearing all of the storage areas of the primary RAM 74 is initiated. In this case, the current reset storage area 74h and the previous reset storage area 74i are also cleared to "0" by the clear process.
[0152] Thereafter, the clearing process is completed at timing t3 as shown in FIG. 21(e). At timing t3, the setting change execution process (FIG. 18) is started as shown in FIG. 21(f). In this case, in the setting change execution process (FIG. 18), execution of the timer interrupt process (FIG. 19) is permitted in step S401, and the process waits until the timer interrupt process (FIG. 19) is executed in step S402. In other words, an interrupt waiting period occurs as shown in FIG. 21(h).
[0153] At timing t4 during the interrupt waiting period, the setting change execution process (FIG. 18) is interrupted and the timer interrupt process (FIG. 19) is executed, as shown in FIG. 21(g). At timing t5 while the timer interrupt process (FIG. 19) is being executed, the sensor monitoring process (FIG. 20(a)) of step S505 in the timer interrupt process (FIG. 19) is executed, thereby determining whether the reset button 56 is being pressed. At timing t5, as shown in FIG. 21(d), the reset button 56 continues to be pressed. Therefore, at timing t5, "1" is set in the current reset storage area 74h, as shown in FIG. 21(i). Note that the information in the previous reset storage area 74i remains "0." The timer interrupt process (FIG. 19) ends at timing t6, as shown in FIG. 21(g). As a result, the process executed by the main MPU 72 returns to the setting change execution process (FIG. 18).
[0154] In the setting change execution process (FIG. 18), since the timer interrupt process (FIG. 19) has already been executed, an affirmative determination is made in step S402 and the processes from step S403 onward are executed. Then, in step S406, the process waits until the timer interrupt process (FIG. 19) is executed again. That is, an interrupt wait period occurs at timing t7 as shown in FIG. 21(h).
[0155] At timing t8 during the interrupt waiting period, the setting change execution process (FIG. 18) is interrupted and the timer interrupt process (FIG. 19) is executed, as shown in FIG. 21(g). At timing t9 while the timer interrupt process (FIG. 19) is being executed, the sensor monitoring process (FIG. 20(a)) of step S505 in the timer interrupt process (FIG. 19) is executed. In this case, first, the information stored in the current reset state storage area 74h is shifted to the previous reset state storage area 74i. However, since "1" has already been set in the current reset state storage area 74h, "1" is set in the previous reset state storage area 74i at timing t9, as shown in FIG. 21(j). Furthermore, the sensor monitoring process (FIG. 20(a)) determines whether the reset button 56 is being pressed. At timing t9, the reset button 56 continues to be pressed, as shown in FIG. 21(d). Therefore, at timing t9, "1" is set in the reset current state storage area 74h as shown in Figure 21(i). The timer interrupt process (Figure 19) ends at timing t10 as shown in Figure 21(g). As a result, the process executed by the main MPU 72 returns to the setting change execution process (Figure 18).
[0156] In the setting change execution process (FIG. 18), since the timer interrupt process (FIG. 19) has already been executed, a positive determination is made in step S406, and the processes from step S408 onward are executed. Then, at timing t11, as shown in FIG. 21(k), a process is executed in step S409 to determine whether pressing of the reset button 56 has started. Specifically, it is determined whether the information stored in the previous reset storage area 74i of the main RAM 74 is "0," which corresponds to the reset button 56 not being pressed, and whether the information stored in the current reset state storage area 74h of the main RAM 74 is "1," which corresponds to the reset button 56 being pressed. In this case, as shown in FIG. 21(j), the information in the previous reset storage area 74i is "1," and as shown in FIG. 21(i), the information in the current reset state storage area 74h is "1." Therefore, in step S409, it is not determined that pressing of the reset button 56 has started. This makes it possible to prevent the setting value to be selected from being changed by the continued pressing of the reset button 56 when the supply of operating power is started while the reset button 56 is pressed.
[0157] Thereafter, at timing t12, step S406 of the setting change execution process (FIG. 18) is executed. Step S406 waits until the timer interrupt process (FIG. 19) is executed again. That is, an interrupt standby period occurs at timing t12, as shown in FIG. 21(h). At timing t13 during the interrupt standby period, as shown in FIG. 21(d), the pressing of the reset button 56 is released. At timing t14, as shown in FIG. 21(g), the setting change execution process (FIG. 18) is interrupted and the timer interrupt process (FIG. 19) is executed. At timing t15 while the timer interrupt process (FIG. 19) is being executed, the sensor monitoring process (FIG. 20(a)) of step S505 in the timer interrupt process (FIG. 19) is executed. In this case, the information stored in the current reset state storage area 74h is first shifted to the previous reset state storage area 74i. However, since "1" has already been set in the current reset state storage area 74h, "1" is set in the previous reset state storage area 74i at timing t15, as shown in FIG. 21(j). Furthermore, the sensor monitoring process (FIG. 20(a)) determines whether the reset button 56 has been pressed. At timing t15, as shown in FIG. 21(d), the reset button 56 has not been pressed. Therefore, at timing t15, the current reset state storage area 74h is cleared to "0" as shown in FIG. 21(i). The timer interrupt process (FIG. 19) ends at timing t16, as shown in FIG. 21(g). As a result, the process executed by the main MPU 72 returns to the setting change execution process (FIG. 18).
[0158] In the setting change execution process (FIG. 18), since the timer interrupt process (FIG. 19) has already been executed, a positive determination is made in step S406, and the processes from step S408 onward are executed. Then, at timing t17, as shown in FIG. 21(k), a process is executed in step S409 to determine whether pressing of the reset button 56 has started. Specifically, it is determined whether the information stored in the previous reset storage area 74i of the main RAM 74 is "0," which corresponds to the reset button 56 not being pressed, and whether the information stored in the current reset state storage area 74h of the main RAM 74 is "1," which corresponds to the reset button 56 being pressed. In this case, as shown in FIG. 21(j), the information in the previous reset storage area 74i is "1," and as shown in FIG. 21(i), the information in the current reset state storage area 74h is "0." Therefore, in step S409, it is not determined that pressing of the reset button 56 has started.
[0159] Thereafter, at timing t18, step S406 of the setting change execution process (FIG. 18) is executed. Step S406 waits until the timer interrupt process (FIG. 19) is executed again. That is, as shown in FIG. 21(h), an interrupt standby period occurs at timing t18. At timing t19 during the interrupt standby period, the setting change execution process (FIG. 18) is interrupted and the timer interrupt process (FIG. 19) is executed as shown in FIG. 21(g). At timing t20 while the timer interrupt process (FIG. 19) is being executed, the sensor monitoring process (FIG. 20(a)) of step S505 in the timer interrupt process (FIG. 19) is executed. In this case, first, the information stored in the current reset state storage area 74h is shifted to the previous reset state storage area 74i. However, since the information in the current reset state storage area 74h is "0," the previous reset state storage area 74i is cleared to "0" at timing t20 as shown in FIG. 21(j). Furthermore, the sensor monitoring process (FIG. 20(a)) determines whether the reset button 56 is being pressed. At the timing t20, the reset button 56 is not being pressed, as shown in FIG. 21(d). Therefore, at the timing t20, the reset current status storage area 74h is cleared to "0" as shown in FIG. 21(i). The timer interrupt process (FIG. 19) ends at the timing t21 as shown in FIG. 21(g). As a result, the process executed by the main MPU 72 returns to the setting change execution process (FIG. 18).
[0160] If a positive determination is made in step S406, the execution completion flag of the main MPU 72 is cleared to "0" in step S407, and the timer interrupt process (FIG. 19) is not executed after the process of step S407 is executed until step S406 is executed again. Therefore, if a positive determination is made in step S406 and then step S406 is executed again, an interrupt standby period is generated without fail, and the interrupt standby period is released by executing the timer interrupt process (FIG. 19) once.
[0161] As described above, in the setting change execution process ( FIG. 18 ), by executing the processes of steps S402 and S406, two interrupt wait periods, which are periods during which the process waits for a new execution of the timer interrupt process ( FIG. 19 ), from the start of the setting change execution process ( FIG. 18 ) to the start of the initial process for determining whether pressing of the reset button 56 has started. Because these interrupt wait periods are set, even if the supply of operating power to the main MPU 72 starts when the reset button 56 is pressed and the setting change execution process ( FIG. 18 ) starts while the reset button 56 is still pressed, the contents of the information in the previous reset storage area 74 i and the current reset storage area 74 h indicate that pressing of the reset button 56 is still continuing at the time the initial process for determining whether pressing of the reset button 56 has started after the setting change execution process ( FIG. 18 ) starts. Therefore, in step S409, it is not determined that pressing of the reset button 56 has started. This makes it possible to prevent the setting value to be selected from being changed by the continued pressing of the reset button 56 when the supply of operating power is started while the reset button 56 is pressed.
[0162] Returning to the explanation of the setting change process (FIG. 15), after executing the setting change execution process of step S309, a setting change end command is sent to the production-side MPU 92 (step S310). When the production-side MPU 92 receives the setting change end command, it controls the upper lamp 61, speaker 62, and image display device 63 to end the notification indicating that the setting value is being changed. Then, reset state information is set in the door state area 74e of the main-side RAM 74 (step S311).
[0163] The door status area 74e is an area that is referenced when the main MPU 72 determines whether or not a change has occurred in the open / closed state of the front door 12 relative to the housing 11. Fig. 22 is a flowchart showing the monitoring process of the door open sensor 16 that is executed in the main MPU 72 in other processing (step S605) of the sensor monitoring process (Fig. 20(a)).
[0164] If a signal corresponding to the front door 12 being in an open state is received from the door open sensor 16 (step S701: YES), it is determined whether the information stored in the door status area 74e is open information (step S702). Open information is information indicating that a signal corresponding to the front door 12 being in an open state was received from the door open sensor 16 in the processing cycle immediately preceding this monitoring process. If open information is stored in the door status area 74e (step S702: YES), this monitoring process is terminated. If the information in the door status area 74e is information other than open information (step S702: NO), that is, if closed information is stored in the door status area 74e, if reset state information is stored in the door status area 74e, or if the information in the door status area 74e is "0," an open command is sent to the production-side MPU 92 (step S703). If the production-side MPU 92 receives the open command, it controls the upper lamp 61, speaker 62, and image display device 63 to issue a notification indicating that the front door 12 is in an open state.
[0165] Thereafter, open information is stored in the door status area 74e (step S704). As a result, even if a signal corresponding to the front door 12 being in an open state continues to be received from the door open sensor 16 in the next processing of this monitoring process, a new open command is not transmitted because a positive determination is made in step S702 due to the open information being stored in the door status area 74e. This makes it possible to prevent the open command from being transmitted repeatedly in a situation where the front door 12 is maintained in an open state.
[0166] If a signal corresponding to the front door 12 being in a closed state is received from the door open sensor 16 (step S701: NO), it is determined whether the information stored in the door status area 74e is closed information (step S705). Closed information is information indicating that a signal corresponding to the front door 12 being in a closed state was received from the door open sensor 16 in the processing cycle immediately preceding this monitoring process. If closed information is stored in the door status area 74e (step S705: YES), this monitoring process is terminated. If information other than closed information is stored in the door status area 74e (step S705: NO), that is, if open information is stored in the door status area 74e, if reset state information is stored in the door status area 74e, or if the information in the door status area 74e is "0", a close command is sent to the production-side MPU 92 (step S706). When the production-side MPU 92 receives a close command, it ends the notification indicating that the front door 12 is in the open state, and then controls the upper lamp 61, speaker 62, and image display device 63 so that a notification is issued indicating that the front door 12 has changed from the open state to the closed state. The notification indicating that the front door 12 has changed from the open state to the closed state continues for 30 seconds unless the front door 12 changes to the open state again. If the front door 12 changes to the open state again, the notification indicating that the front door 12 is in the open state is resumed.
[0167] Thereafter, the closed information is stored in the door status area 74e (step S707). As a result, even if the signal corresponding to the front door 12 being closed continues to be received from the door open sensor 16 in the next processing of this monitoring process, a new close command is not transmitted because the closed information is stored in the door status area 74e and a positive determination is made in step S705. This makes it possible to prevent the close command from being transmitted repeatedly in a situation where the front door 12 is maintained in a closed state.
[0168] 23 is a flowchart showing the notification process executed by the production side MPU 92. The notification process is repeatedly executed by the production side MPU 92 at a relatively short interval (for example, every 2 milliseconds).
[0169] If a setting change start command has been received (step S801: YES), a setting change notification start process is executed (step S802). In this start process, the upper lamp 61, the speaker 62, and the image display device 63 are controlled so that a setting change notification is started, indicating that the setting value is being changed. In this case, the image display device 63 may be configured to display an image that allows the amusement hall manager to recognize the operation content for changing the setting value. After this start process is executed, other processes in step S818 control the upper lamp 61, the speaker 62, and the image display device 63 so that the content of the setting change notification is continued or updated until a setting change end command is received from the main MPU 72.
[0170] If an open command has been received (step S803: YES), or if a setting change notification is currently being executed (step S804: YES), the notification process is terminated without executing any processing in response to the reception of the open command. This allows the setting change notification to be prioritized over the door open notification indicating that the front door 12 is open. If an open command has been received (step S803: YES) but a setting change notification is not currently being executed (step S804: NO), a door open notification start process is executed (step S805). In this start process, the upper lamp 61, speaker 62, and image display device 63 are controlled so that a door open notification indicating that the front door 12 is open is started. After this start process is executed, the upper lamp 61, speaker 62, and image display device 63 are controlled so that the door open notification is continued or updated in other processes in step S818 until a close command is received from the main MPU 72.
[0171] If a setting change end command has been received (step S806: YES), an end process for the setting change in progress notification is executed (step S807). In this end process, the upper lamp 61, speaker 62, and image display device 63 are controlled so that the setting change in progress notification is ended. In addition, a clear process for the production-side RAM 94 is executed (step S808). In this clear process, each storage area of the production-side RAM 94 is cleared to "0" and initialized. This makes it possible to initialize not only each storage area of the main RAM 74 but also each storage area of the production-side RAM 94 when the setting values to be used are set in the main-side MPU 72. When the production-side RAM 94 is initialized, a post-initialization notification is executed by the upper lamp 61, speaker 62, and image display device 63.
[0172] If a close command has been received (step S809: YES), or if a setting change notification is being executed (step S810: YES), the notification process is terminated without performing any processing in response to the reception of the close command. This allows the setting change notification to be prioritized over the door closed notification, which indicates that the front door 12 has changed from an open state to a closed state. If a close command has been received (step S809: YES), but a setting change notification is not being executed (step S810: NO), a process for terminating the door open notification is executed (step S811). In this termination process, the upper lamp 61, speaker 62, and image display device 63 are controlled so that the door open notification, which indicates that the front door 12 is in an open state, is terminated.
[0173] After that, a door closing notification start process is executed (step S812). In this start process, the upper lamp 61, speaker 62, and image display device 63 are controlled so that a door closing notification is started, indicating that the front door 12 has changed from an open state to a closed state. After this start process is executed, other processes in step S818 control the upper lamp 61, speaker 62, and image display device 63 so that the content of the door closing notification is continued or updated until the door closing notification period (specifically, 30 seconds) has elapsed. In addition, a setting process for a door closing notification counter provided in the performance-side RAM 94 is executed (step S813). In this setting process, information corresponding to the door closing notification period (specifically, 30 seconds) is set in the door closing notification counter.
[0174] If the value of the door closing notification counter in the performance-side RAM 94 is 1 or greater (step S814: YES), the value of the door closing notification counter is decremented by 1 (step S815). Then, by determining whether the value of the door closing notification counter after decrementing by 1 is "0" or not, it is determined whether the door closing notification period has elapsed since the start of the door closing notification (step S816). If the value of the door closing notification counter is "0" (step S816: YES), an end process for the door closing notification is executed (step S817). In this end process, the upper lamp 61, speaker 62, and image display device 63 are controlled so that the door closing notification indicating that the front door 12 has changed from an open state to a closed state is terminated.
[0175] Next, the manner in which various notifications are made when the supply of operating power is started and the setting change process (FIG. 15) is executed will be described with reference to the time chart of FIG. 24. FIG. 24(a) shows the period during which operating power is supplied to the main MPU 72, FIG. 24(b) shows the period during which the main process (FIG. 10) is being executed in the main MPU 72, FIG. 24(c) shows the period during which the front door 12 is open, FIG. 24(d) shows the period during which the process of clearing the storage area of the main RAM 74 is being executed, FIG. 24(e) shows the period during which the setting change execution process (FIG. 18) is being executed, FIG. 24(f) shows the period during which a setting change notification is being executed, FIG. 24(g) shows the timing at which reset state information is set in the door state area 74e of the main RAM 74, FIG. 24(h) shows the period during which a door open notification is being executed, and FIG. 24(i) shows the period during which a door closed notification is being executed.
[0176] At time t1, when the front door 12 is open as shown in FIG. 24(c), the supply of operating power to the main MPU 72 begins as shown in FIG. 24(a). At time t1, the main MPU 72 starts the main processing (FIG. 10) as shown in FIG. 24(b). Because the front door 12 was opened and the setting key was turned on when the supply of operating power began, the setting change processing (FIG. 15) begins at time t2. When the setting change processing (FIG. 15) begins, a clearing process of the main RAM 74 is executed. However, the reset button 56 was not pressed when the supply of operating power began, and no abnormal information in the main RAM 74 has occurred. Therefore, at time t2, a clearing process of part of the storage area of the main RAM 74 begins as shown in FIG. 24(d). In this case, the door status area 74e is also cleared to "0" by the clearing process, so that neither open information nor closed information is stored in the door status area 74e. The state in which execution of the timer interrupt process (FIG. 19) is prohibited continues from the start of supply of operating power.
[0177] Thereafter, the clearing process is completed at timing t3 as shown in FIG. 24(d). At timing t3, the setting change execution process (FIG. 18) is started as shown in FIG. 24(e). Also, immediately before the setting change execution process (FIG. 18) is started, the process of step S308 in the setting change process (FIG. 15) is executed, and a setting change start command is sent from the master MPU 72 to the performance-side MPU 92. Therefore, a setting change in progress notification is started at timing t3 as shown in FIG. 24(f). Note that in the setting change execution process (FIG. 18), execution of the timer interrupt process (FIG. 19) is permitted in step S401, and open information is not stored in the door status area 74e. Therefore, an open command is sent to the performance-side MPU 92 in the monitoring process of the door open sensor 16 in the timer interrupt process (FIG. 19). However, because the setting change in progress notification has already started, a door open notification is not started.
[0178] Thereafter, the setting change execution process (FIG. 18) ends at timing t4, as shown in FIG. 24(e). In this case, the process of step S310 in the setting change process (FIG. 15) is executed, and a setting change end command is sent from the master MPU 72 to the performance MPU 92. Therefore, the setting change in progress notification ends at timing t4, as shown in FIG. 24(e).
[0179] Thereafter, at timing t5, the processing of step S311 in the setting change processing (FIG. 15) is executed, and reset state information that is neither open nor closed is stored in the door status area 74e. Thereafter, timer interrupt processing (FIG. 19) is executed, and at timing t6, the timer interrupt processing (FIG. 19) executes the monitoring processing (FIG. 22) of the door open sensor 16. In this case, since reset state information is stored in the door status area 74e when the front door 12 is in the open state as shown in FIG. 24(c), an open command is sent to the performance-side MPU 92. Therefore, at timing t6, a door open notification is initiated as shown in FIG. 24(h). Note that open information is set in the door status area 74e at timing t6, and therefore, no reset state information is stored in the door status area 74e as shown in FIG. 24(g).
[0180] Thereafter, at timing t7, the front door 12 is closed as shown in FIG. 24(c). In this case, since open information is stored in the door status area 74e, when the monitoring process (FIG. 22) of the door open sensor 16 is executed in the timer interrupt process (FIG. 19), a close command is sent to the production-side MPU 92. Therefore, at timing t7, the door open notification is ended as shown in FIG. 24(h), and the door closed notification is started as shown in FIG. 24(i). Note that closed information is set in the door status area 74e at timing 7. Thereafter, at timing t8, the door closed notification period (specifically, 30 seconds) has elapsed, and the door closed notification is ended as shown in FIG. 24(i).
[0181] In a configuration in which the clearing process of the storage area of the main RAM 74 is performed when the setting change process (FIG. 15) is performed to set the setting value to be used as described above, reset state information that is neither open nor closed is stored in the door state area 74e when the setting change execution process (FIG. 18) is completed. As a result, if the front door 12 is in the open state when the setting change execution process (FIG. 18) is completed, the setting change in progress notification ends and then a door open notification is initiated. Also, if the front door 12 is in the closed state when the setting change execution process (FIG. 18) is completed, then the setting change in progress notification ends and then a door closed notification is initiated. Therefore, when the setting change execution process (FIG. 18) is completed, it is possible to execute either the door open notification or the door closed notification following the setting change in progress notification. This makes it possible to reliably notify the user that the front door 12 is in the open state or that the front door 12 is in the closed state.
[0182] If the front door 12 is in a closed state at the time when the setting change execution process (Fig. 18) is completed and the reset state information is set in the door state area 74e, the monitoring process (Fig. 22) of the door open sensor 16 in the timer interrupt process (Fig. 19) determines that the front door 12 is in a closed state in a situation where the reset state information is stored in the door state area 74e, and therefore a close command is sent to the performance-side MPU 92. In this case, a door close notification is executed after the setting change notification, rather than a door open notification.
[0183] Next, the normal processing executed by the main MPU 72 will be described with reference to the flowchart of FIG.
[0184] First, a wait-for-start process is executed (step S901). FIG. 26 is a flowchart showing the wait-for-start process. First, it is determined whether a bet-set flag for replay stored in the main RAM 74 is set to "1" (step S1001). The bet-set flag for replay is a flag for the main MPU 72 to determine whether the same number of bets as the previous bet number have already been set when any replay win has been achieved in the previous game. If a negative determination is made in step S1001, the value of the bet number history counter 74f also stored in the main RAM 74 is set to the bet number setting counter 74a (see FIG. 9) stored in the main RAM 74, provided that any replay win has been achieved in the previous game (step S1002: YES) (step S1003). The bet number setting counter 74a is a counter for the main MPU 72 to determine the number of bets for the game to be executed, and the bet number history counter 74f is a counter for the main MPU 72 to determine the number of bets for the previous game. Thereafter, the replay bet setting flag is set to "1" (step S1004).
[0185] When an affirmative determination is made in step S1001, when a negative determination is made in step S1002, or when the processing of step S1004 is executed, a bet handling processing is executed (step S1005). Figure 27 is a flowchart showing the bet handling processing.
[0186] If the current gaming state is not the second CB state ST3 (step S1101: NO), the upper limit bet number, which is the upper limit number of gaming media that can be bet in the current game, is set to "3" (step S1102). If the current gaming state is the second CB state ST3 (step S1101: YES), the upper limit bet number, which is the upper limit number of gaming media that can be bet in the current game, is set to "2" (step S1103). That is, in this slot machine 10, if the state is the second CB state ST3, the upper limit bet number is set to "2", and if the state is not the second CB state ST3, the upper limit bet number is set to "3".
[0187] When the processing of step S1102 or step S1103 is executed, on the condition that the value of the bet number setting counter 74a in the main RAM 74 is not the current bet upper limit number (step S1104: NO), it is determined whether or not one or more virtual medals have been stored and a valid bet operation has been performed (step S1105). The main RAM 74 is provided with a credit counter 74b (see FIG. 9) as an area for storing the number of stored virtual medals. In step S1105, it is determined whether or not one or more virtual medals have been stored and stored by determining whether or not the value of the credit counter 74b is 1 or more. Furthermore, if the first credit insertion button 47 has been operated, it is determined that a valid bet operation has been performed, and if the second credit insertion button 48 has been operated, it is determined that a valid bet operation has been performed on the condition that the value of the bet number setting counter 74a is 1 or less.
[0188] If the determination in step S1105 is affirmative, a bet setting process is executed (step S1106). In the bet setting process, when the first credit insertion button 47 is operated, if the sum of the value of the bet number setting counter 74a and the value of the credit counter 74b is equal to or greater than the upper limit number of bets, the value of the bet number setting counter 74a is set to the upper limit number of bets, and the value of the number of virtual medals used in the setting is subtracted from the credit counter 74b, and if the sum of the value of the bet number setting counter 74a and the value of the credit counter 74b is less than the upper limit number of bets, the value of the credit counter 74b is added to the bet number setting counter 74a and then the value of the credit counter 74b is cleared to "0". Furthermore, in the bet number setting process, when the second credit insertion button 48 is operated, if the sum of the value of the bet number setting counter 74a and the value of the credit counter 74b is 2 or more, the value of the bet number setting counter 74a is set to "2" and the value of the number of virtual medals used in the setting is subtracted from the credit counter 74b, and if the sum of the value of the bet number setting counter 74a and the value of the credit counter 74b is less than 2, the value of the credit counter 74b is added to the bet number setting counter 74a and then the value of the credit counter 74b is cleared to "0".
[0189] If a positive determination is made in step S1104, if a negative determination is made in step S1105, or if the processing of step S1106 is executed, it is determined whether or not one medal has been detected by the inserted medal detection sensor 45a due to the insertion of a medal into the medal insertion slot 45 (step S1107). If a positive determination is made in step S1107, and the value of the bet number setting counter 74a in the main RAM 74 is less than the upper limit number of bets (step S1108: NO), the value of the bet number setting counter 74a is incremented by 1 (step S1109), and if the value of the bet number setting counter 74a is equal to or greater than the upper limit number of bets (step S1108: YES), the value of the credit counter 74b in the main RAM 74 is incremented by 1 (step S1110). When the processing of step S1109 or step S1110 is executed, on the condition that the value of the bet number setting counter 74a is equal to or greater than the upper limit number of bets and the value of the credit counter 74b is equal to or greater than the upper limit number of accumulated memories (specifically, "50") (step S1111: YES), an acceptance prohibition process is executed (step S1112). By executing the acceptance prohibition process, even if a medal is inserted into the medal insertion slot 45, the medal will be discharged into the medal tray 59 without being detected by the inserted medal detection sensor 45a.
[0190] If a negative determination is made in step S1107, if a negative determination is made in step S1111, or if the processing of step S1112 is executed, it is determined whether or not the current gaming state is the first CB state ST2 (step S1113). If the current gaming state is the first CB state ST2 (step S1113: YES), the bet setting completion flag at the time of acceptance provided in the main RAM 74 is set to "1" on the condition that the value of the bet number setting counter 74a is "3" (step S1114: YES) (step S1115). On the other hand, if the current gaming state is not the first CB state ST2 (step S1113: NO), the bet setting completion flag at the time of acceptance is set to "1" on the condition that the value of the bet number setting counter 74a is 2 or more (step S1116: YES) (step S1115).
[0191] The bet set flag at the time of acceptance is a flag for the main MPU 72 to determine whether or not a sufficient number of gaming media have been bet to start one game. When the gaming state is the first CB state ST2, one game cannot be started unless "3" gaming media have been bet, but one game can be started only when "3" gaming media have been bet. Also, when the gaming state is not the first CB state ST2, one game cannot be started unless two or more gaming media have been bet, but one game can be started only when two or more gaming media have been bet.
[0192] Returning to the explanation of the start waiting process (FIG. 26), after the bet corresponding process is executed in step S1005, it is determined whether or not the settlement button 51 has been operated (step S1006). If the settlement button 51 has been operated (step S1006: YES), the settlement process is executed (step S1007), and then the bet set flag at the time of acceptance in the main RAM 74 is cleared to "0" (step S1008). In the settlement process in step S1007, if the bet set flag at the time of replay in the main RAM 74 is not set to "1", the hopper device 53 is controlled and driven so that the number of medals corresponding to the sum of the value of the bet number setting counter 74a and the value of the credit counter 74b are discharged into the medal tray 59. In this case, the bet number setting counter 74a is cleared to "0", and the credit counter 74b is also cleared to "0". On the other hand, when the bet setting flag for replay in the main RAM 74 is set to "1", the hopper device 53 is controlled and driven so that the number of medals corresponding to the value of the credit counter 74b is discharged into the medal tray 59. In this case, the credit counter 74b is cleared to "0".
[0193] As described above, the bet number setting counter 74a is set by executing the start waiting process. As already explained, the slot machine 10 is provided with a bet display unit 64 on the front surface of the slot machine 10, and the bet display unit 64 displays a value corresponding to the value of the bet number setting counter 74a. Display control of the bet display unit 64 is performed by the control process of the bet display unit 64 in step S509 of the timer interrupt process (FIG. 19). FIG. 28 is a flowchart showing the control process of the bet display unit 64.
[0194] If the value of the bet number setting counter 74a is "0" (step S1201: YES), an all-lights-out process is executed (step S1202). By executing the all-lights-out process, all three light-emitting elements arranged vertically in the bet display unit 64 are turned off.
[0195] If the value of the bet number setting counter 74a is "1" (step S1203: YES), a first lighting process is executed (step S1204). By executing the first lighting process, the lowest light-emitting element of the three light-emitting elements arranged vertically in the bet display unit 64 is turned on, and the remaining light-emitting elements are turned off.
[0196] If the value of the bet number setting counter 74a is "2" (step S1205: YES), a second lighting process is executed (step S1206). By executing the second lighting process, the bottom and center light emitting sections of the three light emitting sections arranged vertically in the bet display unit 64 are turned on, and the top light emitting section is turned off.
[0197] If the value of the bet number setting counter 74a is "3" (step S1205: NO), a third lighting process is executed (step S1207). By executing the third lighting process, all three light emitting elements arranged vertically in the bet display unit 64 are lit up.
[0198] Returning to the explanation of the normal processing (FIG. 25), after executing the start waiting processing in step S901, it is determined whether or not "1" has been set in either the bet set flag at replay time or the bet set flag at acceptance time in the main RAM 74 (step S902). If a negative determination is made in step S902, the process returns to step S901. If a positive determination is made in step S902, it is determined whether or not the start lever 41 has been operated (step S903). If the start lever 41 has not been operated, the process returns to step S901.
[0199] If the start lever 41 is operated (step S903: YES), the main line ML is activated and then an acceptance prohibition process is executed (step S904). By executing the acceptance prohibition process, even if a medal is inserted into the medal insertion slot 45, the medal is ejected into the medal tray 59 without being detected by the inserted medal detection sensor 45a. Also, in step S905, a start-time setting process is executed to perform various settings when the game starts. In the start-time setting process, both the bet set flag for replay and the bet set flag for acceptance are cleared to "0".
[0200] Then, in step S906, a lottery process for determining the winning combination for the current game is executed, and in step S907, a freeze setting process at the time of bonus transition is executed to set a freeze period during which the reels 32L, 32M, and 32R are kept waiting for the start of rotation in the current game, and in step S908, if a freeze period has been set, the process waits for execution of subsequent processes. If a freeze period has not been set or if measurement of the freeze period has been completed, in step S909, a reel control process is executed to drive and control the reels 32L, 32M, and 32R in a manner corresponding to the result of the lottery process for the current winning combination.
[0201] Then, in step S910, a medium dispensing process is executed. In the medium dispensing process, if a small win has been achieved in the current game, a process is executed to dispense a number of game media corresponding to the small win to the player. Specifically, when virtual medals are to be dispensed, a value corresponding to the current small win is added to the credit counter 74b of the main RAM 74. If the value of the credit counter 74b has reached the upper limit of the stored memory number, the hopper device 53 is driven and controlled so that medals exceeding the upper limit of the stored memory number are dispensed to the medal tray 59. In addition, in the medium dispensing process, information on the number of game media to be dispensed this time is stored in the medium dispensing counter provided in the main RAM 74. In a situation where the stop order of the reels 32L, 32M, and 32R has not been notified on the dual-purpose display unit 66, the port output process (step S508) in the timer interrupt process (FIG. 19) controls the dual-purpose display unit 66 to display a value corresponding to the information stored in the medium dispensing counter. As a result, when a small winning combination is achieved, the player can ascertain the number of gaming media awarded as a result of the achievement of the small winning combination by checking the dual-purpose display unit 66. The information stored in the media awarding counter is cleared to "0" when the pseudo-bonus state ST4 ends or when a new gaming media bet is made. If the value of the media awarding counter becomes "0" in a situation where the notification of the stop order of the reels 32L, 32M, and 32R has not been executed, the dual-purpose display unit 66 does not display the number "0" but turns off.
[0202] Thereafter, in step S911, a history storage process is executed (step S911). In the history storage process, the value of the bet number setting counter 74a of the main RAM 74 is set to the bet number history counter 74f of the main RAM 74. In addition, the value of the medium award counter of the main RAM 74 is set to the award number history counter of the main RAM 74.
[0203] Then, in step S912, a response process is executed at the end of the game to enable the setting of the game status and game zone corresponding to the result of this game. Also, in step S913, an external output setting process is executed to output the status of the slot machine 10 to the gaming hall's management computer. Then, in step S914, an acceptance permission process is executed. By executing the acceptance permission process, medals inserted through the medal insertion slot 45 are detected by the inserted medal detection sensor 45a and then collected by the hopper device 53.
[0204] <About the lottery process for winning roles> Next, the lottery process for the winning combination executed in step S906 of the normal process (FIG. 25) will be described.
[0205] In the lottery process for winning combinations, the index value IV is selected by using the first random number obtained from the first random number circuit 75. FIG. 29 is an explanatory diagram for explaining the contents of the index value IV. Seventeen index values IV are set, ranging from "1" to "17," and winning data is set corresponding to each index value IV. In the following explanation, the explanatory diagram of FIG. 30 will be referred to as appropriate.
[0206] As shown in Fig. 29, the index values IV = 1 to 6 are set with the first bell winning data and one of the first to sixth supplementary winning data. When a win occurs with index value IV = 1, as shown in Fig. 30, if the first stop (the reel on which the stop command was first issued) is the left reel 32L, the second stop (the reel on which the stop command was second issued) is the center reel 32M, and the third stop (the reel on which the stop command was last issued) is the right reel 32R, the first bell winning is surely achieved regardless of the timing of operation of the stop buttons 42 to 44; otherwise, the first supplementary winning may be achieved. When a win occurs with index value IV = 2, if the first stop is the left reel 32L, the second stop is the right reel 32R, and the third stop is the center reel 32M, the first bell winning is surely achieved regardless of the timing of operation of the stop buttons 42 to 44; otherwise, the fourth supplementary winning may be achieved. If the winning combination is an index value IV = 3, and the first stop is the center reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R, the first bell win is guaranteed regardless of the timing of the operation of the stop buttons 42-44; otherwise, the third supplementary win may be achieved. If the winning combination is an index value IV = 4, and the first stop is the center reel 32M, the second stop is the right reel 32R, and the third stop is the left reel 32L, the first bell win is guaranteed regardless of the timing of the operation of the stop buttons 42-44; otherwise, the sixth supplementary win may be achieved. If the winning combination is an index value IV = 5, and the first stop is the right reel 32R, the second stop is the left reel 32L, and the third stop is the center reel 32M, the first bell win is guaranteed regardless of the timing of the operation of the stop buttons 42-44; otherwise, the second supplementary win may be achieved. If a win occurs with index value IV=6, and the first stop is the right reel 32R, the second stop is the middle reel 32M, and the third stop is the left reel 32L, the first bell win will be achieved regardless of the timing of operation of each stop button 42 to 44, and in any other cases the fifth supplementary win may be achieved.
[0207] As already explained, in the slot machine 10, when the non-CB state is active, reel control is performed on each of the reels 32L, 32M, and 32R, allowing the reels to slide up to four symbols after the stop buttons 42-44 are operated. In other words, reel control is performed on each of the reels 32L, 32M, and 32R, allowing the reels to stop within a specified time (190 milliseconds) after the stop buttons 42-44 are operated. This reel control makes it easier to achieve a winning combination corresponding to a winning role, while also preventing the achievement of a winning combination corresponding to a non-winning role. However, because the amount of rotation of the reels 32L, 32M, and 32R that can be slid is limited as described above, if there are five or more symbols among the constituent symbols that make up the combination of symbols for a winning combination on one reel 32L, 32M, and 32R, the constituent symbols may not stop on the main line ML depending on the timing of the operation of the corresponding stop buttons 42 to 44 (this phenomenon is also called a "missed win"). The first bell win, the second bell win, and various replay wins are winning modes that do not result in a missed win if the reels 32L, 32M, and 32R stop in the corresponding order, while the first to ninth supplementary wins, the first watermelon win, the second watermelon win, the cherry win, the first CB win, and the second CB win are winning modes that may result in a missed win depending on the timing of the stop operation of the stop buttons 42 to 44 relative to the rotation positions of the reels 32L, 32M, and 32R.
[0208] As shown in Fig. 29, index values IV = 7 to 9 are set with the second bell winning data and one of the seventh to ninth supplementary winning data. When a win occurs with index value IV = 7, as shown in Fig. 30, if the first stop is the left reel 32L, the second bell winning is surely achieved regardless of the types of the second and third stop targets (reels 32L, 32M, 32R) and the operation timing of each stop button 42 to 44; otherwise, the seventh supplementary winning may be achieved. When a win occurs with index value IV = 8, if the first stop is the center reel 32M, the second bell winning is surely achieved regardless of the types of the second and third stop targets (reels 32L, 32M, 32R) and the operation timing of each stop button 42 to 44; otherwise, the ninth supplementary winning may be achieved. If the index value IV=9 is a win, and the first stop is the right reel 32R, the second bell win will be achieved regardless of the type of the second and third stop targets, reels 32L, 32M, 32R, and the operation timing of each stop button 42 to 44; in all other cases, the eighth supplementary win may be achieved.
[0209] As shown in Figure 29, the first bell winning data is set for index value IV=10. When a win occurs with index value IV=10, as shown in Figure 30, the first bell winning is achieved regardless of the stopping order of reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44.
[0210] As shown in FIG. 29, only the first watermelon winning data is set for index value IV=11. If a win occurs with index value IV=11, the first watermelon winning may occur regardless of the stopping order of reels 32L, 32M, and 32R, as shown in FIG. 30. However, depending on the operation timing of each stop button 42 to 44, the first watermelon winning may not occur. As shown in FIG. 29, only the second watermelon winning data is set for index value IV=12. If a win occurs with index value IV=12, the second watermelon winning may occur regardless of the stopping order of reels 32L, 32M, and 32R, as shown in FIG. 30. However, depending on the operation timing of each stop button 42 to 44, the second watermelon winning may not occur.
[0211] As shown in Figure 29, only cherry winning data is set for index value IV=13. If a win occurs with index value IV=13, a cherry winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in Figure 30. However, depending on the operation timing of the left stop button 42 relative to the rotation position of the left reel 32L, a cherry winning may not be achieved.
[0212] As shown in FIG. 29, only the first chance replay winning data is set for index value IV=14. When a win occurs with index value IV=14, the first chance replay winning is surely achieved regardless of the stop order of the reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44, as shown in FIG. 30. Also, as shown in FIG. 29, only the second chance replay winning data is set for index value IV=15. When a win occurs with index value IV=15, the second chance replay winning is surely achieved regardless of the stop order of the reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44, as shown in FIG. 30. Also, as shown in FIG. 29, only the normal replay winning data is set for index value IV=16. When a win occurs with index value IV=16, the normal replay winning is surely achieved regardless of the stop order of the reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44, as shown in FIG. 30.
[0213] As shown in FIG. 29, only CB winning data is set for index value IV=17. In this case, if the number of gaming media bets is "3" and a win occurs with index value IV=17, the first CB winning data is set. If the number of gaming media bets is "2" and a win occurs with index value IV=17, the second CB winning data is set. In other words, the first CB winning data is set as a winning combination only when the number of gaming media bets is "3." The first CB winning can only be achieved when the number of gaming media bets is "3." The second CB winning data is set as a winning combination only when the number of gaming media bets is "2." The second CB winning can only be achieved when the number of gaming media bets is "2." When the first CB winning data is set, if the number of gaming media bets is "3," the first CB winning can be achieved regardless of the stopping order of reels 32L, 32M, and 32R, as shown in FIG. 30. However, there is a possibility that the first CB winning will not be achieved depending on the operation timing of each stop button 42 to 44. When the second CB winning data is set, if the number of gaming media bets is "2", the second CB winning will be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in Figure 30. However, there is a possibility that the second CB winning will not be achieved depending on the operation timing of each stop button 42 to 44.
[0214] Here, winning data other than the first CB winning data and the second CB winning data is erased in the game in which the winning occurred, regardless of whether the corresponding winning event is achieved or not, and is not carried over to games following the winning game. In contrast, the first CB winning data and the second CB winning data are stored and retained until the corresponding winning event is achieved, even in games following the winning game, except when the main RAM 74 is cleared. In this case, in a game in which either the first CB winning data or the second CB winning data is carried over, the index values IV corresponding to the first CB winning data and the second CB winning data are excluded from the lottery.
[0215] In other words, if a game is played with the number of bets being "3," and the first CB winning data is set in the main RAM 74, and the first CB winning data is carried over because the first CB winning data has not been achieved, the index value IV corresponding to the first CB winning data will be excluded from the lottery even if a game is played with the number of bets being "3," and the index value IV corresponding to the second CB winning data will be excluded from the lottery even if a game is played with the number of bets being "2." Also, if a game is played with the number of bets being "2," and the second CB winning data is set in the main RAM 74, and the second CB winning data is carried over because the second CB winning data has not been achieved, the index value IV corresponding to the first CB winning data will be excluded from the lottery even if a game is played with the number of bets being "3," and the index value IV corresponding to the second CB winning data will be excluded from the lottery even if a game is played with the number of bets being "2." This makes it possible to prevent either the first CB winning data or the second CB winning data from being newly stored even though either the first CB winning data or the second CB winning data has already been stored, and makes it possible to prevent multiple CB winning data from being accumulated and stored.
[0216] The second CB winning data is stored in the second CB winning data area corresponding to the address "0000" in the main RAM 74, and the first CB winning data is stored in the first CB winning data area corresponding to the address "0001" in the main RAM 74 (see FIG. 16). As already explained, when the setting change process (FIG. 15) is executed, the clearing process of the main RAM 74 is executed. In this case, if the reset button 56 is not pressed when the supply of operating power is started and no information abnormality has occurred in the main RAM 74, the clearing process is executed on the storage areas of the main RAM 74 excluding the second CB winning data area. Conversely, if the reset button 56 is pressed when the supply of operating power is started or an information abnormality has occurred in the main RAM 74, the clearing process is executed on all storage areas of the main RAM 74, including the second CB winning data area. As a result, when no information abnormality has occurred in the main RAM 74, it is possible to select whether or not to erase the second CB winning data depending on whether or not the reset button 56 is pressed. In addition, if an information abnormality occurs in the main RAM 74, it is possible to perform a clear process on all storage areas of the main RAM 74, including the second CB winning data.
[0217] In the configuration in which the index value IV is set as described above, a point value PV is set for each index value IV in accordance with each gaming state. Specifically, in the first CB state ST2 or the second CB state ST3, only the index value IV=16 is set as a lottery object, and the index values IV=1 to 15, 17 are not set as lottery objects. Also, in a non-CB state in which neither the first CB winning data nor the second CB winning data is stored, all of the index values IV=1 to 17 are set as lottery objects, and in a non-CB state in which either the first CB winning data or the second CB winning data is stored, the index values IV=1 to 16 are set as lottery objects, but the index value IV=17 is not set as a lottery object.
[0218] When the number of bets is "2" in the non-CB state, the point values PV set for each of the index values IV = 1 to 16 are the same regardless of whether either the first CB winning data or the second CB winning data is stored. As a result, when the number of bets is "2" in the non-CB state, the winning probability for each of the index values IV = 1 to 16 is the same whether either the first CB winning data or the second CB winning data is stored or neither the first CB winning data nor the second CB winning data is stored. Also, when the number of bets is "3" in the non-CB state, the point values PV set for each of the index values IV = 1 to 16 are the same regardless of whether either the first CB winning data or the second CB winning data is stored or neither the first CB winning data or the second CB winning data is stored. As a result, when the number of bets is "3" in the non-CB state, the winning probability for each of the index values IV = 1 to 16 is the same whether either the first CB winning data or the second CB winning data is stored or neither the first CB winning data or the second CB winning data is stored.
[0219] When the number of bets is "2" in the non-CB state, the probability of winning for each of the index values IV = 1 to 16 is lower than when the number of bets is "3" in the non-CB state. Specifically, when the number of bets is "2" in the non-CB state, the probability of winning for each of the index values IV = 1 to 16 is 2 / 3 or less of the probability when the number of bets is "3" in the non-CB state. This makes it possible to increase the probability of a small win that awards gaming media and a replay win that awards a replay in a game executed when the number of bets is "3" compared to a game executed when the number of bets is "2".
[0220] However, in the non-CB state where neither the first CB winning data nor the second CB winning data is stored, the probability of winning when the index value IV = 17 is approximately 1 / 2.2, whereas in the non-CB state where neither the first CB winning data nor the second CB winning data is stored, the probability of winning when the index value IV = 17 is approximately 1 / 3.3. This makes it possible to make the probability that a game with the number of bets "2" is executed and the second CB winning data is stored in the main RAM 74 higher in the non-CB state where neither the first CB winning data nor the second CB winning data is stored than the probability that a game with the number of bets "3" is executed and the first CB winning data is stored in the main RAM 74 in the non-CB state where neither the first CB winning data nor the second CB winning data is stored.
[0221] In the slot machine 10, six setting values from "1" to "6" are pre-prepared. The setting value to be used can be set by executing the setting change process (FIG. 15) described above. Then, in the role lottery process, a winning index value IV is selected based on the winning probability corresponding to the setting value to be used. A setting value of "n+1" provides a higher winning probability for the player than "n." Specifically, since the winning probability of a predetermined index value IV (i.e., a predetermined role) is higher for a setting value of "n+1" than for "n," a setting value of "n+1" is more advantageous for the player than for "n." In the non-CB state, the winning probability of each index value IV varies depending on the setting value. However, this is not limited to this. While the winning probability of some index values IV varies depending on the setting value, the winning probability of other index values IV may not vary depending on the setting value. The point value PV illustrated in FIG. 29 has a setting value of "3." In the CB state, as described above, only the index value IV=16 is the subject of the lottery, but the point value PV of the index value IV is the same regardless of the set value.
[0222] A specific configuration for performing the lottery process for winning combinations will be described below. Figure 31(a) is an explanatory diagram for explaining the contents of data in the main ROM 73 for performing the lottery process for winning combinations.
[0223] The main ROM 73 stores in advance the following data to be referenced when executing the lottery process for winning combinations: a group of winning combination tables 73a for setting 1 that are referenced when the setting value of the target to be used is "1," a group of winning combination tables 73b for setting 2 that are referenced when the setting value of the target to be used is "2," a group of winning combination tables 73c for setting 3 that are referenced when the setting value of the target to be used is "3," a group of winning combination tables 73d for setting 4 that are referenced when the setting value of the target to be used is "4," a group of winning combination tables 73e for setting 5 that are referenced when the setting value of the target to be used is "5," and a group of winning combination tables 73f for setting 6 that are referenced when the setting value of the target to be used is "6." Each of the winning combination tables 73a to 73f has data set for the corresponding setting value to enable the lottery process for winning combinations to be executed based on the relationship between the index value IV and the point value PV in each game state, as shown in FIG.
[0224] Fig. 32 is an explanatory diagram for explaining the contents of the role selection table group 73a to 73f. Note that Fig. 32 illustrates the role selection table group 73c for setting 3, but the other role selection table groups 73a, 73b, 73d to 73f have the same basic data configuration although the specific contents of the point value PV differ.
[0225] In the winning combination lottery table groups 73a to 73f, data groups 101a to 101q are set in correspondence with the index values IV=1 to 17, respectively. Specifically, there is a data group 101a for IV=1 that is referenced when a lottery process for a hand is executed for an index value IV=1, a data group 101b for IV=2 that is referenced when a lottery process for a hand is executed for an index value IV=2, a data group 101c for IV=3 that is referenced when a lottery process for a hand is executed for an index value IV=3, a data group 101d for IV=4 that is referenced when a lottery process for a hand is executed for an index value IV=4, a data group 101e for IV=5 that is referenced when a lottery process for a hand is executed for an index value IV=5, a data group 101f for IV=6 that is referenced when a lottery process for a hand is executed for an index value IV=6, a data group 101g for IV=7 that is referenced when a lottery process for a hand is executed for an index value IV=7, a data group 101h for IV=8 that is referenced when a lottery process for a hand is executed for an index value IV=8, and a data group 101j for IV=9 that is referenced when a lottery process for a hand is executed for an index value IV=10. a data group 101i for IV=9 that is referred to when a lottery process for a hand is executed for the index value IV=10; a data group 101j for IV=10 that is referred to when a lottery process for a hand is executed for the index value IV=10; a data group 101k for IV=11 that is referred to when a lottery process for a hand is executed for the index value IV=11; a data group 101l for IV=12 that is referred to when a lottery process for a hand is executed for the index value IV=12; and a data group 101j for IV=13 that is referred to when a lottery process for a hand is executed for the index value IV=13. 1m, a data group 101n for IV=14 that is referenced when executing the lottery process for a hand for index value IV=14, a data group 101o for IV=15 that is referenced when executing the lottery process for a hand for index value IV=15, a data group 101p for IV=16 that is referenced when executing the lottery process for a hand for index value IV=16, and a data group 101q for IV=17 that is referenced when executing the lottery process for a hand for index value IV=17 are set.
[0226] Although details will be described later, in the lottery process for winning combinations in any game state, each data group 101a to 101q is referenced in order, starting with the data group 101a for IV=1. Each of these data groups 101a to 101q contains data indicating whether or not a particular game state is the target of the lottery, data indicating the type of winning data that is set when the corresponding index value IV is won, and data indicating the point value PV in each game state that is the target of the lottery.
[0227] The contents of the data groups 101a to 101q will be explained with reference to the explanatory diagram in Fig. 33. Fig. 33(a) is an explanatory diagram for explaining the data group 101a for IV=1, Fig. 33(b) is an explanatory diagram for explaining the data group 101p for IV=16, and Fig. 33(c) is an explanatory diagram for explaining the data group 101q for IV=17. Note that the data groups 101b to 101o for IV=2 to 15 have the same basic data structure, although the data contents differ.
[0228] As shown in Figures 33(a) to 33(c), game status data 102a, 103a, and 104a are set in each data group 101a, 101p, and 101q as data indicating whether or not a game is eligible for selection in each game status. Each of the game status data 102a, 103a, and 104a has a data capacity of 1 byte. There are five types of game states classified in the game state data 102a, 103a, 104a: CB state (first CB state ST2 or second CB state ST3), non-CB state in which CB winning data (first CB winning data or second CB winning data) is not stored and the number of bets is "2" (hereinafter referred to as non-internal 2-coin bet state), non-CB state in which CB winning data (first CB winning data or second CB winning data) is not stored and the number of bets is "3" (hereinafter referred to as non-internal 3-coin bet state), non-CB state in which CB winning data (first CB winning data or second CB winning data) is stored and the number of bets is "2" (hereinafter referred to as internal 2-coin bet state), and non-CB state in which CB winning data (first CB winning data or second CB winning data) is stored and the number of bets is "3" (hereinafter referred to as internal 3-coin bet state). Of these five game states, the CB state is assigned the lowest bit D0 in the game state data 102a, 103a, 104a, the non-internal two-coin bet state is assigned the second-lowest bit D1 in the game state data 102a, 103a, 104a, the non-internal three-coin bet state is assigned the third-lowest bit D2 in the game state data 102a, 103a, 104a, the internal two-coin bet state is assigned the fourth-lowest bit D3 in the game state data 102a, 103a, 104a, and the internal three-coin bet state is assigned the fifth-lowest bit D4 in the game state data 102a, 103a, 104a. The remaining bits D5 to D7 in the game state data 102a, 103a, 104a are blank and not assigned to any game state.
[0229] Regarding the data group 101a for IV=1, as already explained, the index value IV=1 is not set as a lottery object in the CB state, but is set as a lottery object in the non-internal 2-coin bet state, the non-internal 3-coin bet state, the internal 2-coin bet state, and the internal 3-coin bet state. Therefore, as shown in Figure 33(a), in the game state data 102a, the lowest bit D0 is set to "0", and the second to fifth lowest bits D1 to D4 are set to "1". The contents of this data are the same for the data groups 101b to 101o for IV=2 to 15.
[0230] As for the data group 101p for IV=16 in detail, as already explained, the index value IV=16 is set as a lottery object in all of the CB state, the non-internal 2-coin bet state, the non-internal 3-coin bet state, the internal 2-coin bet state, and the internal 3-coin bet state. Therefore, as shown in Figure 33(b), in the gaming state data 103a, the least significant to fifth bits D0 to D4 are set to "1".
[0231] As for the data group 101q for IV=17 in detail, as already explained, the index value IV=17 is not set as a lottery object in the CB state, the internal 2-coin bet state, and the internal 3-coin bet state, but is set as a lottery object in the non-internal 2-coin bet state and the non-internal 3-coin bet state. Therefore, as shown in Figure 33(c), in the game state data 104a, the lowest bit D0, the fourth lowest bit D3, and the fifth lowest bit D4 are set to "0", and the second lowest bit D1 and the third lowest bit D2 are set to "1".
[0232] By setting the game status data 102a, 103a, 104a as described above, it becomes possible to determine whether the index value IV of the corresponding data group 101a to 101q in the game status corresponding to the bit in the game status data 102a, 103a, 104a to which "1" is set is subject to lottery.
[0233] As shown in Figures 33(a) to 33(c), in each data group 101a, 101p, 101q, winning target data 102b, 103b, 104b are set as data indicating the type of winning data that will be set when the corresponding index value IV is won. The winning target data 102b, 103b, 104b have a data capacity of 2 bytes. For the data group 101a for IV=1, as shown in Figure 33(a) in detail, the winning target data 102b is set with first bell winning data and first supplementary winning data. For the data group 101p for IV=16, as shown in Figure 33(b) in detail, normal replay winning data is set in the winning target data 103b. For the data group 101q for IV=17, as shown in Figure 33(c) in detail, CB winning data is set in the winning target data 104b.
[0234] As the winning data 102b, 103b, and 104b are set as described above, when the lottery process for the winning role is performed with reference to the data group 101a to 101q, if the index value IV of the predetermined data group 101a to 101q is a winning value, it is possible to identify the type of winning data by referring to the predetermined data group 101a to 101q.
[0235] As shown in Figures 33(a) to 33(c), each data group 101a, 101p, and 101q has point value data 102c, 103c, and 104c set as data indicating the point value PV in each gaming state to be selected. The point value data 102c, 103c, and 104c are set as combinations of address data, each of which has a data capacity of 1 byte, and point value PV, each of which has a data capacity of 2 bytes, for the number of bits set to "1" in the corresponding gaming state data 102a, 103a, and 104a, and are set corresponding to each bit set to "1." In this case, if there are multiple combinations of address data and point value PV in the point value data 102c, 103c, and 104c, the combinations corresponding to the lower-order bits in the corresponding gaming state data 102a, 103a, and 104a are set to earlier addresses in the address data.
[0236] Regarding the data group 101a for IV=1, as already explained, the index value IV=1 is not set as a lottery target in the CB state, but is set as a lottery target in the non-internal 2-coin bet state, the non-internal 3-coin bet state, the internal 2-coin bet state, and the internal 3-coin bet state. In this case, as shown in FIG. 33(a), four combinations of address data and point values PV are set in the point value data 102c. The first address data, A(0), corresponds to the second-lowest bit D1 in the gaming state data 102a, i.e., the non-internal 2-coin bet state, and a point value PV of "900" is set in association with A(0). The next address data, A(1), corresponds to the third-lowest bit D2 in the gaming state data 102a, i.e., the non-internal 3-coin bet state, and a point value PV of "3000" is set in association with A(1). The next address data, A(2), corresponds to the fourth lowest bit D3 in the game status data 102a, i.e., the internal two-coin bet state, and a point value PV of "900" is set in association with this A(2). The next address data, A(3), corresponds to the fourth lowest bit D3 in the game status data 102a, i.e., the internal three-coin bet state, and a point value PV of "3000" is set in association with this A(3).
[0237] As already explained, the index value IV=16 is set as a lottery target in all of the following states: CB state, non-internal bet 2-coin state, non-internal bet 3-coin state, internal bet 2-coin state, and internal bet 3-coin state. In this case, as shown in FIG. 33(b), five combinations of address data and point values PV are set in the point value data 103c. The first address data, B(0), corresponds to the lowest bit D0 in the game state data 103a, i.e., the CB state, and a point value PV of "9000" is set in association with B(0). The next address data, B(1), corresponds to the second-lowest bit D1 in the game state data 103a, i.e., the non-internal bet 2-coin state, and a point value PV of "5500" is set in association with B(1). The next address data, B(2), corresponds to the third lowest bit D2 in the gaming status data 103a, i.e., the non-internal, three-coin bet state, and a point value PV of "9000" is set in association with B(2). The next address data, B(3), corresponds to the fourth lowest bit D3 in the gaming status data 103a, i.e., the internal, two-coin bet state, and a point value PV of "5500" is set in association with B(3). The next address data, B(4), corresponds to the fourth lowest bit D3 in the gaming status data 103a, i.e., the internal, three-coin bet state, and a point value PV of "9000" is set in association with B(4).
[0238] As previously explained, the index value IV=17 data group 101q is not set as a lottery target in the CB state, the two-coin bet state in the internal state, or the three-coin bet state in the internal state, but is set as a lottery target in the two-coin bet state in the non-internal state and the three-coin bet state in the non-internal state. In this case, as shown in FIG. 33(c), the point value data 104c has two combinations of address data and point values PV. The first address data, C(0), corresponds to the second-lowest bit D1 in the gaming state data 102a, i.e., the two-coin bet state in the non-internal state, and a point value PV of "30000" is set in association with C(0). The next address data, C(1), corresponds to the third-lowest bit D2 in the gaming state data 102a, i.e., the three-coin bet state in the non-internal state, and a point value PV of "20000" is set in association with C(1).
[0239] By setting the point value data 102c, 103c, and 104c as described above, when it is determined that a game is a target for lottery in the current game state by referring to the game state data 102a, 103a, and 104a of the data groups 101a to 101q, it is possible to determine the point value PV corresponding to the current game state by referring to the point value data 102c, 103c, and 104c.
[0240] As described above, the lottery process for the winning combination is executed using the data groups 101a to 101q for IV=1 to 17, and the lottery process for the winning combination utilizes various areas of the main RAM 74. Figure 31(b) is an explanatory diagram for explaining the contents of the storage areas of the main RAM 74 for executing the lottery process for the winning combination.
[0241] As shown in FIG. 31(b), the main RAM 74 is provided with a judgment value counter 74j, a lottery number counter 74k, and an address counter 74l. The judgment value counter 74j is used to identify whether the current game state is a CB state, a two-coin bet state during non-internal play, a three-coin bet state during non-internal play, a two-coin bet state during internal play, or a three-coin bet state during internal play. The lottery number counter 74k is used to identify which index value IV is the target of the lottery process for the winning combination. The address counter 74l is used to identify which address data of the point value data 102c, 103c, and 104c of the data groups 101a to 101q for IV=1 to 17 that are the target of reference is the target of reference.
[0242] The processing configuration of the winning combination lottery process will be explained below with reference to the flowchart in FIG.
[0243] First, a first random number used to determine whether a winning combination has been achieved is obtained (step S1301). In this slot machine 10, when the start lever 41 is operated, the first random number at that time is latched from the first random number circuit 75. The first random number circuit 75 generates a first random number between "0" and "65535," and when the main MPU 72 confirms the operation of the start lever 41, it stores the value latched in the first random number circuit 75 in the main RAM 74. This configuration makes it possible to quickly obtain the first random number when the start lever 41 is operated. The first random number circuit 75 is configured to latch the value of the free-running counter each time the start lever 41 is operated.
[0244] After acquiring the first random number, the setting value to be used is identified by referring to the setting value storage area of the main RAM 74, and the role selection tables 73a to 73f corresponding to the identified setting value are read from the main ROM 73 to the main RAM 74 (step S1302). In this case, if the setting value to be used is "1", the role selection table group 73a for setting 1 is read out, if the setting value to be used is "2", the role selection table group 73b for setting 2 is read out, if the setting value to be used is "3", the role selection table group 73c for setting 3 is read out, if the setting value to be used is "4", the role selection table group 73d for setting 4 is read out, if the setting value to be used is "5", the role selection table group 73e for setting 5 is read out, and if the setting value to be used is "6", the role selection table group 73f for setting 6 is read out.
[0245] Thereafter, a judgment value acquisition process is executed (step S1303). FIG. 35 is a flowchart showing the judgment value acquisition process. If the current gaming state is the CB state (first CB state ST2 or second CB state ST3) (step S1401: YES), the judgment value counter 74j in the main RAM 74 is set to "1" (step S1402), and then this acquisition process is terminated. Note that the judgment value counter 74j is cleared to "0" when the judgment value acquisition process is started. Therefore, when the process of step S1402 is executed, the value of the judgment value counter 74j becomes "1".
[0246] If the current gaming state is not the CB state (step S1401: NO), the value of the bet number setting counter 74a in the master RAM 74 is added to the judgment value counter 74j (step S1403). In this case, if the value of the bet number setting counter 74a is "2", that is, if the number of bets in the current game is "2", the value of the judgment value counter 74j becomes "2", and if the value of the bet number setting counter 74a is "3", that is, if the number of bets in the current game is "3", the value of the judgment value counter 74j becomes "3".
[0247] Thereafter, if the CB winning data (first CB winning data or second CB winning data) is stored in the main RAM 74 (step S1404: YES), the determination value counter 74j is incremented by "2" (step S1405), and then this acquisition process is terminated. If the CB winning data (first CB winning data or second CB winning data) is not stored in the main RAM 74 (step S1404: NO), this acquisition process is terminated.
[0248] By executing the judgment value acquisition process (FIG. 35) as described above, if the gaming state is a CB state, the value of the judgment value counter 74j becomes "1," if the gaming state is a non-internal two-coin bet state, the value of the judgment value counter 74j becomes "2," if the gaming state is a non-internal three-coin bet state, the value of the judgment value counter 74j becomes "3," if the gaming state is an internal two-coin bet state, the value of the judgment value counter 74j becomes "4," and if the gaming state is an internal three-coin bet state, the value of the judgment value counter 74j becomes "5." As a result, by checking the value of the judgment value counter 74j, it is possible to identify whether the current gaming state is a CB state, a non-internal two-coin bet state, a non-internal three-coin bet state, a non-internal two-coin bet state, a non-internal two-coin bet state, or a non-internal three-coin bet state.
[0249] Returning to the explanation of the lottery process for winning combinations (FIG. 34), after the judgment value acquisition process is executed in step S1303, the lottery number counter 74k in the main RAM 74 is set to "1" (step S1304). As already explained, the lottery number counter 74k is used to identify which index value IV is the object of the lottery process for winning combinations. When the lottery number counter 74k is set to "1", the index value IV that is the object of the lottery process for winning combinations becomes "1".
[0250] Thereafter, PV acquisition processing is executed (step S1305). Fig. 36 is a flowchart showing the PV acquisition processing. First, among the data groups 101a to 101q for IV=1 to 17 in the role selection table group 73a to 73f read into the main RAM 74 in step S1302 of the role selection processing (Fig. 34), the data groups 101a to 101q corresponding to the value of the lottery number counter 74k of the main RAM 74 are read (step S1501). In this case, if the value of the lottery number counter 74k is X (X=any of 1 to 17), the data group 101a to 101q for IV=X is read out.
[0251] Then, each bit of the gaming status data 102a-104a in the data groups 101a-101q read in step S1501 is shifted to the lower order side (i.e., right side) by one bit (step S1502). Taking the gaming status data 102a in FIG. 33(a) as an example, the data of bit Dm (m=1 to 7) is shifted to bit D(m-1). Furthermore, the data of bit D0, which is the lowest order bit, is shifted to the carry flag 77 (see FIG. 9) provided in the main MPU 72. Then, it is determined whether the value of the carry flag 77 is "1" (step S1503). In the case of the game status data 102a in Figure 33(a), if the processing of step S1502 is executed once, the value of the carry flag 77 is "0", and in the case of the game status data 103a in Figure 33(b), if the processing of step S1502 is executed once, the value of the carry flag 77 is "1".
[0252] If the value of the carry flag 77 is "1" (step S1503: YES), the value of the address counter 74l in the main RAM 74 is incremented by 1 (step S1504). As already explained, the address counter 74l is used to identify which address data is the target of reference among the point value data 102c, 103c, and 104c of the data groups 101a to 101q for IV=1 to 17. Note that the address counter 74l is cleared to "0" when the processing of step S1501 is executed.
[0253] If a negative determination is made in step S1503, or if the processing of step S1504 is executed, the value of the determination value counter 74j in the main RAM 74 is decremented by 1 (step S1505). As already explained, a value corresponding to the current gaming state is set in the determination value counter 74j in step S1303 of the winning combination lottery processing (FIG. 34). Then, it is determined whether the value of the determination value counter 74j after decrementing by 1 is "0" (step S1506). If the value of the determination value counter 74j is not "0" (step S1506: NO), the processing of steps S1502 to S1505 is executed again.
[0254] If the value of the judgment value counter 74j is "0" (step S1506: YES), it is determined whether the value of the carry flag 77 of the main MPU 72 is "1" (step S1507). If the value of the carry flag 77 is "1" (step S1507: YES), address data corresponding to the current value of the address counter 74l in the main RAM 74 is identified from the point value data 102c-104c in the data groups 101a-101q read out in step S1501, and the point value PV corresponding to the identified address data is obtained from the point value data 102c-104c (step S1508). This point value PV becomes the point value PV of the index value IV currently subject to lottery. On the other hand, if the value of the carry flag is "0" (step S1507: NO), "0" is grasped as the point value PV of the index value IV currently subject to lottery (step S1509).
[0255] As described above, in the PV acquisition process (FIG. 36), the value of the judgment value counter 74j is decremented by 1 in step S1505, and when the value of the judgment value counter 74j after decrementing by 1 becomes "0", the process for acquiring the point value PV in steps S1507 to S1509 is executed. Therefore, if the gaming state is a CB state, the process for acquiring the point value PV in steps S1507 to S1509 is executed when the process in steps S1502 to S1505 is executed once, if the gaming state is a non-internal two-coin bet state, the process for acquiring the point value PV in steps S1507 to S1509 is executed when the process in steps S1502 to S1505 is executed twice, and if the gaming state is a non-internal three-coin bet state, the process in steps S1502 to S1505 is executed three times. If the gaming state is an internal two-coin bet state, the processing of steps S1507 to S1509 to obtain the point value PV is executed when the processing of steps S1502 to S1505 is executed four times, and if the gaming state is an internal three-coin bet state, the processing of steps S1507 to S1509 to obtain the point value PV is executed when the processing of steps S1502 to S1505 is executed five times.
[0256] On the other hand, in step S1502, shift processing of the game status data 102a-104a is executed, and if the carry flag 77 of the main MPU 72 is set to "1" as a result of the shift processing, the value of the address counter 74l of the main RAM 74 is incremented by 1 in step S1504. Also, in the processing for acquiring the point value PV in steps S1507-S1509, if the value of the judgment value counter 74j becomes "0" in step S1506 and the value set in the carry flag 77 in the shift processing in the immediately preceding step S1502 is "1," a point value PV that is paired with the address data corresponding to the address counter 74l of the main RAM 74 in the point value data 102c-104c is acquired, and if the value of the carry flag 77 is "0," the point value PV becomes "0."
[0257] In the CB state, when the processing of steps S1502 to S1505 is executed once as described above, the processing of steps S1507 to S1509 is executed to obtain the point value PV. Therefore, in the CB state, when the processing of steps S1502 to S1505 is executed once, if the carry flag 77 is "1", the point value PV corresponding to the first address data is obtained from the point value data 102c to 104c, and if the carry flag 77 is "0", the point value PV becomes "0".
[0258] If the gaming state is a two-coin bet state during a non-internal period, the processing for acquiring the point value PV of steps S1507 to S1509 is executed when the processing of steps S1502 to S1505 is executed twice as described above. Therefore, if the gaming state is a two-coin bet state during a non-internal period, and the processing of steps S1502 to S1505 is executed twice, if the carry flag 77 is "1", the point value PV corresponding to the address data at that time is acquired from the point value data 102c to 104c, and if the carry flag 77 is "0", the point value PV becomes "0".
[0259] If the gaming state is a non-internal three-coin bet state, the processing of steps S1502 to S1505 is executed three times as described above, and then the processing of steps S1507 to S1509 is executed to acquire the point value PV. Therefore, if the gaming state is a non-internal three-coin bet state, and the processing of steps S1502 to S1505 is executed three times, if the carry flag 77 is "1", the point value PV corresponding to the address data at that time is acquired from the point value data 102c to 104c, and if the carry flag 77 is "0", the point value PV becomes "0".
[0260] If the gaming state is an internal two-coin bet state, the processing of steps S1502 to S1505 is executed four times as described above, and then the processing of steps S1507 to S1509 is executed to acquire the point value PV. Therefore, if the gaming state is an internal two-coin bet state, and the processing of steps S1502 to S1505 is executed four times, if the carry flag 77 is "1", the point value PV corresponding to the address data at that time is acquired from the point value data 102c to 104c, and if the carry flag 77 is "0", the point value PV becomes "0".
[0261] If the gaming state is an internal three-coin bet state, the processing for acquiring the point value PV of steps S1507 to S1509 is executed when the processing of steps S1502 to S1505 is executed five times as described above. Therefore, if the gaming state is an internal three-coin bet state, and the processing of steps S1502 to S1505 is executed five times, if the carry flag 77 is "1", the point value PV corresponding to the address data at that time is acquired from the point value data 102c to 104c, and if the carry flag 77 is "0", the point value PV becomes "0".
[0262] When the value of the lottery number counter 74k in the main RAM 74 is "1" and the data group 101a for IV=1 is read out in step S1501, the least significant bit D0 of the game status data 102a is "0" and the second to fifth least significant bits D1 to D4 are set to "1" as shown in Fig. 33(a). Therefore, when step S1502 in the PV acquisition process (Fig. 36) is executed once, the value of the carry flag 77 becomes "0", and when step S1502 is executed two to five times, the value of the carry flag 77 becomes "1".
[0263] That is, in the CB state, when the processing for acquiring the point value PV in steps S1507 to S1509 is executed, the carry flag 77 is "0", so the point value PV becomes "0". In the non-internal two-coin bet state, when the processing for acquiring the point value PV in steps S1507 to S1509 is executed, the carry flag 77 is "1", and furthermore, the processing in step S1504 has been executed once before the processing in steps S1507 to S1509 is executed, so the value of the address counter 74l is "1". Therefore, the address data corresponding to the value of the address counter 74l becomes A(0), and the point value PV of "900" corresponding to that address data is acquired. If the game is in a non-internal three-coin bet state, the carry flag 77 is "1" when the processing for acquiring the point value PV in steps S1507 to S1509 is executed, and the value of the address counter 74l is "2" because the processing in step S1504 has been executed twice before the processing in steps S1507 to S1509 is executed. Therefore, the address data corresponding to the value of the address counter 74l is A(1), and a point value PV of "3000" corresponding to the address data is acquired. If the game is in an internal two-coin bet state, the carry flag 77 is "1" when the processing for acquiring the point value PV in steps S1507 to S1509 is executed, and the processing in step S1504 has been executed three times before the processing in steps S1507 to S1509 is executed, and the value of the address counter 74l is "3". Therefore, the address data corresponding to the value of the address counter 74l is A(2), and a point value PV of "900" corresponding to the address data is acquired. If three coins are bet internally, the carry flag 77 is "1" when the processing to obtain the point value PV in steps S1507 to S1509 is executed, and furthermore, the processing in step S1504 has been executed four times before the processing in steps S1507 to S1509 is executed, so the value of the address counter 74l is "4".Therefore, the address data corresponding to the value of the address counter 74l is A(3), and a point value PV of "3000" corresponding to this address data is acquired.
[0264] When the value of the lottery number counter 74k in the main RAM 74 is "16" and the data group 101p for IV=16 is read out in step S1501, the game status data 102a has all of the least significant to fifth bits D0 to D4 set to "1" as shown in Figure 33(b). Therefore, when the processing for acquiring the point value PV in steps S1507 to S1509 is executed, the carry flag 77 is "1".
[0265] That is, in the CB state, when the processing for acquiring the point value PV in steps S1507 to S1509 is executed, the carry flag 77 is "1", and furthermore, since the processing of step S1504 has been executed once before the processing of steps S1507 to S1509 is executed, the value of the address counter 74l is "1". Therefore, the address data corresponding to the value of the address counter 74l is B(0), and the point value PV of "9000" corresponding to the address data is acquired. In the non-internal two-coin bet state, when the processing for acquiring the point value PV in steps S1507 to S1509 is executed, the carry flag 77 is "1", and furthermore, since the processing of step S1504 has been executed twice before the processing of steps S1507 to S1509 is executed, the value of the address counter 74l is "2". Therefore, the address data corresponding to the value of the address counter 74l is B(1), and the point value PV of "5500" corresponding to the address data is acquired. If three coins are bet in the non-internal state, the carry flag 77 is "1" when the processing for obtaining the point value PV in steps S1507 to S1509 is executed, and the value of the address counter 74l is "3" because the processing in step S1504 has been executed three times before the processing in steps S1507 to S1509 is executed. Therefore, the address data corresponding to the value of the address counter 74l is B(2), and a point value PV of "9000" corresponding to the address data is acquired. If two coins are bet in the internal state, the carry flag 77 is "1" when the processing for obtaining the point value PV in steps S1507 to S1509 is executed, and the processing in step S1504 has been executed four times before the processing in steps S1507 to S1509 is executed, and the value of the address counter 74l is "4". Therefore, the address data corresponding to the value of the address counter 74l is B(3), and a point value PV of "5500" corresponding to the address data is acquired.If three coins are bet inside, the carry flag 77 is "1" when the processing for acquiring the point value PV in steps S1507 to S1509 is executed, and furthermore, the processing in step S1504 has been executed five times before the processing in steps S1507 to S1509 is executed, so the value of the address counter 74l is "5." Therefore, the address data corresponding to the value of the address counter 74l is B(4), and the point value PV of "9000" corresponding to that address data is acquired.
[0266] When the value of the lottery number counter 74k in the main RAM 74 is "17" and the data group 101q for IV=17 is read out in step S1501, the game status data 102a has the least significant bit D0, the fourth-lowest bit D3, and the fifth-lowest bit D4 set to "0," and the second-lowest bit D1 and the third-lowest bit D2 set to "1," as shown in Figure 33(c). Therefore, when step S1502 in the PV acquisition process (Figure 36) is executed once, four times, or five times, the value of the carry flag 77 becomes "0," and when step S1502 is executed twice or three times, the value of the carry flag 77 becomes "1."
[0267] That is, in the CB state, when the processing for acquiring the point value PV in steps S1507 to S1509 is executed, the carry flag 77 is "0", so the point value PV becomes "0". In the non-internal two-coin bet state, when the processing for acquiring the point value PV in steps S1507 to S1509 is executed, the carry flag 77 is "1", and furthermore, the processing in step S1504 has been executed once before the processing in steps S1507 to S1509 is executed, so the value of the address counter 74l is "1". Therefore, the address data corresponding to the value of the address counter 74l becomes C(0), and the point value PV of "30000" corresponding to that address data is acquired. If the game is in a non-internal three-coin bet state, the carry flag 77 is "1" when the processing for acquiring the point value PV in steps S1507 to S1509 is executed, and furthermore, the value of the address counter 74l is "2" because the processing in step S1504 has been executed twice before the processing in steps S1507 to S1509 is executed. Therefore, the address data corresponding to the value of the address counter 74l is C(1), and a point value PV of "20000" corresponding to the address data is acquired. If the game is in an internal two-coin bet state, the carry flag 77 is "0" when the processing for acquiring the point value PV in steps S1507 to S1509 is executed, so the point value PV is "0". If the game is in an internal three-coin bet state, the carry flag 77 is "0" when the processing for acquiring the point value PV in steps S1507 to S1509 is executed, so the point value PV is "0".
[0268] As described above, in a configuration in which the type of index value IV to which a point value PV equal to or greater than 1 is set can vary depending on the gaming state, rather than varying the numerical range of the index value IV depending on each gaming state, the index value IV is set to a fixed range and the type of winning data associated with each index value IV is the same, while different types of index value IV to which a point value PV equal to or greater than 1 within that fixed range is set are used. This eliminates the need to change the numerical range of the index value IV for each gaming state or to change the correspondence between the index value IV and winning data for each gaming state, making it possible to simplify the data format.
[0269] Data groups 101a to 101q for IV=1 to 17 are provided in one-to-one correspondence with the index values IV=1 to 17, and data for acquiring the point value PV (including "0") in each game state is set in each of the data groups 101a to 101q for IV=1 to 17. This eliminates the need to prepare a separate lottery table for each game state, making it possible to simplify the data configuration.
[0270] A judgment value corresponding to each game state is calculated, and when the judgment value corresponds to a bit set to "1" in the game state data 102a-104a set in each of the data groups 101a-101q for IV=1-17, the point value PV corresponding to the bit set to "1" is obtained from the point value data 102c-104c of the data groups 101a-101q for IV=1-17. This makes it possible to obtain the point value PV corresponding to each game state even if the data groups 101a-101q for IV=1-17 are set to be common to each game state.
[0271] Returning to the explanation of the role lottery process (FIG. 34), after the PV acquisition process is executed in step S1305, a lottery value DV used when determining whether the role is a win or a loss is set (step S1306). In this lottery value setting process, the point value PV acquired in step S1305 is added to the current lottery value DV to set a new lottery value DV. In the initial lottery value setting process, the value of the first random number (any of 0 to 65535) acquired in step S1301 is set as the current lottery value DV, and the point value PV acquired in step S1305 is added to the value of this first random number to set a new lottery value DV. Note that if the point value PV acquired in step S1305 is "0", the lottery value DV does not change even if the process of step S1306 is executed. In other words, if the point value PV is "0" in the first lottery value setting process, the first random number (any number between 0 and 65535) will become the lottery value DV as is, and if the point value PV is "0" in the second or subsequent lottery value setting process, the lottery value DV from the previous lottery value setting process will become the lottery value DV this time.
[0272] Thereafter, a win / loss determination is made for the index value IV corresponding to the current value of the lottery number counter 74k (step S1307). In the win / loss determination, it is determined whether the lottery value DV has exceeded "65535". If it has exceeded "65535" (step S1307: YES), a process for acquiring winning data is executed (step S1308). Figure 37 is a flowchart showing the process for acquiring winning data.
[0273] First, by referencing the winning target data 102b-104b of the data group 101a-101q corresponding to the current value of the lottery number counter 74k in the main RAM 74, the winning data corresponding to the currently won index value IV is determined (step S1601). If the winning data is CB winning data (step S1602: YES), and if the value of the bet number setting counter 74a in the main RAM 74 is "3" (step S1603: YES), first CB winning data is stored in the main RAM 74 (step S1604). If the value of the bet number setting counter 74a is "2" (step S1603: NO), second CB winning data is stored in the main RAM 74 (step S1605). If the winning data corresponding to the currently won index value IV is not CB winning data (step S1602: NO), the winning data determined in step S1601 is stored as is in the main RAM 74 (step S1606).
[0274] Returning to the explanation of the lottery process for the winning combination (FIG. 34), if the lottery value DV does not exceed "65535" (step S1307: NO), this means that the winning combination corresponding to the index value IV has not been achieved. In such a case, the value of the lottery number counter 74k in the main RAM 74 is incremented by 1 (step S1309), and then it is determined whether or not there is a winning combination corresponding to the index value IV, that is, whether or not there is a selection target for which a winning / losing judgment is to be made (step S1310). Specifically, it is determined whether or not the value of the lottery number counter 74k incremented by 1 has exceeded the maximum value of "17". If the value of the lottery number counter 74k is equal to or less than the maximum value (step S1310: NO), the process returns to step S1305, and the winning / losing judgment of the winning / losing combination continues. At this time, in step S1305, the data group 101a to 101q corresponding to the value of the lottery number counter 74k after adding 1 is read out to obtain the point value PV, and in step S1306, the point value PV newly obtained in step S1305 is added to the lottery value DV (i.e., the current lottery value DV) used to determine whether the previous role was a success or failure to obtain a new lottery value DV, and in step S1307, the role is determined to be a success or failure based on the lottery value DV.
[0275] When the process of step S1308 is executed, or when a positive determination is made in step S1310, it means that the determination of the winning or losing combination has been completed. In this case, a first stop information setting process is performed to set stop information for reel stop control (step S1311). Thereafter, a first control process for the game zone is performed in step S1312, and an advantageous lottery process at the start of the game is performed in step S1313. The process contents of these steps S1311 to S1313 will be explained in detail later.
[0276] Then, a stop order notification control process is executed (step S1314). In the stop order notification control process, on the condition that the gaming state is a pseudo bonus state ST4 or an AT state ST5 described later and the number of bets on gaming media is "3", the display control of the dual-purpose display unit 66 is executed so that the stop order of the reels 32L, 32M, and 32R that will enable the first bell win when an index value IV is hit of 1 to 6 is notified, and the stop order of the reels 32L, 32M, and 32R that will enable the second bell win when an index value IV is hit of 7 to 9 is notified, and a command is sent to the production-side MPU 92 so that the notification is executed on the image display device 63.
[0277] Thereafter, a process for transmitting a game start command is executed (step S1315). In this transmission process, if any of the winning roles has been obtained in the current role lottery process (FIG. 34), information corresponding to the winning role, information corresponding to the current game state, and information corresponding to the processing results of steps S1312 and S1313 are set in a game start command, and this game start command is transmitted to the production-side MPU 92. The game start command is a command for making the production-side MPU 92 recognize that a new game has started, and is a command for making the production-side MPU 92 recognize various information determined by the main-side MPU 72.
[0278] When the production-side MPU 92 receives a game start command, it ascertains various information about the current game from the game start command. The production-side MPU 92 then determines the content of the effects in accordance with the various information it has ascertained. The production-side MPU 92 then reads a data table corresponding to the determined content of the effects from the production-side ROM 93 into the production-side RAM 94, and executes light emission control of the upper lamp 61, sound output control of the speaker 62, and display control of the image display device 63 according to the read data table.
[0279] Next, the reel control process executed in step S909 of the normal process (FIG. 25) will be described with reference to the flowchart in FIG.
[0280] First, a rotation start process is performed to start the rotation of each of the reels 32L, 32M, and 32R (step S1701). In the rotation start process, a check is made to see if a predetermined wait time (specifically, 4.1 seconds) has elapsed since the reels 32L, 32M, and 32R started spinning in the previous game. If the wait time has not elapsed, the process waits until the wait time has elapsed. If the wait time has elapsed, the process resets the wait time for the next game and sets rotation start information in the motor control storage area provided in the main RAM 74. By performing this process, the stepping motor acceleration process is initiated in the stepping motor control process of step S504 in the timer interrupt process (FIG. 19), and each of the reels 32L, 32M, and 32R starts spinning. Thereafter, the process waits until each of the reels 32L, 32M, and 32R rotates at a predetermined constant speed, and the rotation start process ends. In addition, when the rotation speed of each reel 32L, 32M, 32R reaches a constant speed, the main MPU 72 lights up a lamp (not shown) on each stop button 42 to 44, thereby notifying the player that it is now possible to issue a stop command.
[0281] Thereafter, it is determined whether any of the stop buttons 42 to 44 has been operated (step S1702). If none of the stop buttons 42 to 44 has been operated, the process of step S1702 is repeated until any of the stop buttons 42 to 44 is operated. If it is determined that any of the stop buttons 42 to 44 has been operated, it is determined whether or not the stop button 42 to 44 corresponding to the spinning reels 32L, 32M, 32R has been operated, i.e., whether or not a stop command has been issued (step S1703). If a stop command has not been issued, the process returns to step S1702, and the process of step S1702 is repeated until any of the stop buttons 42 to 44 is operated. If a stop command has been issued, a stop command command is sent to the production-side MPU 92 (step S1704). The stop command command is a command for causing the production-side MPU 92 to recognize which of the stop buttons 42 to 44 has been operated to issue the stop command. When a stop command is transmitted, the stop control process shown in steps S1705 to S1711 is performed to stop the reels that are spinning.
[0282] In the stop control process, the symbol number of the reaching symbol that has reached the base position (specifically, the lower row) at the time the stop buttons 42-44 are operated is confirmed (step S1705). Specifically, the symbol number of the reaching symbol that has reached the base position is confirmed based on the number of excitation pulses output from the time the detection signal of the reel index sensor is input. Then, based on the stop information stored in the main RAM 74, the number of slips of the reels 32L, 32M, and 32R that should be stopped this time is calculated (step S1706).
[0283] In the slot machine 10, five stop modes are provided for stopping each reel 32L, 32M, 32R when the stop buttons 42-44 are operated: a stop mode in which the reached symbol that has reached the base position is stopped as is, a stop mode in which the corresponding reel 32L, 32M, 32R slides by one symbol and then stops, a stop mode in which the corresponding reel 32L, 32M, 32R slides by two symbols, a stop mode in which the corresponding reel 32L, 32M, 32R slides by three symbols, and a stop mode in which the corresponding reel 32L, 32M, 32R slides by four symbols. Therefore, in step S1706, a value of "0" to "4" is calculated as the number of slips based on the stop information stored in the main RAM 74.
[0284] Then, the calculated slip count is added to the symbol number of the reached symbol to determine the symbol number of the stopped symbol that will actually stop at the base position (step S1707). Then, it is determined whether the symbol numbers of the reached symbols of the reels 32L, 32M, and 32R that should be stopped this time are equal to the symbol numbers of the stopped symbols (step S1708). If they are equal, a reel stop process is performed to stop the rotation of the reels 32L, 32M, and 32R (step S1709). Then, it is determined whether all reels 32L, 32M, and 32R have stopped (step S1710). If all reels 32L, 32M, and 32R have not stopped, a second stop information setting process is performed (step S1711), and the process returns to step S1702.
[0285] Here, the stop information is information for making the stop mode of each reel 32L, 32M, 32R correspond to the result of the lottery process for winning combinations (FIG. 34). By using the stop information, it is possible to calculate the number of slips (specifically, "0" to "4") for the reaching symbol that has reached the base position when each stop button 42 to 44 is operated to stop. As the stop information, slip number data indicating the correspondence between each symbol and the number of slips is stored in advance in the main ROM 73 in correspondence with each lottery result and the stop order of each reel 32L, 32M, 32R. However, without being limited thereto, the slip number data corresponding to each lottery result and the stop order of each reel 32L, 32M, 32R may be derived during the rotation of the reels 32L, 32M, 32R.
[0286] The processes for setting the stop information include a first stop information setting process executed in step S1311 of the winning combination lottery process (FIG. 34) and a second stop information setting process executed in step S1711 of the reel control process (FIG. 38). In the first stop information setting process, stop information is set according to the result of the winning combination lottery process. In the second stop information setting process, the stop information stored in the main RAM 74 in the first stop information setting process or the previous second stop information setting process is changed after some of the reels 32L, 32M, and 32R have stopped. In the second stop information setting process, the stop information is changed based on the set winning data, the stop order of the reels 32L, 32M, and 32R, and the stop results of the stopped reels 32L, 32M, and 32R.
[0287] If it is determined in step S1710 that all reels 32L, 32M, and 32R are stopped, a win determination process is executed in step S1712. In the win determination process, the type of symbols stopped on the main line ML on each reel 32L, 32M, and 32R is identified. Then, based on the contents of the winning data stored in the main RAM 74, it is determined whether the combination of symbols stopped and displayed on the main line ML on each reel 32L, 32M, and 32R corresponds to a winning combination in the winning combination lottery process. If the combination of symbols corresponds to a winning combination, a winning combination is established, and a win response process is executed. In the win response process, if the winning combination is a small combination, information on the number of game media to be awarded is set in the main RAM 74 so that game media can be awarded in the medium awarding process. On the other hand, if the winning combination is a replay winning, a flag setting process is executed to enable a replay setting process to be executed in the next start waiting process (FIG. 26).
[0288] After the winning determination process is executed, a winning result command is sent to the production-side MPU 92 (step S1713). The winning result command includes data indicating whether or not a win has been achieved this time, and if a win has been achieved, data indicating the type of win.
[0289] Next, the response process at the end of a game, which is executed in step S912 of the normal process (Fig. 25), will be described with reference to the flowchart of Fig. 39. Note that, since the process of step S912 in the normal process (Fig. 25) is executed after the reel control process (step S909), the response process at the end of a game is executed after all of the rotations of the reels 32L, 32M, and 32R in one game have stopped.
[0290] First, CB processing is executed to control the transition and progress between the first CB state ST2 and the second CB state ST3 (step S1801). In the CB processing, if a first CB win is achieved, the first CB state flag provided in the main RAM 74 is set to "1" and the first CB win data stored in the first CB win data area of the main RAM 74 is cleared. Then, a first CB win command indicating a transition to the first CB state ST2 is sent to the production-side MPU 92. This changes the game state to the first CB state ST2. In the first CB state ST2, as already explained, a game is executed only when "3" gaming media have been bet. In the CB processing, if a second CB win is achieved, the second CB state flag provided in the main RAM 74 is set to "1" and the second CB win data stored in the second CB win data area of the main RAM 74 is cleared. Then, a second CB winning command indicating a transition to the second CB state ST3 is sent to the production-side MPU 92. This causes the game state to change to the second CB state ST3. In the second CB state ST3, as already explained, the game is executed only when two gaming media have been bet.
[0291] In the CB processing, if the current game state is the CB state (first CB state ST2 or second CB state ST3), and if a first bell win is achieved in the current game, the value of the total award counter provided in the main RAM 74 is incremented by 1. The total award counter is a counter used by the main MPU 72 to identify the total number of game media awarded in the CB state, and is cleared to "0" when the CB state begins. If the value of the total award counter after incrementing by 1 becomes "30," which is the CB state termination reference number, the CB state flag corresponding to the current CB state is cleared to "0." Then, a CB termination command indicating that the current CB state has ended is sent to the production MPU 92.
[0292] On the condition that the game is not in the CB state (step S1802: NO), the process jumps to the process corresponding to the current game state (step S1803). Specifically, if the game state is the normal game state ST1, the normal process is executed (step S1804). If the game state is in the pseudo-bonus state ST4, the pseudo-bonus process is executed (step S1805). If the game state is in the AT state ST5, the AT process is executed (step S1806). If the game state is in the end preparation state ST6, the second control process of the game section is executed (step S1807). Also, if any of the normal process of step S1804, the pseudo-bonus process of step S1805, and the AT process of step S1806 is executed, the second control process of the game section (step S1807) is executed. Also, if the game is in the CB state, the second control process of the game section (step S1807) is executed. The processing contents of steps S1804 to S1807 will be explained in detail later.
[0293] If the current gaming state is the CB state, a positive determination is made in step S1802, and the normal processing in step S1804, the pseudo bonus processing in step S1805, and the AT processing in step S1806 are not executed. Therefore, if it is the CB state, the processing for progressing through the normal gaming state ST1, the processing for progressing through the pseudo bonus state ST4, and the processing for progressing through the AT state ST5 are not executed. On the other hand, even if the current gaming state is the CB state, the second control processing of the gaming section in step S1807 is executed. Therefore, even if it is the CB state, the processing for progressing through the second section SC2 is executed.
[0294] <About game status and game area> Next, the gaming states and gaming intervals will be explained. Figure 40 is an explanatory diagram for explaining the gaming states and gaming intervals that exist in the slot machine 10.
[0295] The slot machine 10 has a normal gaming state ST1, a first CB state ST2, a second CB state ST3, a pseudo bonus state ST4, an AT state ST5, and an end preparation state ST6 as gaming states. These gaming states ST1 to ST6 do not occur in an overlapping manner.
[0296] The normal gaming state ST1 is a gaming state in which the player remains by executing the clear process (steps S301 to S307) of the main RAM 74. In addition, when the first CB state ST2 or the second CB state ST3 that occurred in the normal gaming state ST1 ends, or when the end preparation state ST6 ends, the gaming state becomes the normal gaming state ST1. In the normal gaming state ST1, one game can be played regardless of whether the number of gaming media bets is "3" or "2."
[0297] In the normal gaming state ST1, whether three coins are bet or two coins are bet, the expected net increase in gaming media in one game (the value obtained by subtracting the "number of gaming media bet in one game" from the "expected number of gaming media to be awarded in one game") is less than 1. In addition, the normal gaming state ST1 has a non-internal state in which neither the first CB winning data nor the second CB winning data is stored in the main RAM 74, and an internal state in which either the first CB winning data or the second CB winning data is stored in the main RAM 74.
[0298] The first CB state ST2 is a gaming state to which the game is transitioned when a first CB win is achieved in a situation where the first CB winning data is stored in the first CB winning data area of the main RAM 74. In the first CB state ST2, one game can be played when the number of gaming media bets is "3," but one game cannot be played when the number of gaming media bets is "2." In addition, the second CB state ST3 is a gaming state to which the game is transitioned when a second CB win is achieved in a situation where the second CB winning data is stored in the second CB winning data area of the main RAM 74. In the second CB state ST3, one game can be played when the number of gaming media bets is "2," but because the bet limit is set to "2," it is not possible to bet "3" gaming media.
[0299] The first CB state ST2 and the second CB state ST3 are game states that do not increase the number of game media owned by the player. Furthermore, both the first CB state ST2 and the second CB state ST3 are game states that reduce the number of game media owned by the player at the end of the game state compared to the number of game media owned by the player at the start of the game state.
[0300] The pseudo bonus state ST4 is a gaming state that is entered when the transition condition to the pseudo bonus state ST4 is met in the normal gaming state ST1. The pseudo bonus state ST4 ends when the remaining number of continued games in the pseudo bonus state ST4 becomes "0" or when the ending condition of the second section SC2 is met. If the pseudo bonus state ST4 ends without the ending condition of the second section SC2 (described below) being met and the transition condition to the AT state ST5 is not met, the game transitions to the end preparation state ST6. Also, if the pseudo bonus state ST4 ends when the ending condition of the second section SC2 (described below) is met, the game transitions to the normal gaming state ST1.
[0301] In the pseudo bonus state ST4, one game can be played whether the number of gaming media bets is "3" or "2." The pseudo bonus state ST4 has a non-internal state in which neither the first CB winning data nor the second CB winning data is stored in the main RAM 74, and an internal state in which either the first CB winning data or the second CB winning data is stored in the main RAM 74.
[0302] In the pseudo bonus state ST4, if an index value IV of 1 to 6 is achieved and the number of gaming media bets is "3," the stop order of the reels 32L, 32M, and 32R that allows the first bell win is announced. Also, in the pseudo bonus state ST4, if an index value IV of 7 to 9 is achieved and the number of gaming media bets is "3," the stop order of the reels 32L, 32M, and 32R that allows the second bell win is announced. When the first bell win or the second bell win is achieved, "15" gaming media are awarded. This increases the expected number of gaming media awarded per game in the pseudo bonus state ST4. When three coins are bet in the pseudo bonus state ST4, the expected net increase in gaming media per game is 1 or more. When two coins are bet in the pseudo bonus state ST4, the expected net increase in gaming media per game is less than 1.
[0303] The AT state ST5 is a gaming state that is entered when the transition conditions to the AT state ST5 are met in the pseudo bonus state ST4. The AT state ST5 ends when the number of remaining continuing games in the AT state ST5 becomes "0" or when the ending conditions of the second section SC2 are met. If the AT state ST5 ends without the ending conditions of the second section SC2 described below being met, it transitions to the end preparation state ST6. Also, if the AT state ST5 ends because the ending conditions of the second section SC2 described below are met, it transitions to the normal gaming state ST1.
[0304] In the AT state ST5, one game can be played whether the number of gaming media bets is "3" or "2." The AT state ST5 has a non-internal state in which neither the first CB winning data nor the second CB winning data is stored in the main RAM 74, and an internal state in which either the first CB winning data or the second CB winning data is stored in the main RAM 74.
[0305] In the AT state ST5, if an index value IV of 1 to 6 is selected and the number of gaming media bets is "3," the stop order of the reels 32L, 32M, and 32R that allows the first bell to be won is announced. Also, in the AT state ST5, if an index value IV of 7 to 9 is selected and the number of gaming media bets is "3," the stop order of the reels 32L, 32M, and 32R that allows the second bell to be won is announced. When the first bell or second bell is won, "15" gaming media are awarded. This increases the expected number of gaming media awarded per game in the AT state ST5. When three coins are bet in the AT state ST5, the expected net increase in gaming media per game is 1 or more. When two coins are bet in the AT state ST5, the expected net increase in gaming media per game is less than 1.
[0306] The end preparation state ST6 is a game state to which the game transitions when the pseudo bonus state ST4 ends without the ending conditions of the second section SC2 described later being met and the conditions for transitioning to the AT state ST5 being met. The end preparation state ST6 is also a game state to which the game transitions when the AT state ST5 ends without the ending conditions of the second section SC2 described later being met.
[0307] The end preparation state ST6 ends when one game has been played. When the end preparation state ST6 ends, the game transitions to the normal gaming state ST1. In the end preparation state ST6, one game can be played regardless of whether the number of gaming media bets is "3" or "2." The end preparation state ST6 is a gaming state in which the expected net increase in gaming media in one game is less than 1 whether three or two coins are bet. In addition, the end preparation state ST6 exists in a non-internal state in which neither the first CB winning data nor the second CB winning data is stored in the main RAM 74, and an internal state in which either the first CB winning data or the second CB winning data is stored in the main RAM 74.
[0308] In the configuration in which various gaming states ST1 to ST6 exist as described above, gaming intervals are set in addition to these gaming states ST1 to ST6. A first interval SC1 and a second interval SC2 are set as gaming intervals. That is, in this slot machine 10, the factors that determine the gaming situation are the number of gaming media bets of "2" and "3", the setting values of "1" to "6", various gaming states ST1 to ST6, and the gaming intervals of the first interval SC1 and the second interval SC2.
[0309] The first section SC1 is a section in which an advantageous gaming state (pseudo-bonus state ST4 and AT state ST5) is not initiated, and the advantageous gaming state does not continue. When the clearing process (steps S301 to S307) of the main RAM 74 is executed, the normal gaming state ST1 is entered, and the first section SC1 is entered. Furthermore, when the initialization process of the second section SC2 is executed in the second section SC2, the first section SC1 is also entered. The second section SC2 is a section in which the advantageous gaming state can be initiated and the advantageous gaming state can continue.
[0310] FIG. 41(a) is an explanatory diagram for explaining the first section SC1 and the second section SC2. As described above, when the clearing process (steps S301 to S307) of the primary RAM 74 is executed, the first section SC1 is established. Also, when the initialization process of the second section SC2 is executed, the first section SC2 is established. On the other hand, the second section SC2 is established when a transition trigger to the second section SC2 occurs based on the lottery process (FIG. 34) for the winning combination in the first section SC1. In this case, a transition trigger to the second section SC2 may occur if a game with a bet of "3" is executed in the first section SC1. However, even if a game with a bet of "2" is executed in the first section SC1, no transition trigger to the second section SC2 will occur. Therefore, a player hoping to transition to the second section SC2 in the first section SC1 needs to play a game with a bet of "3" rather than a game with a bet of "2."
[0311] In the first section SC1, the expected net increase in gaming media per game is always less than 1, whereas in the second section SC2, the expected net increase in gaming media per game is not only less than 1 but may also be 1 or greater. Therefore, the second section SC2 is in a more advantageous position than the first section SC1. Therefore, players will expect to transition to the second section SC2 in the first section SC1.
[0312] The first section SC1 ends when a transition trigger to the second section SC2 occurs, and the game transitions to the second section SC2. In contrast, the second section SC2 ends when the pseudo-bonus state ST4, AT state ST5, or termination preparation state ST6 ends and the game transitions to the normal gaming state ST1. When the second section SC2 ends, the game transitions to the first section SC1. In addition, the ending condition for the second section SC2 is set such that either the total number of games played reaches the upper limit number of games (specifically, 1500 games) as the second section SC2 continues without transitioning to the first section SC1, or the limited total net increase in the number of gaming media reaches the upper limit net increase number (specifically, 2400) as the second section SC2 continues without transitioning to the first section SC1. The limited total net increase in the number of gaming media is the increase in the predetermined difference from the predetermined reference value, where the minimum value of the predetermined difference is set as the predetermined reference value, and the value obtained by subtracting the total number of gaming media consumed to play games while the second section SC2 is continuing (``0'' when no gaming media is being played) from the total number of gaming media awarded through games played while the second section SC2 is continuing (``0'' when no gaming media is being awarded) is the predetermined difference.
[0313] In other words, if the limited total net increase in gaming media since the start of the second section SC2 reaches the upper limit as the second section SC2 continues, the second section SC2 ends and the game transitions to the first section SC1. Also, if the number of games played since the start of the second section SC2 reaches the upper limit as the second section SC2 continues, the second section SC2 ends and the game transitions to the first section SC1. If either of these ending conditions is met, even if the game is in the middle of the pseudo-bonus state ST4 or the AT state ST5, the pseudo-bonus state ST4 or the AT state ST5 ends in the game where the ending condition was met, and the second section SC2 ends, transitioning to the first section SC1 and the normal game state ST1. This prevents the second section SC2 from continuing excessively.
[0314] As shown in Figure 40, the normal gaming state ST1, the first CB state ST2, and the second CB state ST3 can be in either the first section SC1 or the second section SC2. On the other hand, the pseudo bonus state ST4, the AT state ST5, and the end preparation state ST6 are not in the first section SC1, but are only in the second section SC2.
[0315] 41(b) is an explanatory diagram for explaining the contents of each game state ST1 to ST6 in the second section SC2. As already explained, in the normal game state ST1, pseudo bonus state ST4, AT state ST5, and end preparation state ST6, it is possible to execute a game in either a situation where the number of game media bets is "3" or a situation where it is "2." In the first CB state ST2, it is possible to execute a game only when the number of game media bets is "3," and in the second CB state ST3, it is possible to execute a game only when the number of game media bets is "2."
[0316] In the normal gaming state ST1 in the second interval SC2, the expected net increase in gaming media is less than 1 whether a game with a bet number of "3" is played or a game with a bet number of "2" is played. In this case, in the normal gaming state ST1 in the second interval SC2, as described below, a lottery process for transition to the pseudo-bonus state ST4 may be executed based on the results of the lottery process (FIG. 34) for each game. However, this lottery process is executed in a game with a bet number of "3" but is not executed in a game with a bet number of "2." Also, in the normal gaming state ST1 in the second interval SC2, as described below, the value of the release game number counter provided in the main RAM 74 is decremented by 1 each time a game is played. If the value of the release game number counter after the decrement is "0," transition to the pseudo-bonus state ST4 is confirmed. However, this decrement of the release game number counter is executed in a game with a bet number of "3" but is not executed in a game with a bet number of "2." Therefore, in the normal gaming state ST1 in the second section SC2, it is more advantageous for the player to have a game with a bet number of "3" executed than to have a game with a bet number of "2" executed.
[0317] In the pseudo bonus state ST4, when a game with a bet number of "3" is executed, the expected net increase in gaming media can be 1 or more, whereas when a game with a bet number of "2" is executed, the expected net increase in gaming media is less than 1. Therefore, in the pseudo bonus state ST4, it is more advantageous for the player to execute a game with a bet number of "3" than to execute a game with a bet number of "2". In the pseudo bonus state ST4, as will be described later, a lottery process for transitioning to the AT state ST5 can be executed based on the results of the lottery process for the winning combination in each game (FIG. 34). However, this lottery process is executed in a game with a bet number of "3", but is not executed in a game with a bet number of "2". Therefore, from this perspective, it is more advantageous for the player to execute a game with a bet number of "3" in the pseudo bonus state ST4 than to execute a game with a bet number of "2".
[0318] In the AT state ST5, when a game with a bet number of "3" is executed, the expected net increase in gaming media can be 1 or more, whereas when a game with a bet number of "2" is executed, the expected net increase in gaming media is less than 1. Therefore, in the AT state ST5, it is more advantageous for the player to execute a game with a bet number of "3" than to execute a game with a bet number of "2". In the AT state ST5, as will be described later, based on the results of the lottery process (FIG. 34) for each game, an additional lottery process for determining whether to increase the number of remaining sets in the AT state ST5 and a lottery process for transitioning to an additional period in which the number of remaining sets in the AT state ST5 is more likely to increase can be executed. However, these additional lottery processes and transition lottery processes are executed in games with a bet number of "3", but are not executed in games with a bet number of "2". Therefore, from this perspective, it is more advantageous for the player to execute a game with a bet number of "3" in the AT state ST5 than to execute a game with a bet number of "2".
[0319] Even if it is advantageous to execute a game with a bet of "3" in the normal gaming state ST1, pseudo bonus state ST4, and AT state ST5 in the second section SC2 as described above, the number of gaming media awarded in a game with a bet of "2" in any of the normal gaming state ST1, pseudo bonus state ST4, and AT state ST5 in the second section SC2 is added to the limited total net increase in gaming media in the second section SC2, and a game with a bet of "2" in any of the normal gaming state ST1, pseudo bonus state ST4, and AT state ST5 in the second section SC2 is added to the total number of games executed as the second section SC2 continues. In other words, even though a game with a bet of "2" in any of the normal gaming state ST1, pseudo bonus state ST4, and AT state ST5 in the second section SC2 is disadvantageous to the player, that game contributes to the establishment of the ending condition of the second section SC2. From this point of view, when the player is in the normal game state ST1, pseudo bonus state ST4 or AT state ST5 in the second section SC2, it is more advantageous for the player to have a game with a bet number of "3" executed than to have a game with a bet number of "2" executed.
[0320] Even in the second section SC2, a first CB win and a second CB win are possible, just as in the first section SC1. If a first CB win occurs in the second section SC2, the first CB state ST2 is established in the second section SC2, and the second section SC2 is maintained in the first CB state ST2 and after the first CB state ST2 ends. Furthermore, if a second CB win occurs in the second section SC2, the second CB state ST3 is established in the second section SC2, and the second section SC2 is maintained in the second CB state ST3 and after the second CB state ST3 ends. As already explained, both the first CB state ST2 and the second CB state ST3 are game states in which the number of game media owned by the player at the end of the game state is less than the number of game media owned by the player at the start of the game state. In other words, the first CB state ST2 and the second CB state ST3 are game states that are disadvantageous to the player. On the other hand, games executed in either the first CB state ST2 or the second CB state ST3 in the second section SC2 are added to the total number of games executed as the second section SC2 continues. In other words, even though the games executed in the first CB state ST2 and the second CB state ST3 are disadvantageous to the player, those games contribute to achieving the ending condition of the second section SC2. Therefore, if the first CB state ST2 or the second CB state ST3 occurs in the second section SC2, it will be even more disadvantageous to the player.
[0321] Note that in the end preparation state ST6, although the expected net increase value of the gaming medium is less than 1 whether the game with the bet number of "3" or the game with the bet number of "2" is executed in the second section SC2, the second section SC2 ends as the pseudo-bonus state ST4 or the AT state ST5 ends, and it is a gaming state where only one game is executed. Therefore, the game executed in the end preparation state ST6 does not contribute to the restricted total net increase number of the gaming medium in the second section SC2, and further does not contribute to the total number of games in the second section SC2. However, it is not limited to this, and even the game executed in the end preparation state ST6 may be configured to contribute to the restricted total net increase number of the gaming medium in the second section SC2 and further contribute to the total number of games in the second section SC2.
[0322] <Regarding the CB states ST2 and ST3> Next, the first CB state ST2 and the second CB state ST3 will be described in detail. FIG. 42(a) is an explanatory diagram for explaining the first CB role (i.e., the index value IV at which the first CB winning data is to be stored in the main-side RAM 74) and the second CB role (i.e., the index value IV at which the second CB winning data is to be stored in the main-side RAM 74), and FIG. 42(b) is an explanatory diagram for explaining the first CB state ST2 and the second CB state ST3.
[0323] As shown in FIG. 42(a), the first CB role can be won in a game with a bet number of "3", but cannot be won in a game with a bet number of "2". In a game with a bet number of "3", the first CB role is won with a probability of about 1 / 3.3. However, if it is in any of the winning states of the first CB role (i.e., the state where the first CB winning data is stored in the main-side RAM 74), the winning state of the second CB role (i.e., the state where the second CB winning data is stored in the main-side RAM 74), the first CB state ST2, and the second CB state ST3, the first CB role is excluded from the lottery targets in the lottery process of the role (FIG. 34).
[0324] The second CB role can be a winning combination in a game where the number of bets is "2," but cannot be a winning combination in a game where the number of bets is "3." In a game where the number of bets is "2," the probability of winning the second CB role is approximately 1 / 2.2. However, in any of the following states: the first CB role winning state (i.e., the state where the first CB winning data is stored in the main RAM 74), the second CB role winning state (i.e., the state where the second CB winning data is stored in the main RAM 74), the first CB state ST2, and the second CB state ST3, the second CB role is excluded from the lottery targets in the role lottery process (FIG. 34).
[0325] In the winning state of the 1st CB role, the 1st CB win can be achieved in a game with a bet number of "3," but the 1st CB win cannot be achieved in a game with a bet number of "2." Therefore, even if a game with a bet number of "2" is played in the winning state of the 1st CB role and the lottery process for the role (FIG. 34) results in a loss result that does not win any of the index values IV, the 1st CB win cannot be achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of the stop operation of the stop buttons 42 to 44. Also, even if a game with a bet number of "2" is played in the winning state of the 1st CB role and the lottery process for the role (FIG. 34) results in a win with index value IV that may result in a so-called missed win, the 1st CB win cannot be achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of the stop operation of the stop buttons 42 to 44. When a game with a bet number of "3" is played in the winning state of the 1st CB role and the 1st CB win is achieved, the 1st CB state ST2 is entered.
[0326] As shown in Figure 42(b), in the first CB state ST2, it is possible to play a game with a bet number of "3," but it is not possible to play a game with a bet number of 2 or less. In the first CB state ST2, normal replay winning data is stored in the main RAM 74 with a probability of 3 / 10 in the lottery process for each game (Figure 34), and when normal replay winning data is stored, a normal replay winning occurs regardless of the stopping order of the reels 32L, 32M, and 32R as long as the left stop button 42 is operated at the specified timing. When the left stop button 42 is not operated at the specified timing, a normal replay winning does not occur even if normal replay winning data is stored.
[0327] In the first CB state ST2, if the normal replay winning data is not stored in the main RAM 74 in the winning combination lottery process (FIG. 34), or if the normal replay winning data is stored in the main RAM 74 but the normal replay winning cannot be achieved because the left stop button 42 is not operated at the specified timing, the first bell winning may be achieved. In this case, the first bell winning is achieved regardless of the stopping order of the reels 32L, 32M, and 32R, but the first bell winning may not be achieved depending on the timing of the stop operation of the left stop button 42.
[0328] However, without being limited to this, a configuration may be adopted in which, when normal replay winning data is stored in the main RAM 74 in the lottery process for winning combinations (FIG. 34) in the first CB state ST2, a normal replay winning is reliably achieved regardless of the stop order of the reels 32L, 32M, and 32R and the stop operation timing of each of the stop buttons 42 to 44. Also, when normal replay winning data is not stored in the main RAM 74 in the lottery process for winning combinations (FIG. 34) in the first CB state ST2, a configuration may be adopted in which a first bell winning is reliably achieved regardless of the stop order of the reels 32L, 32M, and 32R and the stop operation timing of each of the stop buttons 42 to 44.
[0329] If the first bell win occurs in the first CB state ST2, one gaming medium is awarded. As already explained, in the first CB state ST2, a game can be played only when three gaming media have been bet. In contrast, the number of gaming media awarded in a game in the first CB state ST2 is one. The first CB state ST2 ends when thirty gaming media have been awarded. Therefore, in the first CB state ST2, an event in which one gaming medium is awarded in a game played by betting three gaming media must occur 30 times. In this case, the number of gaming media owned by the player will decrease by at least 60 from the start to the end of the first CB state ST2. Therefore, the first CB state ST2 is a gaming state that is disadvantageous to the player.
[0330] In addition, in the first CB state ST2, as described above, a normal replay win may occur, but neither a normal replay win nor a first bell win may occur. In this case, if the first CB state ST2 occurs in the second section SC2, the first CB state ST2, which is disadvantageous to the player, will continue for 30 games or more, and the number of games will be added to the total number of games played in the second section SC2.
[0331] In the winning state of the 2nd CB role, the 2nd CB win can be achieved in a game with a bet of "2," but the 2nd CB win cannot be achieved in a game with a bet of "3." Therefore, even if a game with a bet of "3" is played in the winning state of the 2nd CB role and the lottery process for the role (FIG. 34) results in a loss result that does not win any of the index values IV, the 2nd CB win cannot be achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of the stop operation of the stop buttons 42 to 44. Also, even if a game with a bet of "3" is played in the winning state of the 2nd CB role and the lottery process for the role (FIG. 34) results in a win with index value IV that may result in a so-called missed win, the 2nd CB win cannot be achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of the stop operation of the stop buttons 42 to 44. When a game with a bet of "2" is played in the winning state of the 2nd CB role and the 2nd CB win is achieved, the 2nd CB state ST3 is entered.
[0332] As shown in Figure 42(b), in the second CB state ST3, it is possible to play a game when the number of bets is "2," and the upper limit number of bets on gaming media is "2." In the second CB state ST3, normal replay winning data is stored in the main RAM 74 with a probability of 3 / 10 in the lottery process for winning combinations in each game (Figure 34). When normal replay winning data is stored, a normal replay winning occurs regardless of the stopping order of the reels 32L, 32M, and 32R, provided that the left stop button 42 is operated at the specified timing. When the left stop button 42 is not operated at the specified timing, a normal replay winning does not occur even if normal replay winning data is stored.
[0333] In the second CB state ST3, if the normal replay winning data is not stored in the main RAM 74 in the winning combination lottery process (FIG. 34), or if the normal replay winning data is stored in the main RAM 74 but the normal replay winning cannot be achieved because the left stop button 42 is not operated at the specified timing, the first bell winning may be achieved. In this case, the first bell winning is achieved regardless of the stopping order of the reels 32L, 32M, and 32R, but the first bell winning may not be achieved depending on the timing of the stop operation of the left stop button 42.
[0334] However, without being limited to this, a configuration may be adopted in which, when normal replay winning data is stored in the main RAM 74 in the lottery process for winning combinations (FIG. 34) in the second CB state ST3, a normal replay winning is reliably achieved regardless of the stop order of the reels 32L, 32M, and 32R and the stop operation timing of each of the stop buttons 42 to 44. Also, when normal replay winning data is not stored in the main RAM 74 in the lottery process for winning combinations (FIG. 34) in the second CB state ST3, a configuration may be adopted in which a first bell winning is reliably achieved regardless of the stop order of the reels 32L, 32M, and 32R and the stop operation timing of each of the stop buttons 42 to 44.
[0335] If the first bell win occurs in the second CB state ST3, one gaming medium is awarded. As already explained, in the second CB state ST3, a game can be played only when two gaming media are bet. In contrast, the number of gaming media awarded in a game in the second CB state ST3 is one. The second CB state ST3 ends when thirty gaming media are awarded. Therefore, in the second CB state ST3, an event in which one gaming medium is awarded in a game played by betting two gaming media must occur 30 times. In this case, the number of gaming media owned by the player will decrease by at least 30 from the start to the end of the second CB state ST3. Therefore, the second CB state ST3 is a gaming state that is disadvantageous to the player. However, this disadvantage in the second CB state ST3 is lower than in the first CB state ST2.
[0336] In addition, in the second CB state ST3, as described above, a normal replay win may be achieved, but it may also be the case that neither a normal replay win nor a first bell win is achieved. In this case, if the second CB state ST3 occurs in the second section SC2, the second CB state ST3, which is disadvantageous to the player, will continue for 30 games or more, and the number of games will be added to the total number of games played in the second section SC2.
[0337] In the configuration in which the first CB state ST2 and the second CB state ST3 are set as game states disadvantageous to the player as described above, by executing a game with a bet of "2," a winning state for the second CB role is established and the second CB win is not realized, and then a game with a bet of "3" is executed. As a result of the lottery process for the role in each game (FIG. 34), it becomes possible to play without transitioning to the first CB state ST2 or the second CB state ST3, regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of the stop operation of each stop button 42-44. In other words, if a winning state for the second CB role is established by executing a game with a bet of "2," the second CB win is not realized even if the winning state for the second CB role is established by subsequently executing a game with a bet of "3." Furthermore, even if a game with a bet of "3" is executed in the winning state for the second CB role, the first CB role is excluded from the lottery process for the role (FIG. 34), so the winning state for the first CB role is not established. Since the first CB winning state is not achieved, the first CB winning will not be achieved, and the game state will not transition to the first CB state ST2. This makes it possible to play a game with a bet of "3" while preventing transitions to the first CB state ST2 and the second CB state ST3. By playing a game with a bet of "3", a transition to the second section SC2 may occur, as already explained, and a transition to the pseudo bonus state ST4 may occur.
[0338] As shown in FIG. 42(a), the probability of winning the second CB role in a game with a bet of "2" is approximately 1 / 2.2, while the probability of winning the first CB role in a game with a bet of "3" is approximately 1 / 3.3. In other words, the probability of winning the second CB role is set higher than the probability of winning the first CB role. This makes it possible to reduce the number of games required to achieve the winning state of the second CB role when a game with a bet of "2" is played at an amusement hall or the like to achieve the winning state of the second CB role. On the other hand, even if a game with a bet of "3" is played before accidentally achieving the winning state of the second CB role, the probability of winning the first CB role is lower than the probability of winning the second CB role, making it more difficult to win the first CB role.
[0339] In addition, the configuration is not limited to one in which the probability of winning the second CB role is higher than the probability of winning the first CB role, and the configuration may be one in which the probability of winning the first CB role is higher than the probability of winning the second CB role, or one in which the probability of winning the first CB role and the probability of winning the second CB role are the same or approximately the same.
[0340] <About Section 2 SC2> Next, the second section SC2 will be described. First, the first control process of the game section executed by the main MPU 72 will be described with reference to the flowchart in Fig. 43. The first control process of the game section is executed in step S1312 after the winning / losing judgment of the winning combination is completed in the winning combination lottery process (Fig. 34) and before the advantageous combination lottery process at the start of the game (step S1313).
[0341] First, it is determined whether the second section flag in the main RAM 74 is set to "1" (step S1901). The second section flag is a flag that the main MPU 72 uses to determine whether the gaming section is the second section SC2 or not; if the second section flag is set to "1", it is the second section SC2, and if the value of the second section flag is "0", it is the first section SC1. If the second section flag is set to "1" (step S1901: YES), the processing from step S1902 onwards is not executed. As a result, if it is the second section SC2, the lottery processing for the number of games to be released in step S1906 is not executed.
[0342] If the second interval flag is not set to "1" (step S1901: NO), it is determined whether the current gaming state is the first CB state ST2 or the second CB state ST3 (step S1902). If the current gaming state is the first CB state ST2 or the second CB state ST3 (step S1902: YES), the processing from step S1903 onwards is not executed. As a result, even if the current gaming state is the first interval SC1, if it is the first CB state ST2 or the second CB state ST3, the processing for setting the second interval SC2 in step S1905 and the lottery processing for the number of games to be released in step S1906 are not executed.
[0343] If the current gaming state is neither the first CB state ST2 nor the second CB state ST3 (step S1902: NO), it is determined whether the value of the bet number setting counter 74a in the main RAM 74 is "3" or not, thereby determining whether the number of bets for the current game is "3" (step S1903). If the number of bets for the current game is "2" (step S1903: NO), the processing from step S1904 onwards is not executed. As a result, even if the game is in the first section SC1, in a game where the number of bets is "2", the processing for setting the second section SC2 in step S1905 and the lottery processing for the number of games to be released in step S1906 are not executed.
[0344] If the number of bets on the current game is "3" (step S1903: YES), it is determined whether any index value IV has been won in the lottery process for the current role (Fig. 34) (step S1904). If the lottery process for the current role (Fig. 34) is a miss (step S1904: NO), the processes from step S1905 onwards are not executed. As a result, even if the first section SC1 is selected, if the lottery process for the role (Fig. 34) is a miss, the process for setting it to the second section SC2 in step S1905 and the lottery process for the number of games to be released in step S1906 are not executed.
[0345] If any index value IV is won in the lottery process for this winning combination (FIG. 34) (step S1904: YES), the second section flag of the main RAM 74 is set to "1", and the number of continued games counter 74c (see FIG. 9) and the total number of wins counter 74d (see FIG. 9) provided in the main RAM 74 are each cleared to "0" (step S1905). Setting the second section flag to "1" results in the second section SC2.
[0346] The continued game number counter 74c is a counter for specifying the number of games executed from the start of the second section SC2 when the second section SC2 is continued without the first section SC1 in between, in the main MPU 72. When the value of the continued game number counter 74c reaches a value corresponding to the upper limit number of games (specifically, 1500 games) in the second section SC2, the second section SC2 ends with the game that was reached, even if the pseudo bonus state ST4 or the AT state ST5 is in the middle, and the state transitions to the first section SC1 and the normal gaming state ST1.
[0347] The total acquisition counter 74d is a counter for specifying the limited total net increase in the number of game media from the start of the second section SC2 when the second section SC2 is continued without the first section SC1 in between, in the main MPU 72. As already explained, the limited total net increase in the number of game media is the increase in the predetermined difference from the predetermined reference value, where the minimum value of the predetermined difference is the predetermined reference value, and the difference is calculated by subtracting the total number of game media consumed to execute games when the second section SC2 is continuing (0 when no game is being executed) from the total number of game media awarded by games executed when the second section SC2 is continuing (0 when no game media is awarded). If the value of the total winnings counter 74d reaches a value corresponding to the upper limit of the net increase in the number of coins (specifically, 2,400 coins) in the second section SC2, even if the game is in the middle of the pseudo-bonus state ST4 or the AT state ST5, the second section SC2 ends in the game in which the value is reached, and the game transitions to the first section SC1, which is the normal game state ST1.
[0348] Then, a lottery process for determining the number of release games is executed (step S1906). The number of release games is a counter used by the main MPU 72 to determine the number of games required to transition to the pseudo bonus state ST4 if the transition to the pseudo bonus state ST4 is not successful. In the lottery process for determining the number of release games, a lottery table for determining the number of release games pre-stored in the main ROM 73 is first read, and numerical information is obtained from a lottery counter that is periodically updated in the main RAM 74. The numerical information obtained from the lottery counter is then compared with the lottery table for determining the number of release games to select the number of release games. In this case, the number of release games selected is one of 50 games, 100 games, 200 games, 300 games, 400 games, 500 games, 600 games, 700 games, and 800 games. The probability of selecting each of these numbers of release games is the same. However, this is not limited to this, and a configuration may be adopted in which the probability of selecting a number of release games with a larger number of games is set higher, or a configuration may be adopted in which the probability of selecting a number of release games with a smaller number of games is set higher. After the lottery process for the number of release games is executed, the number of release games selected in the lottery process for the number of release games is set in the number of release games counter provided in the main RAM 74 (step S1907). The number of release games counter is a counter for specifying the remaining number of release games in the main MPU 72.
[0349] Thereafter, a lighting lottery process for the interval display unit 67 is executed (step S1908). In the lighting lottery process for the interval display unit 67, using a lighting lottery table provided in the main ROM 73 and a lottery counter periodically updated in the main RAM 74, it is determined by lottery whether the interval display unit 67 should be in a lighting state from the beginning when the second interval SC2 is set this time (i.e., immediate lighting) or whether the interval display unit 67 should be in a lighting state when the subsequent transition to the pseudo bonus state ST4 occurs (i.e., lighting standby). In the lottery process for this game (Fig. 34), if the index value IV = 1 to 10 is selected, there is a 50% probability that the light will be turned on immediately and a 50% probability that the light will be waiting. If the index value IV = 11 is selected, there is a 65% probability that the light will be turned on immediately and a 35% probability that the light will be waiting. If the index value IV = 12 is selected, there is a 62% probability that the light will be turned on immediately and a 38% probability that the light will be waiting. If the index value IV = 13 is selected, there is an 80% probability that the light will be turned on immediately and a 20% probability that the light will be waiting. % probability of selecting standby lighting, if the winning index value IV=14 is selected, there is a 75% probability of selecting instant lighting and a 25% probability of selecting standby lighting, if the winning index value IV=15 is selected, there is a 70% probability of selecting instant lighting and a 30% probability of selecting standby lighting, if the winning index value IV=16 is selected, there is a 40% probability of selecting instant lighting and a 60% probability of selecting standby lighting, and if the winning index value IV=17 is selected, there is a 30% probability of selecting instant lighting and a 70% probability of selecting standby lighting. In this case, the lower the probability of winning the winning combination in the lottery process (Figure 34) for an index value IV, the higher the probability of selecting instant lighting.
[0350] If immediate lighting is selected in the lighting lottery process for the section display unit 67 (step S1908) (step S1909: YES), lighting process for the section display unit 67 is executed (step S1910). In the lighting process for the section display unit 67, the section display unit 67 is switched from an off state to an on state. This causes the section display unit 67 to start announcing that it is in the second section SC2.
[0351] On the other hand, if standby for lighting is selected in the lighting lottery process (step S1908) for the section display unit 67 (step S1909: NO), the standby for lighting flag provided in the main RAM 74 is set to "1" (step S1911). The standby for lighting flag is a flag that allows the main MPU 72 to identify that the section display unit 67 is waiting to be switched from an off state to an on state in the second section SC2.
[0352] Next, the second control process for the gaming area executed by the main MPU 72 will be described with reference to the flowchart in Figure 44. The second control process for the gaming area is executed in step S1807 of the response process at the end of gaming (Figure 39). As described above, the response process at the end of gaming is executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game, and therefore the second control process for the gaming area is also executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game.
[0353] If the second section flag of the main RAM 74 is set to "1" and the current gaming section is the second section SC2 (step S2001: YES), the state of the flag of the main RAM 74 is checked to determine whether the current gaming state is the end preparation state ST6 (step S2002). The end preparation state ST6 is a gaming state to which the game enters when the pseudo bonus state ST4 or the AT state ST5 ends without the ending condition of the second section SC2 described later being met, and when the second section SC2 ends upon the subsequent transition to the normal gaming state ST1.
[0354] If the state is the end preparation state ST6 (step S2002: YES), it is determined whether or not the end preparation completion flag provided in the main RAM 74 is set to "1" (step S2003). The end preparation completion flag is a flag for the main MPU 72 to determine whether or not one game has been played in the end preparation state ST6. In the pseudo bonus processing (step S1805) in the corresponding processing at the time of game end (FIG. 39), if it is determined that the remaining number of continued games in the pseudo bonus state ST4 is 0 and that a transition to the normal game state ST1 will occur thereafter, a flag for transitioning to the end preparation state ST6 is set and the end preparation completion flag is cleared to "0." In addition, in the AT processing (step S1806) in the corresponding processing at the time of game end (FIG. 39), if it is determined that one set ends and a transition to the normal game state ST1 will occur when the remaining number of sets in the AT state ST5 is 0, a flag for transitioning to the end preparation state ST6 is set and the end preparation completion flag is cleared to "0."
[0355] If the end preparation completion flag is not set to "1" (step S2003: NO), the end preparation completion flag is set to "1" (step S2004), and then the processing from step S2005 onwards is executed. If the end preparation completion flag is set to "1" (step S2003: YES), this means that one game has been played in the end preparation state ST6. In this case, processing is executed to end the second section SC2.
[0356] Specifically, the initialization process for the second section SC2 is first executed (step S2014). In the initialization process for the second section SC2, the second section flag in the main RAM 74 is cleared to "0." This sets the gaming section to the first section SC1. In addition, in the initialization process for the second section SC2, even if the gaming section is in the AT state ST5, various data (including the AT state flag) indicating the AT state ST5, including a counter for storing the remaining number of games to be played in the AT state ST5, are cleared, thereby transitioning the gaming state to the normal gaming state ST1. Note that even if the gaming section is in the middle of the first CB state ST2 or the second CB state ST3, the initialization process for the second section SC2 is executed, thereby ending the second section SC2, but the first CB state ST2 and the second CB state ST3 continue without ending.
[0357] Thereafter, if the section display unit 67 is in a lit state, the section display unit 67 is switched from a lit state to an unlit state (step S2015). This ends the notification on the section display unit 67 that it is the second section SC2. Then, a second section initialization command indicating that the second section SC2 has been initialized is sent to the production-side MPU 92 (step S2016). This causes the production-side MPU 92 to execute a performance corresponding to the end of the second section SC2.
[0358] If the game is not in the end preparation state ST6 (step S2002: NO), or if the processing of step S2004 has been executed, the value of the continued game number counter 74c in the main RAM 74 is incremented by 1 (step S2005). As already explained, the continued game number counter 74c is a counter that allows the main MPU 72 to determine the number of games that have been played since the start of the second section SC2 when the second section SC2 is continued without the first section SC1 in between.
[0359] Then, it is determined whether the value of the continuing game number counter 74c after adding 1 is equal to or greater than 1500, which is the upper limit number of games (step S2006). If the value of the continuing game number counter 74c is equal to or greater than 1500, this means that the ending condition for the second section SC2 has been met. In this case, a positive determination is made in step S2006, and processing is executed to end the second section SC2 in steps S2014 to S2016. The processing contents of steps S2014 to S2016 have already been explained. As a result, the second section SC2 ends and the first section SC1 begins, and if the AT state ST5 is in the middle of being ended, the AT state ST5 is forcibly ended and the normal gaming state ST1 begins.
[0360] If the value of the continued game number counter 74c is less than 1500 (step S2006: NO), it is determined whether any of the first chance replay win, second chance replay win, and normal replay win has been achieved in the current game (step S2007). In this case, whether the number of bets in the current game is "2" or "3," the determination in step S2007 is also made, and whether the current game is in any of the game states of the normal gaming state ST1, the first CB state ST2, the second CB state ST3, the pseudo bonus state ST4, and the AT state ST5 is also made.
[0361] If no replay win has been achieved (step S2007: NO), the number of bets for the current game is subtracted from the total win counter 74d in the master RAM 74 (step S2008). In this case, the number of bets for the current game is determined from the value of the bet number history counter 74f, not the value of the bet number setting counter 74a. As already explained, in the normal processing (FIG. 25), the value of the bet number setting counter 74a is set in the bet number history counter 74f after the rotation of all reels 32L, 32M, and 32R in one game has finished, but before the start of the corresponding processing at the end of game (step S912). Therefore, the number of bets for the current number of games is set in the bet number history counter 74f when the second control processing (FIG. 44) for the game section is started. In addition, even if a replay win was made in the previous game and the current game is a game that is being replayed due to the replay win, the number of bets made in the current game (i.e., the value of the bet number history counter 74f) is subtracted from the total win number counter 74d.
[0362] As already explained, the total acquisition counter 74d is a counter for specifying the limited total net increase in game media from the start of the second section SC2 when the second section SC2 is continued without the first section SC1 in between, in the main MPU 72. Note that, as already explained, the limited total net increase in game media is the increase in the predetermined difference from the predetermined reference value, where the minimum value of the predetermined difference is the predetermined reference value, and the difference is calculated by subtracting the total number of game media consumed to execute games when the second section SC2 is continuing ("0" when no games are being executed) from the total number of game media awarded by games executed when the second section SC2 is continuing ("0" when no game media is awarded).
[0363] Thereafter, it is determined whether any of the small winning combinations (1st to 9th supplementary winning combinations, 1st bell winning combination, 2nd bell winning combination, 1st watermelon winning combination, 2nd watermelon winning combination, and cherry winning combination) that will result in the awarding of gaming media has been achieved in the current game (step S2009). In this case, whether the number of bets in the current game is "2" or "3", the determination in step S2009 is also made, and whether the current game is in any of the gaming states of the normal gaming state ST1, the 1st CB state ST2, the 2nd CB state ST3, the pseudo bonus state ST4, and the AT state ST5, the determination in step S2009 is also made.
[0364] If the determination in step S2009 is affirmative, the number of game media awarded in the current game is added to the total number of awards counter 74d of the master RAM 74 (step S2010). In this case, the number of game media awarded in the current game is determined from the value of the award number history counter, not the value of the medium award cou...
Claims
[Claim 1] a sequential change means for sequentially changing the selection target to be selected from among the plurality of selection targets; a numerical information acquisition means for acquiring numerical information for selection corresponding to the selection target; a winning determination means for determining whether or not the selected item to be selected by the lottery will be a winning item by using the lottery numerical information acquired by the numerical information acquisition means; Equipped with The determination of whether or not a win has been made by the winning determination means is made in each of a plurality of game situations, In a predetermined game situation among the plurality of game situations, the predetermined type of the selection target does not result in the winning; The predetermined type of selection object is selected as the lottery object by the sequential change means even in the predetermined game situation, a correspondence information group is set corresponding to each of the plurality of types of selection objects, The numerical information acquisition means a means for acquiring the lottery numerical information by comparing information corresponding to the current game situation with the corresponding information group corresponding to the selection object to be selected; a means for deriving numerical information corresponding to a non-winning event as the numerical information for lottery when the predetermined type of selection object is the object of the lottery in the predetermined game situation; Equipped with A gaming machine characterized in that the corresponding information group includes information for identifying the selected object that has been won in subsequent processing if the selected object corresponding to the corresponding information group is determined to be a winning object by the winning determination means.
Citation Information
Patent Citations
Gaming Machines
JP7626277B2
Game machine
JP2014045989A