Gaming machine
The integration of variable symbol display and strategic game states in gaming machines enhances entertainment value by maintaining player engagement and interest through continuous reward anticipation.
Patent Information
- Application Number
- JP2025182169
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-10-29
- Publication Date
- 2026-01-23
AI Technical Summary
Existing gaming machines lack enhancements to increase entertainment value and player engagement.
Incorporation of a picture display means for variable symbol display, situation setting, advantageous transition, and notification control to create an advantageous gaming state with continuation response effects, including a first and second effect to maintain player interest.
Enhances player enjoyment by increasing engagement through variable displays and strategic game states, providing a sense of continued advantage and reward.
Smart Images

Figure 2026012301000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Pachinko machines and slot machines are known as gaming machines. For example, a pachinko machine has a storage section for storing gaming balls. The gaming balls stored in the storage section are guided to a gaming ball launcher and launched toward a gaming area in response to a player's launch operation. Then, for example, when a gaming ball enters a ball entry section provided in the gaming area, a lottery process is executed, or a process is executed to increase the number of gaming balls available to the player.
[0003] In a slot machine, when a start lever is operated to start a new game while gaming value such as medals has been bet, a lottery process is executed by a control means. Furthermore, when the lottery process is executed, the control means executes a rotation start control to start the reels, and when a stop button is operated during the rotation of the reels, the control means executes a rotation stop control to stop the rotation of the reels. If the stop result after the rotation of the reels has stopped corresponds to a winning combination in the lottery process, a bonus corresponding to the winning combination is awarded to the player (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Publication No. 2020-044062 Summary of the Invention [Problem to be solved by the invention]
[0005] Here, in gaming machines such as those exemplified above, it is necessary to improve the entertainment value of the game, and there is still room for improvement in this regard.
[0006] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that can increase the enjoyment of gaming. [Means for solving the problem]
[0007] In order to solve the above problem, the invention described in claim 1 comprises a picture display means for variably displaying a picture, means for controlling the symbol display means so that the symbol is variably displayed in a game; A situation setting means for setting the situation to an advantageous transition possible situation; When the advantageous transition is possible, an advantageous transition means transitions the game state to an advantageous game state that is advantageous to the player; an advantageous notification control means for controlling the advantageous notification means so that the notification state is entered in the advantageous transition possible situation; a notification termination means for terminating the notification state of the advantageous notification means at a predetermined timing after the end of the variable display of the picture in a game when the advantageous game state and the advantageous transition possible situation end; A continuation response control means for generating a continuation response effect in which a first effect is executed to make the player aware that the advantageous gaming state may end even if the advantageous gaming state continues, and then a second effect is executed to make the player aware that the advantageous gaming state will actually continue; Equipped with The timing at which the second effect is started in the game in which the continuation corresponding effect is executed is a timing before the predetermined timing at which the notification state of the advantageous notification means ends after the variable display of the picture ends in the game in which the notification state of the advantageous notification means ends, The predetermined timing is a timing after a specific period has elapsed since the timing when the variable display of the picture has ended, This gaming machine is characterized by having a means for executing the first presentation before the predetermined timing in the game when the advantageous gaming state and the advantageous transition possible situation end. [Effects of the Invention]
[0008] According to the present invention, it is possible to increase the enjoyment of the game. [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] 10 is a flowchart showing a timer interrupt process executed by the main MPU. [Figure 12] 10 is a flowchart showing normal processing executed by the main MPU. [Figure 13] 10 is a flowchart showing the lottery process for determining winning combinations executed by the main MPU. [Figure 14] FIG. 10 is an explanatory diagram for explaining the role lottery table when betting three coins. [Figure 15]FIG. 10 is an explanatory diagram for explaining a role lottery table when two coins are bet. [Figure 16] 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 17] 10 is a flowchart showing a reel control process executed by the main MPU. [Figure 18] 10 is a flowchart showing the response process executed by the main MPU when a game ends. [Figure 19] 1 is an explanatory diagram for explaining the game states and game zones that exist in a slot machine. FIG. [Figure 20] 10 is a flowchart showing the first control processing of the gaming area executed by the main MPU. [Figure 21] 10 is a flowchart showing the second control processing of the gaming area executed by the main MPU. [Figure 22] 10 is a flowchart showing the advantageous state processing executed by the main MPU at the start of the game. [Figure 23] 10 is a flowchart showing the pseudo bonus processing executed by the main MPU. [Figure 24] This is a flowchart showing the AT state processing executed by the main MPU at the start of the game. [Figure 25] 10 is a flowchart showing the AT processing executed by the main MPU. [Figure 26] This is a flowchart showing the performance control processing for AT executed by the performance side MPU. [Figure 27] (a) An explanatory diagram for explaining an example of a display presentation corresponding to the base presentation of the AT state in an image display device; (b) An explanatory diagram for explaining an example of a display presentation corresponding to a false premonition state or a real premonition state in an image display device; and (c) An explanatory diagram for explaining an example of a display presentation corresponding to the end of the AT state in an image display device. [Figure 28] (a) to (f) are time charts showing the progression of the effects corresponding to the premonition states. [Figure 29]FIG. 10 is an explanatory diagram for explaining the combinations of symbols that result in a normal replay winning, a first special replay winning, and a second special replay winning in the second embodiment. [Figure 30] FIG. 10 is an explanatory diagram for explaining the role lottery table when betting three coins. [Figure 31] 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 32] (a) An explanatory diagram to explain how a notification is made on the main line to encourage the achievement of the first special replay winning prize, and (b) an explanatory diagram to explain how a notification is made on the main line to encourage the achievement of the second special replay winning prize. [Figure 33] 10 is a flowchart showing a stop order notification control process executed by a main MPU. [Figure 34] 10 is a flowchart showing the notification control process executed by the production-side MPU. [Figure 35] 10 is a flowchart showing the pseudo bonus processing executed by the main MPU. [Figure 36] 10 is a flowchart showing the winning determination process executed by the main MPU. [Figure 37] 10A to 10K are time charts showing the operation contents when the first special replay winning or the second special replay winning is achieved in each game state. [Figure 38] 11 is a flowchart showing the winning determination process executed by the main MPU in the third embodiment. [Figure 39] A flowchart showing the AT state processing at the start of a game executed by the main MPU in the fourth embodiment. [Figure 40] 10 is a flowchart showing the AT processing executed by the main MPU. [Figure 41] 10 is a flowchart showing a process for a top-up period executed by the main MPU. [Figure 42]This is an explanatory diagram to explain the selection manner of the number of points to be awarded when the additional lottery process for the first additional period is executed by referring to the lottery table for the first additional period, and the selection manner of the number of points to be awarded when the additional lottery process for the second additional period is executed by referring to the lottery table for the second additional period. [Figure 43] 10A to 10C are explanatory diagrams for explaining the execution content of the effect executed by the image display device during the first added-on period. [Figure 44] 10A to 10C are explanatory diagrams for explaining the execution content of the effect executed by the image display device during the second added period. [Figure 45] FIG. 10 is an electrical configuration diagram for enabling image display during a first added period and a second added period. [Figure 46] 10 is a flowchart showing the timer interrupt processing executed by the production side MPU. [Figure 47] This is a flowchart showing the performance setting process for the added period executed by the performance side MPU. [Figure 48] This is a flowchart showing the display control processing for the added period executed by the production side MPU. [Figure 49] 10 is a flowchart showing a drawing process of a divided image executed by a VDP. [Figure 50] 10A to 10D are explanatory diagrams for explaining how drawing data is created in a frame area of a frame buffer as a result of the drawing process of a divided image being executed. [Figure 51] 13 is a flowchart showing a divided image drawing process executed by a VDP in the fifth embodiment. [Figure 52] (a) to (c) are explanatory diagrams for explaining the display contents of the image display device when the pseudo bonus state without transition to the AT state in the sixth embodiment ends. [Figure 53] 10 is a flowchart showing the pseudo bonus processing executed by the main MPU. [Figure 54](a) is a flowchart showing the effect control process for a pseudo bonus executed by the effect side MPU, and (b) is an explanatory diagram for explaining the data configuration of the effect side RAM. [Figure 55] 10 is a flowchart showing the control process for various end displays executed by the production-side MPU. [Figure 56] 10 is a flowchart showing the control process for displaying a warning executed by the production-side MPU. [Figure 57] (a) to (f) are time charts showing how the bonus end display and warning display are executed when the pseudo bonus state ends without transitioning to the AT state. [Figure 58] (a) and (b) are explanatory diagrams for explaining the display content of the image display device when the AT state ends, and (c) is an explanatory diagram for explaining the revival performance. [Figure 59] 10 is a flowchart showing the AT processing executed by the main MPU. [Figure 60] 10 is a flowchart showing the second control processing of the gaming area executed by the main MPU. [Figure 61] This is a flowchart showing the performance control processing for AT executed by the performance side MPU. [Figure 62] 10 is a flowchart showing the revival-compatible performance processing executed by the performance-side MPU. [Figure 63] 10(a) to 10(h) are time charts showing how the AT end display and the caution display are executed in the AT state. [Figure 64] 13 is a flowchart showing the revival-responsive performance processing executed by the performance-side MPU in the seventh embodiment. [Figure 65] (a) to (c) are explanatory diagrams for explaining the execution content of the revival effect when a bet setting for gaming media is made to start a new game before the timing for the revival effect to occur. [Figure 66](A) An explanatory diagram for explaining the display contents of the image display device when the reel stopping operation is performed in accordance with the stopping order notified by the image display device in the eighth embodiment, and (B) an explanatory diagram for explaining the display contents of the image display device when the reel stopping operation is performed in a stopping order different from the stopping order notified by the image display device. [Figure 67] 10 is a flowchart showing the stop order monitoring process executed by the production side MPU. [Figure 68] 10 is a flowchart showing a medium provision process executed by the main MPU. [Figure 69] FIG. 10A is a flowchart showing the display information update process executed by the production-side MPU, and FIG. 10B is an explanatory diagram for explaining the storage area of the production-side RAM. [Figure 70] 10 is a flowchart showing the AT processing executed by the main MPU. [Figure 71] This is a flowchart showing the AT state processing executed by the main MPU at the start of the game. [Figure 72] This is a flowchart showing the performance control processing for AT executed by the performance side MPU. [Figure 73] (a) to (i) are time charts showing how the AT end display and the caution display are executed in the AT state. [Figure 74] 13 is a flowchart showing AT processing executed by the main MPU in the ninth embodiment. [Figure 75] This is a flowchart showing the performance control processing for AT executed by the performance side MPU. [Figure 76] (a) An explanatory diagram for explaining the display contents of the image display device when the setting process for the end explicit display is executed, and (b) an explanatory diagram for explaining the display contents of the image display device when the setting process for the result display and the setting process for the warning display are executed in response to the reception of the second section initialization command after the setting process for the end explicit display is executed. [Figure 77] FIG. 23 is an assembled perspective view of the left reel in the tenth embodiment. [Figure 78] FIG. 2A is a connection diagram showing a drive system of a stepping motor, and FIG. 2B is a diagram showing the drive characteristics of the stepping motor. [Figure 79] FIG. 4 is an explanatory diagram for explaining the contents of an excitation sequence table. [Figure 80] FIG. 10A is an explanatory diagram for explaining an acceleration table, and FIG. 10B is an explanatory diagram for explaining a stop table. [Figure 81] 10 is a flowchart showing a reel control process executed by the main MPU. [Figure 82] FIG. 10 is an explanatory diagram for explaining each area of the main RAM used to execute rotation control of each reel. [Figure 83] 10 is a flowchart showing a stepping motor control process executed by a main MPU. [Figure 84] 10 is a flowchart showing an acceleration control process executed by a main MPU. [Figure 85] 10 is a flowchart showing a stop control process executed by a main MPU. [Figure 86] 10 is a flowchart showing main processing executed by a main MPU. [Figure 87] 10 is a flowchart showing a recovery process executed by the main MPU. [Figure 88] 23 is a flowchart showing a reel control process of the master MPU in the eleventh embodiment. [Figure 89] 10 is a flowchart showing an acceleration control process executed by a main MPU. [Figure 90] 10 is a flowchart showing a pseudo-stop start process executed by the main MPU. [Figure 91] FIG. 10 is an explanatory diagram for explaining a pseudo-stopped table; [Figure 92] 10A to 10C are explanatory diagrams for explaining how, during a pseudo stop, each reel moves up and down in small increments while the pseudo stop symbol combination is present on the main line. [Figure 93]10A to 10G are time charts showing how pseudo stops are performed in the start game of the pseudo bonus state. [Figure 94] 13 is a flowchart showing advantageous state processing at the start of a game by the main MPU in the 12th embodiment. [Figure 95] An explanatory diagram for explaining the AT transition lottery table. [Figure 96] 20 is a flowchart showing the lottery process for the initial number of grants to the master MPU in the thirteenth embodiment. [Figure 97] (a) An explanatory diagram for explaining the first initial award number lottery table, (b) An explanatory diagram for explaining the second initial award number lottery table, and (c) An explanatory diagram for explaining the initial award number table. [Figure 98] (a) An explanatory diagram for explaining the relationship between the program stored in the main ROM and the address of the main ROM in the 14th embodiment, (b) An explanatory diagram for explaining the data structure of a 3-byte CALLS instruction, (c) An explanatory diagram for explaining the data structure of a 2-byte CALLS instruction, and (d) An explanatory diagram for explaining the circuit configuration provided in the main MPU for providing the 2-byte starting address of the program to be read to the management controller of the main ROM when the 2-byte CALLS instruction is executed. [Figure 99] 10 is a flowchart showing main processing executed by a main MPU. [Figure 100] 10 is a flowchart showing a timer interrupt process executed by the main MPU. [Figure 101] 10 is a flowchart showing normal processing executed by the main MPU. [Figure 102] 15 is a flowchart showing the pseudo bonus processing of the main MPU in the 15th embodiment. [Figure 103] 10 is a flowchart showing the AT processing executed by the main MPU. [Figure 104] 10 is a flowchart showing the second control processing of the gaming area executed by the main MPU. [Figure 105] 3 is an explanatory diagram for explaining the relationship between the programs stored in the main ROM and the addresses of the main ROM. FIG. [Figure 106] FIG. 20 is an explanatory diagram for explaining the relationship between the programs stored in the main ROM and the addresses of the main ROM in the sixteenth embodiment. [Figure 107] (a) An explanatory diagram for explaining the data structure of the CALLV instruction, (b) An explanatory diagram for explaining the index table, and (c) An explanatory diagram for explaining the circuit configuration provided in the main MPU for providing the 2-byte start address of the program to be read to the management controller of the main ROM when the CALLV instruction is executed. [Figure 108] 10 is a flowchart showing the pseudo bonus processing executed by the main MPU. [Figure 109] 10 is a flowchart showing the AT processing executed by the main MPU. [Figure 110] 10 is a flowchart showing the second control processing of the gaming area executed by the main MPU. DETAILED DESCRIPTION OF THE INVENTION
[0010] First Embodiment A first embodiment of the present invention applied to a slot machine 10, which is a type of gaming machine, will be described in detail below with reference to the drawings. Fig. 1 is a front view of the slot machine 10, Fig. 2 is a perspective view of the slot machine 10 with the front door 12 open, and Fig. 3 is a front view of the cabinet 11.
[0011] 2 and 3, the slot machine 10 has a housing 11 that forms its outer shell. The housing 11 is formed by fixing a plurality of wooden panels so that the overall shape is a box that is open to the front.
[0012] 1 and 2, a front door 12 is attached to the front side of the housing 11. The front door 12 is supported by the housing 11 around a pivot 15 provided on the left side of the housing 11 so as to be able to open and close the interior space of the housing 11. The front door 12 is locked so that it cannot be opened by a locking device 13 provided on the back side of the front door 12, and this locked state is released by an unlocking operation using a predetermined key in a key cylinder 14.
[0013] 1, a gaming panel 20 is provided near the upper center of the front door 12. Three vertically long display windows 21L, 21M, and 21R are formed side by side on the gaming panel 20. The display windows 21L, 21M, and 21R are made of a transparent or translucent material, and the interior of the slot machine 10 can be seen through each of the display windows 21L, 21M, and 21R.
[0014] As shown in FIGS. 2 and 3, the interior of the housing 11 is divided into two sections, upper and lower, by a partition plate 11a, and a reel unit 31 is attached to the upper part of the partition plate 11a. The reel unit 31 includes a left reel 32L, a center reel 32M, and a right reel 32R, each of which is cylindrical. Each reel 32L, 32M, and 32R is rotatably supported so that its central axis coincides with the rotation axis of the reel 32L, 32M, and 32R. The rotation axes of the reels 32L, 32M, and 32R are arranged on the same axis extending substantially horizontally, and each reel 32L, 32M, and 32R corresponds one-to-one to each display window 21L, 21M, and 21R. Therefore, a portion of the surface of each reel 32L, 32M, and 32R is visible through the corresponding display window 21L, 21M, and 21R. Furthermore, when the reels 32L, 32M, and 32R rotate forward, the surfaces of the reels 32L, 32M, and 32R are projected through the display windows 21L, 21M, and 21R as if they are moving from top to bottom.
[0015] 1, a start lever 41 is provided on the lower left side of the 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.
[0016] Stop buttons 42, 43, and 44 are provided on the right side of the start lever 41. These stop buttons 42, 43, and 44 are operated to individually stop the spinning reels 32L, 32M, and 32R. Each stop button 42, 43, and 44 is located directly below the display window 21L, 21M, and 21R corresponding to the reel 32L, 32M, and 32R to be stopped. Each stop button 42, 43, and 44 is ready to stop the left reel 32L after a predetermined time has elapsed since the reel started spinning.
[0017] One game (playing session) corresponds to the time when each reel 32L, 32M, 32R starts to rotate based on the operation of the start lever 41, and when each reel 32L, 32M, 32R stops to rotate based on the operation of each stop button 42, 43, 44, and when various processes such as the awarding of game media and management of the game status are completed.
[0018] A medal insertion slot 45 for inserting medals is provided below and to the right of the display windows 21L, 21M, and 21R. As shown in FIG. 2, medals inserted through the medal insertion slot 45 are guided by a selector 52 provided on the back of the front door 12 to a hopper device 53 if reception is permitted, or to a medal receiving tray 59 through a medal discharge port 58 provided at the bottom front of the front door 12 if reception is prohibited (see FIG. 1). The hopper device 53 has the function of dispensing medals stored in a storage tank through the medal discharge port 58 to the medal receiving tray 59 when a winning combination corresponding to the awarding of game media is achieved on the main line ML (described later). As shown in FIG. 1, a return button 46 is provided below the medal insertion slot 45, which is pressed when a medal inserted into the medal insertion slot 45 becomes stuck in the selector 52.
[0019] On the lower left side of the display windows 21L, 21M, 21R, there are provided a first credit insertion button 47 for inserting the maximum number of credited virtual medals that can be bet at one time, and a second credit insertion button 48 for inserting two virtual medals at one time. In this slot machine 10, there are two situations in which the number of gaming media (medals or virtual medals) that can be bet (i.e., bet setting) at one time is "3" and "2".
[0020] When the first credit insertion button 47 is operated in a situation where the number of bets that can be made at one time is "3," the current number of bets is "0," and three or more virtual medals are stored and stored, the number of bets decreases by three virtual medals and becomes "3." When the first credit insertion button 47 is operated in a situation where the number of bets that can be made at one time is "3," the current number of bets is "1," and two or more virtual medals are stored and stored, the number of bets decreases by two virtual medals and becomes "3." When the first credit insertion button 47 is operated in a situation where the number of bets that can be made at one time is "3," the current number of bets is "2," and one or more virtual medals are stored and stored, the number of bets decreases by one virtual medal and becomes "3." When the first credit insertion button 47 is operated in a situation where the number of bets that can be made at one time is "2," the current number of bets is "0," and two or more virtual medals are stored and stored, the number of bets decreases by two virtual medals and becomes "2." When the first credit insertion button 47 is operated in a situation where the number of bets that can be made at one time is "2", the current number of bets is "1", and one or more virtual medals are stored and stored, one virtual medal is decreased and the number of bets becomes "2".
[0021] In addition, if the first credit insertion button 47 is operated when the number of stored virtual medals is less than the difference between the number of bets that can be made and the current number of bets, the number of bets will increase by the number of virtual medals, and the number of virtual medals will become zero.
[0022] When the second credit insertion button 48 is operated in a situation where the number of bets that can be placed at one time is "3," the current number of bets is "0," and two or more virtual medals are stored and stored, the number of bets will decrease by two virtual medals and become "2." When the second credit insertion button 48 is operated in a situation where the number of bets that can be placed at one time is "3," the current number of bets is "1," and one or more virtual medals are stored and stored, the number of bets will decrease by one virtual medal and become "2." When the second credit insertion button 48 is operated in a situation where the number of bets that can be placed at one time is "2," the current number of bets is "0," and two or more virtual medals are stored and stored, the number of bets will decrease by two virtual medals and become "2." When the second credit insertion button 48 is operated in a situation where the number of bets that can be placed at one time is "2," the current number of bets is "1," and one or more virtual medals are stored and stored, the number of bets will decrease by one virtual medal and become "2."
[0023] In addition, if the second credit insertion button 48 is operated when the number of stored virtual medals is 1 and the current number of bets is "0", the number of bets will become "1" and the number of virtual medals will become 0.
[0024] The first credit insertion button 47 has a larger pressing surface that is pressed 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.
[0025] A settlement button 51 is provided to the left of the start lever 41. This slot machine 10 has a credit function that stores and stores, as virtual medals, any surplus medals inserted up to a predetermined maximum value (equivalent to 50 medals) and medals paid out when a prize is won. When the settlement button 51 is operated while virtual medals are stored and stored, the virtual medals are paid out from a medal outlet 58 as real medals.
[0026] 2 and 3, a power supply unit 54 is provided inside the cabinet 11 to the left of the hopper unit 53. The power supply unit 54 is provided with a power switch 55 that is operated when powering on or off, a reset button 56 for resetting various states of the slot machine 10, and a setting key insertion hole 57 into which a setting key held by the amusement hall manager is inserted and operated to change the setting value of the slot machine 10 within the range of "1" to "6."
[0027] Next, the symbols on the reels 32L, 32M, and 32R will be described.
[0028] 4 shows the arrangement of symbols on the left reel 32L, center reel 32M, and right reel 32R. As shown in the figure, 21 symbols are arranged in a row on each of the reels 32L, 32M, and 32R. Furthermore, numbers ranging from "0" to "20" are assigned to correspond to the reels 32L, 32M, and 32R. However, these numbers are used by the main control device 70 (described later) to identify the symbols visible through the display windows 21L, 21M, and 21R, and are not actually assigned to the reels 32L, 32M, and 32R. However, these numbers will be used in the following explanation.
[0029] There are seven types of symbols: "Bell" symbol (for example, the 20th symbol on the left reel 32L), "Replay" symbol (for example, the 19th symbol on the left reel 32L), "Watermelon" symbol (for example, the 18th symbol on the left reel 32L), "Red 7" symbol (for example, the 15th symbol on the left reel 32L), "BAR" symbol (for example, the 10th symbol on the left reel 32L), "Cherry" symbol (for example, the 9th symbol on the left reel 32L), and "White 7" symbol (for example, the 5th symbol on the left reel 32L). The number and arrangement order of each symbol differs on each of the reels 32L, 32M, and 32R.
[0030] 5 is a front view of the display window portions 21L, 21M, and 21R. Each display window portion 21L, 21M, and 21R is formed so that only three of the 21 symbols on the corresponding reel 32L, 32M, and 32R are visible in their entirety. Therefore, when each reel 32L, 32M, and 32R is stopped, 3 x 3 = 9 symbols are visible through the display window portion 21L, 21M, and 21R.
[0031] In the slot machine 10, one main line ML is set so as to connect positions where symbols on each of the reels 32L, 32M, and 32R are visible. The main line ML is a line connecting the middle symbols on the left reel 32L, the middle symbols on the middle reel 32M, and the middle symbols on the right reel 32R. When a predetermined number or more of gaming media have been bet, the reels 32L, 32M, and 32R start to rotate, and a winning combination is achieved on the main line ML, one of the following is awarded: a benefit in the form of gaming media, a benefit in the form of a replay, or a transition to a gaming state.
[0032] In other words, in the slot machine 10, only one main line ML is set as a line on which a win can be achieved. The main line ML is set as a line extending in a straight line. Therefore, even if a winning combination of symbols is achieved on a line extending in a straight line, such as a subline SL1 connecting the upper symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the lower symbol on the right reel 32R, a subline SL2 connecting the upper symbol on the left reel 32L, the upper symbol on the middle reel 32M, and the upper symbol on the right reel 32R, a subline SL3 connecting the lower symbol on the left reel 32L, the lower symbol on the middle reel 32M, and the lower symbol on the right reel 32R, and a subline SL4 connecting the lower symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the upper symbol on the right reel 32R, no winning combination will be achieved.
[0033] The following describes the relationship between winning symbol combinations and the benefits that will be awarded when a prize is won, with reference to Figure 6. Figure 6 is an explanatory diagram for explaining the relationship between winning symbol combinations and the benefits that will be awarded when a prize is won.
[0034] The minor winning combinations that award gaming media include the first supplementary winning combination, the second supplementary winning combination, the third supplementary winning combination, the fourth supplementary winning combination, the fifth supplementary winning combination, the sixth supplementary winning combination, the seventh supplementary winning combination, the eighth supplementary winning combination, the ninth supplementary winning combination, the first bell winning combination, the second bell winning combination, the first watermelon winning combination, the second watermelon winning combination, and the cherry winning combination. Specifically, the first supplementary winning combination occurs when the left reel 32L, the center reel 32M, and the right reel 32R stop on the main line ML with a "bell" symbol, a "bell" symbol, and a "red 7" symbol, respectively. The second supplementary winning combination occurs when the left reel 32L, the center reel 32M, and the right reel 32R stop on the main line ML with a "bell" symbol, a "red 7" symbol, and a "bell" symbol, respectively. If the stopping symbol on the left reel 32L is a "red 7" symbol, the stopping symbol on the middle reel 32M is a "bell" symbol, and the stopping symbol on the right reel 32R is a "bell" symbol on the main line ML, it will be the third supplementary win. If the stopping symbol on the left reel 32L is a "bell" symbol, the stopping symbol on the middle reel 32M is a "bell" symbol, and the stopping symbol on the right reel 32R is a "bar" symbol on the main line ML, it will be the fourth supplementary win. If the stopping symbol on the left reel 32L is a "bell" symbol, the stopping symbol on the middle reel 32M is a "bar" symbol, and the stopping symbol on the right reel 32R is a "bell" symbol on the main line ML, it will be the fifth supplementary win. If the stopping symbol on the left reel 32L on the main line ML is a "BAR" symbol, the stopping symbol on the middle reel 32M is a "BELL" symbol, and the stopping symbol on the right reel 32R is a "BELL" symbol, then the 6th supplementary win will be awarded. If the stopping symbol on the left reel 32L on the main line ML is a "BELL" symbol, the stopping symbol on the middle reel 32M is a "BELL" symbol, and the stopping symbol on the right reel 32R is a "WHITE 7" symbol, then the 7th supplementary win will be awarded. If the stopping symbol on the left reel 32L on the main line ML is a "BELL" symbol, the stopping symbol on the middle reel 32M is a "WHITE 7" symbol, and the stopping symbol on the right reel 32R is a "BELL" symbol, then the 8th supplementary win will be awarded. On the main line ML, if the stopped symbol on the left reel 32L is a "white 7" symbol, the stopped symbol on the center reel 32M is a "bell" symbol, and the stopped symbol on the right reel 32R is a "bell" symbol, the 9th supplementary win will be awarded. If any of the 1st to 9th supplementary wins is awarded, the number of gaming media to be awarded will be "1".
[0035] If the stopped symbol on the left reel 32L on the main line ML is a "bell" symbol, the stopped symbol on the middle reel 32M is a "bell" symbol, and the stopped symbol on the right reel 32R is a "bell" symbol, a first bell win will occur. If the stopped symbol on the left reel 32L on the main line ML is a "bell" symbol, the stopped symbol on the middle reel 32M is a "bell" symbol, and the stopped symbol on the right reel 32R is a "replay" symbol, a second bell win will occur. If either the first bell win or the second bell win occurs, the number of gaming media to be awarded will be "15".
[0036] If the stopping symbol on the left reel 32L, the stopping symbol on the middle reel 32M, and the stopping symbol on the right reel 32R on the main line ML are a "watermelon" symbol, the first watermelon win will be awarded. If the stopping symbol on the left reel 32L, the stopping symbol on the middle reel 32M, and the stopping symbol on the right reel 32R are a "watermelon" symbol on the main line ML, the second watermelon win will be awarded. If either the first watermelon win or the second watermelon win is awarded, the number of game media to be awarded will be "5". If the stopping symbol on the left reel 32L on the main line ML is a "cherry" symbol, a cherry win will be awarded regardless of the stopping symbol on the middle reel 32M and the right reel 32R. If a cherry win is awarded, the number of game media to be awarded will be "4".
[0037] The winnings that give 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.
[0038] 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.
[0039] The state transition winning events that only result in a transition of the game state include the first CB winning event and the second CB winning event. Specifically, when the stopped symbols on the left reel 32L, the center reel 32M, and the right reel 32R on the main line ML are a "red 7" symbol, the first CB winning event occurs. When the stopped symbols on the left reel 32L, the center reel 32M, and the right reel 32R on the main line ML are a "white 7" symbol, the second CB winning event occurs. When the first CB winning event occurs, the game state transitions to the first CB state ST2, and when the second CB winning event occurs, the game state transitions to the second CB state ST3 (see FIG. 19).
[0040] The first CB state ST2 and the second CB state ST3 are game states in which, when a combination of symbols corresponding to a small win stops on the main line ML, a win is achieved and medals are paid out regardless of whether a winning combination is achieved. For example, even if the win flag corresponding to the first bell win is not set to "1," when a combination of symbols corresponding to the first bell win stops on the main line ML, game media is awarded to the player. On the other hand, a replay win is achieved only if the corresponding combination is won in a lottery.
[0041] In the first CB state ST2 and the second CB state ST3, reel control different from that in the non-CB state is performed. In the non-CB state, reel control that allows each reel 32L, 32M, and 32R to slide up to four symbols after the stop buttons 42 to 44 are operated is performed for each reel. In other words, in the non-CB state, reel control that stops each reel 32L, 32M, and 32R within a specified time (190 milliseconds) after the stop buttons 42 to 44 are operated is performed for each reel. On the other hand, in the first CB state ST2 and the second CB state ST3, the above-mentioned reel control is performed for the center reel 32M and the right reel 32R, i.e., reel control similar to that in the base game, but the above-mentioned reel control is not performed for the left reel 32L. For the left reel 32L, reel control that allows only one symbol to slide up to one symbol after the left stop button 42 is operated is performed. 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.
[0042] In the first CB state ST2 and the second CB state ST3, the reel control that allows a reel to slide up to one symbol is not limited to the left reel 32L, but may be performed on the reel corresponding to the first operated stop button up to one symbol, or may be performed on a predetermined reel only. Furthermore, reel control that allows a reel corresponding to a stop button operated in a certain order to slide up to one symbol may be performed, such as reel control that allows a reel corresponding to the second or last operated stop button to slide up to one symbol.
[0043] In the first CB state ST2 and the second CB state ST3, if a combination corresponding to a replay win is won, the replay win takes priority, and if a replay win is not possible, the first bell win may be achieved. Also, the first bell win may be achieved even if a combination corresponding to a replay win is not won.
[0044] Both the first CB state ST2 and the second CB state ST3 are game states that do not increase the number of game media owned by the player. Furthermore, both the first CB state ST2 and the second CB state ST3 are game states that reduce the number of game media owned by the player at the end of the game state compared to the number of game media owned by the player at the start of the game state.
[0045] Next, the devices for executing various notifications and various effects will be described.
[0046] As shown in FIG. 1 , an upper lamp 61 and a speaker 62 are provided on the upper part of the front door 12, as well as an image display device 63. When an abnormality occurs in the slot machine 10, the upper lamp 61 is controlled to emit light in a manner corresponding to the abnormality, and is also controlled to emit light in a manner corresponding to the winning result. Furthermore, the upper lamp 61 is controlled to emit light so as to produce a light-emitting effect corresponding to the display effect on the image display device 63. The speakers 62 are provided as a pair on the left and right, and are controlled to output sound or audio corresponding to the abnormality when an abnormality occurs in the slot machine 10, and are also controlled to output sound or audio corresponding to the winning result. Furthermore, the speakers 62 are controlled to output sound so as to produce a sound output effect corresponding to the display effect on the image display device 63.
[0047] The image display device 63 has a display surface and is configured as a liquid crystal display device equipped with a liquid crystal display, but is not limited to a liquid crystal display device and may be another display device having a display surface such as a plasma display device, an organic EL display device, or a CRT, or may be a dot matrix display device. If an abnormality occurs in the slot machine 10, display control is performed so that an image corresponding to the abnormality is displayed on the display surface. Furthermore, the image display device 63 is display controlled so that images corresponding to the winning combination results in the internal lottery and the winning results in each game are displayed on the display surface. In other words, a display effect is executed on the image display device 63.
[0048] The gaming panel 20 of the front door 12 is provided, below the display windows 21L, 21M, and 21R, with a credit display unit 65 that displays the number of stored virtual medals, a dual-purpose display unit 66 that displays the number of gaming media that will be awarded when a small winning combination is achieved and, when the image display device 63 notifies the player of the stopping order of the reels 32L, 32M, and 32R, displays a message corresponding to the message and also displays the results of game history management, and a zone display unit 67 that displays a message indicating that the gaming zone is the second zone. The credit display unit 65 is made up of a 7-segment display, and each segment uses a single-color LED, such as green.
[0049] Fig. 7(a) is a front view of a common display area 68 provided with a combined display unit 66 and a section display unit 67. In the common display area 68, as shown in Fig. 7(a), the combined display unit 66, which has two 7-segment displays 66a and 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 collected.
[0050] When any of the small winning combinations (first to ninth supplementary winning combinations, first bell winning combination, second bell winning combination, first watermelon winning combination, second watermelon winning combination, or cherry winning combination) corresponding to the awarding of gaming media is achieved, the number of gaming media awarded corresponding to that small winning combination is displayed on the dual-purpose display unit 66 at the end of the game in which that small winning combination was achieved. Specifically, when any of the first to ninth supplementary winning combinations is achieved in the non-CB state, the left 7-segment indicator 66a becomes non-displayable and the right 7-segment indicator 66b displays "1," thereby indicating that "1" gaming media has been awarded. When either the first bell winning combination or the second bell winning combination is achieved in the non-CB state, the left 7-segment indicator 66a displays "1," while the right 7-segment indicator 66b displays "5," thereby indicating that "15" gaming media have been awarded. In addition, when either the first watermelon winning or the second watermelon winning is achieved in the non-CB state, the left 7-segment display 66a becomes non-displaying and the right 7-segment display 66b displays "5", thereby 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.
[0051] In the first CB state ST2 and the second CB state ST3, the number of game media awarded in response to a win of a small winning combination is "1." Therefore, when a win of a small winning combination is achieved in the first CB state ST2 or the second CB state ST3, the left 7-segment display 66a is turned off and "1" is displayed on the right 7-segment display 66b, thereby notifying that "1" game medium has been awarded.
[0052] On the other hand, even if a win that does not award game media, such as any of the replay wins and any of the CB wins, occurs, no display corresponding to that win is made on the dual-purpose display unit 66, and in this case the 7-segment indicators 66a, 66b remain in a non-display state. The display of the number of awarded game media on the dual-purpose display unit 66 ends when game media are bet to start the 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.
[0053] When the stop order of the reels 32L, 32M, and 32R is notified on the image display device 63, information corresponding to the notified stop order is displayed on the combined display unit 66. FIG. 7(b) is an explanatory diagram for explaining the contents of the information corresponding to the stop order displayed on the combined display unit 66. As shown in FIG. 7(b), in the slot machine 10, the stop order of the reels 32L, 32M, and 32R notified on the image display device 63 includes a stop order in which the first stop is on the left reel 32L, the second stop is on the center reel 32M, and the third stop is on the right reel 32R, a stop order in which the first stop is on the left reel 32L, the second stop is on the right reel 32R, and the third stop is on the center reel 32M, a stop order in which the first stop is on the center reel 32M, the second stop is on the left reel 32L, and the third stop is on the right reel 32R, and a stop order in which the first stop is on the center reel 32M, the second stop is on the left reel 32L, and the third stop is on the right reel 32R. There are stop orders in which the second stop is on the right reel 32R and the third stop is on the left reel 32L, stop orders in which the first stop is on the right reel 32R, the second stop is on the left reel 32L and the third stop is on the center reel 32M, stop orders in which the first stop is on the right reel 32R, the second stop is on the center reel 32M and the third stop is on the left reel 32L, stop orders in which the first stop is on the left reel 32L and the rest are optional, stop orders in which the first stop is on the center reel 32M and the rest are optional, and stop orders in which the first stop is on the right reel 32R and the rest are optional.
[0054] The notification of the stop order on the image display device 63 may be executed when a winning combination including the first bell winning data and any one of the first through sixth compensation winning data is won during the lottery process for winning combinations in the non-CB state, or when a winning combination including the second bell winning data and any one of the seventh through ninth compensation winning data is won. Specifically, when a winning combination including the first bell winning data and any one of the first through sixth compensation winning data is won, the first bell win is achieved if the reels 32L, 32M, and 32R stop in the stop order corresponding to the winning combination. If the reels 32L, 32M, and 32R do not stop in the stop order corresponding to the winning combination, one of the first through sixth compensation wins may be achieved. If the first bell win is achieved, the player is awarded 15 gaming media as explained above. If one of the first through sixth compensation wins is achieved, the player is awarded 1 gaming media as explained above.
[0055] If a winning combination includes the second bell winning data and any of the seventh to ninth supplementary winning data, the second bell win will be achieved if the reels 32L, 32M, and 32R stop in the stopping order corresponding to the winning combination, and any of the seventh to ninth supplementary winning combinations may be achieved if the reels 32L, 32M, and 32R do not stop in the stopping order corresponding to the winning combination. If the second bell win is achieved, the player will be awarded 15 gaming media as explained above, and if any of the seventh to ninth supplementary winning combinations is achieved, the player will be awarded 1 gaming media as explained above.
[0056] When any of the above stop orders is notified by the image display device 63, the left 7-segment display 66a of the dual-purpose display unit 66 remains in a non-display state, while the right 7-segment display 66b displays a message corresponding to the stop order of the item to be notified. This display content is as shown in Fig. 7(b), and the display content of the stop order on the dual-purpose display unit 66 is set in a one-to-one correspondence with the notification content of the stop order on the image display device 63. However, this is not limitative, and a configuration may be adopted in which multiple types of display content on the dual-purpose display unit 66 are set in correspondence with some or all of the notification content of the stop order on the image display device 63.
[0057] The display content of the stop order on the dual-purpose display unit 66 is different from the display content that is displayed when a display corresponding to the awarding of game media is made on the dual-purpose display unit 66. This makes it easier to distinguish whether the content displayed on the dual-purpose display unit 66 corresponds to the number of game media awarded or the stop order of the reels 32L, 32M, and 32R.
[0058] 8(a) and 8(b) are explanatory diagrams for explaining the relationship between the notification content of the stop order on the image display device 63 and the display content of the stop order on the multi-purpose display unit 66. FIG.
[0059] 8(a), when the stopping order of the reels 32L, 32M, and 32R is notified on the image display device 63, the same number of unit display images G1 to G3 as the number of stopping operations required to end the game are displayed on the image display device 63, and an image display corresponding to the stopping order of the reels 32L, 32M, and 32R is performed on each of the unit display images G1 to G3. Specifically, a left unit display image G1 corresponding to the left reel 32L, a middle unit display image G2 corresponding to the center reel 32M, and a right unit display image G3 corresponding to the right reel 32R are displayed. Figure 8(a) shows how the stop order is announced when the first stop is the middle reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R, so the left unit display image G1 displays an image of "2" corresponding to the stop order of the left reel 32L, the middle unit display image G2 displays an image of "1" corresponding to the stop order of the middle reel 32M, and the right unit display image G3 displays an image of "3" corresponding to the stop order of the right reel 32R.
[0060] As described above, the image display device 63 displays an image notifying the stop order of the reels 32L, 32M, and 32R, whereas the combined display unit 66 displays "L" corresponding to the stop order of the reels 32L, 32M, and 32R, as shown in FIG. 8(b). That is, the image display device 63 displays unit display images G1 to G3 corresponding to the number of reels 32L, 32M, and 32R, and displays an image corresponding to the stop order of the corresponding reels 32L, 32M, and 32R in each unit display image G1 to G3, whereas the combined display unit 66 displays an image unrelated to the number of reels 32L, 32M, and 32R. This makes it possible to draw the player's attention to the display content on the image display device 63, even if the combined display unit 66 displays a display corresponding to the notification content of the stop order of the reels 32L, 32M, and 32R.
[0061] The display range of the dual-purpose display unit 66 is narrower than that of the image display unit 63. This also makes it possible to reduce the player's attention to the dual-purpose display unit 66 compared to the image display unit 63. Furthermore, the dual-purpose display unit 66 is located on the opposite side of the display windows 21L, 21M, and 21R, which allow the reels 32L, 32M, and 32R to be viewed, from the image display unit 63. This means that the dual-purpose display unit 66 is disposed at a distance from the image display unit 63, which also makes it possible to reduce the player's attention to the dual-purpose display unit 66.
[0062] When the stop order of reels 32L, 32M, and 32R is notified, the display corresponding to the stop order of reels 32L, 32M, and 32R on the combined display unit 66 and the display corresponding to the stop order of reels 32L, 32M, and 32R on the image display unit 63 start after the lottery process for winning combinations has been performed and before the stop operation for reels 32L, 32M, and 32R is validated. In this case, the display corresponding to the stop order of reels 32L, 32M, and 32R on the combined display unit 66 starts before the display corresponding to the stop order of reels 32L, 32M, and 32R on the image display unit 63, but these displays may be configured to start simultaneously or approximately simultaneously, or the display start order may be reversed. Furthermore, the display corresponding to the stop order of reels 32L, 32M, and 32R on the combined display unit 66 and the image display unit 63 ends when a stop command is issued for all of the reels 32L, 32M, and 32R in the game in which the display is executed.
[0063] The dual-purpose display unit 66 is disposed 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 (see FIG. 19). The second section SC2 is a section in which a stop order of the reels 32L, 32M, and 32R is notified, which allows a winning combination advantageous to the player when different winning combinations are achieved depending on the stop order of the reels 32L, 32M, and 32R, and an advantageous gaming state (specifically, a pseudo-bonus state ST4 and an AT state ST5) 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) exceeds zero can be initiated, and the advantageous gaming state can be continued. On the other hand, the first section SC1 is a section in which the advantageous gaming state does not start and does not continue.
[0064] 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 exceeds "0" by notifying the player 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.
[0065] In the above-described configuration in which the section display unit 67 is turned on once in the second section SC2 and remains turned on until the end of the second section SC2, the dual-purpose display unit 66 provided in the common display area 68 is turned on when a game medium is awarded and turned off when the next game starts, and is turned on when the stop order of the reels 32L, 32M, and 32R is displayed on the image display device 63 and turned off when the game ends. Therefore, in a configuration in which the section display unit 67 is not too noticeable to players by being placed in the common display area 68, it is possible to actively create a situation in which only the section display unit 67 is turned on in the common display area 68 during the second section SC2, making it easier for the amusement hall manager to check the section display unit 67.
[0066] Note that instead of maintaining the lighting state of the section display unit 67 during the second section SC2, the section display unit 67 may blink at a predetermined cycle during the second section SC2. Also, other displays such as a liquid crystal display device may be used as the combined display unit 66 and the section display unit 67.
[0067] The slot machine 10 is provided with various control devices. Specifically, as shown in FIG. 3, a main control device 70 is provided above the reel unit 31. The main control device 70 is attached to a back plate 11b that forms the back surface of the cabinet 11. The main control device 70 is configured by housing a main control board 71 in a board box 81. An MPU 72 is mounted on one of the board surfaces, which is the device mounting surface. The board box 81 is formed transparent so that the MPU 72 housed therein can be visually observed from outside the board box 81. Note that the board box 81 is formed colorless and transparent, but it may be formed colored and transparent as long as the MPU 72 housed therein can be visually observed from outside the board box 81. The main control device 70 is mounted on the back plate 11b of the cabinet 11 so that an opposing wall portion 82 of the board box 81 that faces the device mounting surface of the main control board 71 faces the front of the slot machine 10. Therefore, by opening the front door 12 toward the front of the slot machine 10 relative to the cabinet 11 and exposing the internal space of the cabinet 11, it becomes possible to visually observe the opposing wall portion 82 of the base box 81 and also to visually observe the MPU 72 through the opposing wall portion 82.
[0068] The board box 81 is formed by combining multiple case bodies, one behind the other. These multiple case bodies are provided with connecting portions 83 that prevent separation of the case bodies and leave traces of separation when the case bodies are separated. The connecting portions 83 are arranged side by side along one side of the roughly rectangular board box 81. This allows for separation of the case bodies by destroying some of the connecting portions 83, allowing the case bodies to be separated. By subsequently connecting other connecting portions 83, it becomes possible to prevent separation of the case bodies again. Furthermore, since the connecting portions 83 are destroyed when the case bodies are separated, leaving traces, it becomes possible to visually check the connecting portions 83 to determine whether the case bodies have been separated fraudulently. Furthermore, a sealing sticker 84 is affixed to another side of the board box 81, other than the side where the connecting portions 83 are arranged, spanning the boundary between the case bodies. When the sealing sticker 84 is peeled off, an adhesive layer remains on the case body. This makes it possible to leave a trace if the sealing seal 84 is peeled off when the case body is separated.
[0069] As shown in Fig. 2, the slot machine 10 is provided with a performance control device 90 in addition to the main control device 70. The performance control device 90 is arranged behind the image display device 63 on the front door 12. The performance control device 90 controls the upper lamp 61, the speaker 62, and the image display device 63 based on commands received from the main control device 70. Note that, like the main control device 70, the performance control device 90 is configured by housing a control board in a board box.
[0070] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagram of FIG.
[0071] As already explained, the main control board 71 of the main control device 70 is equipped with an MPU 72. The MPU 72 is provided with a ROM 73 that stores various control programs and fixed value data executed by the MPU 72, a RAM 74 that is a memory for temporarily storing various data and the like when the control programs stored in the ROM 73 are executed, a random number circuit 75 that sequentially updates random numbers within a predetermined numerical range based on a clock signal output from a clock circuit, and a clock circuit that outputs a rectangular wave of a predetermined frequency. The MPU 72 also incorporates an interrupt circuit, a data input / output circuit, and the like. It is not essential that the ROM 73 and RAM 74 be integrated into a single chip for the MPU 72; they may each be integrated into a separate chip.
[0072] The MPU 72 is provided with an input port and an output port. Connected to the input side of the MPU 72 are various sensors, such as the reel unit 31, a start detection sensor 41a that detects operation of the start lever 41, stop detection sensors 42a, 43a, and 44a that individually detect operation of each stop button 42, 43, and 44, an inserted medal detection sensor 45a that detects medals inserted through a medal insertion slot 45, credit insertion detection sensors 47a and 48a that individually detect operation of each credit insertion button 47 and 48, a settlement detection sensor 51a that detects operation of the settlement button 51, a payout detection sensor of the hopper device 53, a reset detection sensor that detects operation of a reset button 56 provided on the power supply device 54, and a setting key detection sensor that detects insertion of a setting key into the setting key insertion hole 57. Signals from each of these sensors are input to the MPU 72.
[0073] The output side of the MPU 72 is connected to the reel unit 31, the selector drive unit 52a provided in the selector 52, the payout motor of the hopper device 53, the dual-purpose display unit 66, the section display unit 67, the performance control device 90, etc. In each game, the rotation drive control of each of the reels 32L, 32M, and 32R of the reel unit 31 is performed by the MPU 72. The selector 52 has the function of detecting a medal inserted through the medal insertion slot 45 with the inserted medal detection sensor 45a and then guiding it to the hopper device 53 if acceptance is permitted, or discharging it to the medal tray 59 without being detected by the inserted medal detection sensor 45a if acceptance is prohibited. The selector drive unit 52a has the function of switching the state of the selector 52 between an acceptance permit state and an acceptance prohibit state, and specifically operates a path switching piece provided in the selector 52 between an acceptance permit position and an acceptance prohibit position. The MPU 72 switches the state of the selector 52 between an acceptance permission state and an acceptance prohibition state by switching between an output state and a stop state of the drive signal to the selector drive unit 52a.
[0074] The MPU 72 controls the drive of the hopper device 53 when a small winning combination is achieved and medals are paid out. When game media are awarded, the MPU 72 controls the display of the combined display unit 66 so that the number of game media awarded is displayed. 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 is made that the second section SC2 is being reached. The MPU 72 also controls the display of the combined display unit 66 so that a display corresponding to the game management results is displayed. The MPU 72 also transmits commands to the performance control device 90 at each timing of each game, and when the MPU 72 transmits a command to the performance control device 90 to cause the image display device 63 to announce the stop order of the reels 32L, 32M, and 32R, it controls the display of the combined display unit 66 so that a display corresponding to the announcement is displayed. In this case, direct display control of image display device 63 is performed by the performance control device 90, while direct display control of combined display unit 66 is performed by MPU 72. In other words, direct display control is performed in performance control device 90 for image display device 63, which is the target of relatively complex display control, and direct display control is performed in MPU 72 for combined display unit 66, which is the target of relatively simple display control. This makes it possible to perform both a display that emphasizes increasing attention to the performance and a display that emphasizes reliability, while reducing the processing load on MPU 72.
[0075] A power outage monitoring circuit (not shown) provided in the power supply 54 is connected to the input side of the MPU 72. The power supply 54 is equipped with a power supply unit and a power outage monitoring circuit that supply drive power to the main control unit 70 and other electronic devices in the slot machine 10. The power outage monitoring circuit monitors the voltage applied to the power supply unit from an external power source and outputs a power outage signal to the MPU 72 when the voltage drops below a reference voltage. The MPU 72 executes power outage processing upon receiving the power outage signal and enables the device to return to the processing state before the power outage after power is restored. The power supply 54 also includes a power outage power supply unit that supplies backup power to the RAM 74 as power during power outage when the supply of operating power from the external power source is interrupted. This allows data to be stored and maintained in the RAM 74 even when the supply of operating power from the external power source is interrupted as long as the power outage power supply unit can supply backup power (e.g., for one or two days).
[0076] 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.
[0077] 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.
[0078] 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.
[0079] 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.
[0080] 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.
[0081] Next, a description will be given of the processing executed by the main MPU 72. First, a description will be given of the main processing executed by the main MPU 72 when the supply of operating power to the main MPU 72 is started, with reference to the flowchart in FIG.
[0082] In the main processing, an initialization process is first executed (step S101). In the initialization process, an interrupt by a timer interrupt process is permitted, and various initialization settings are made to the registers and I / O devices in the main MPU 72. Thereafter, it is determined whether the power is turned on with the setting key inserted into the setting key insertion hole 57 and turned on (step S102). If the power is turned on with the setting key turned on (step S102: YES), and if the reset button 56 was not pressed when the power was turned on (step S103: NO), a partial clear process is executed (step S104), and then a setting value update process is executed (step S106). On the other hand, if the reset button 56 was pressed when the power was turned on (step S103: YES), then a full clear process is executed (step S105), and then a setting value update process is executed (step S106). In the partial clear process (step S104), some areas of the main RAM 74 are initialized, and in the full clear process (step S105), all areas of the main RAM 74 are initialized. In the partial clear process, areas other than the area in which the second CB winning data is stored in the main RAM 74 are cleared to "0" and initialized, and in the full clear process, all areas including the area in which the second CB winning data is stored are cleared to "0" and initialized.
[0083] In the setting value update process, the current setting value is read and displayed on the credit display unit 65 on the condition that the setting key is inserted and turned ON. When the setting value update process is executed, either the partial clear process (step S104) or the full clear process (step S105) has been executed beforehand. Therefore, when the setting value update process starts, the credit display unit 65 displays a value corresponding to the setting value being "1." In the setting value update process, the setting value is updated by "1" each time the reset button 56 is operated, and the updated setting value is displayed on the credit display unit 65. Note that if the reset button 56 is operated when the setting value is "6," the setting value is updated to "1." If the ON operation of the setting key is released after the start lever 41 is operated, the setting value selected at that time becomes the setting value set in this setting value update process, and the setting value update process ends. In this case, the display of the setting value on the credit display unit 65 ends. Thereafter, the process proceeds to normal processing (step S107). The normal processing will be described in detail later.
[0084] If the setting key has not been turned ON during the main processing (step S102: NO), the power restoration processing from step S108 onward is executed. The power restoration processing is a processing for restoring the state of the slot machine 10 to the state before the power was cut off. In the power restoration processing, the main RAM 74 is checked to determine whether the setting value of the slot machine 10 is normal (step S108). Specifically, if the setting value is any of "1" to "6," it is determined to be normal, and if it is "0" or "7" or greater, it is determined to be abnormal. If the setting value is normal, it is determined whether the power outage flag is set to "1" (step S109). The power outage flag is provided in the main RAM 74, and if the predetermined power outage processing is executed normally when the supply of operating power to the main MPU 72 is stopped, the power outage flag is set to "1." If the power outage flag is set to "1," it is confirmed whether the RAM determination value is normal (step S110). Specifically, the checksum value of the main RAM 74 is checked to determine whether the value is normal.
[0085] If all of steps S108 to S110 return a positive determination, this means that the power failure processing during the previous power outage was executed normally. In this case, the value of the stack pointer saved in the main RAM 74 is written to the stack pointer of the main MPU 72, and the data saved in the main RAM 74 is restored to the register of the main MPU 72, thereby restoring the state of the register of the main MPU 72 to the state before the power was interrupted (step S111). In addition, the power failure flag of the main RAM 74 is cleared to "0" (step S112). Thereafter, a power recovery command is sent to the production MPU 92 to acknowledge the execution of the power recovery processing (step S113), and the address before the power was interrupted is returned to (step S114).
[0086] On the other hand, if a negative determination is made in any of steps S108 to S110, an operation prohibition process is executed. In the operation prohibition process, execution of the next timer interrupt process (FIG. 11) is prohibited (step S115), all output ports of the main MPU 72 are cleared to "0" to turn off all actuators connected to those output ports (step S116), and an error notification process is executed to notify the hall manager or the like of the occurrence of an error (step S117). This then becomes an infinite loop. The operation prohibition process is released by executing a partial clear process (step S104) or a full clear process (step S105).
[0087] Next, the timer interrupt process executed by the main MPU 72 will be described with reference to the flowchart of Fig. 11. The timer interrupt process is started, for example, every 1.49 milliseconds.
[0088] In the register save process (step S201), the values of all registers in the main MPU 72 that are used in the normal process described below are saved to the main RAM 74. In step S202, it is confirmed whether the power outage flag is set to "1", and if the power outage flag is set to "1", the process proceeds to step S203, where power outage processing is executed.
[0089] The power outage flag is set when a power outage signal from the power outage monitoring circuit of the power supply device 54 is input to the main MPU 72. In the power outage processing, first, it is determined whether command transmission has finished. If transmission has not finished, this processing is terminated, and the process returns to timer interrupt processing, terminating command transmission. If command transmission has finished, the value of the stack pointer of the main MPU 72 is saved in the main RAM 74. Thereafter, the output status of the output port of the main MPU 72 is cleared, and all actuators (not shown) are turned off. Then, when the power outage is resolved, a judgment value is calculated to determine whether the data in the main RAM 74 is normal and saved in the main RAM 74, and further RAM access is prohibited. After the above processing is performed, an infinite loop is entered in preparation for a complete power outage, which would prevent processing from being executed.
[0090] If the power outage flag is not set to "1" in step S202, various processes from step S204 onwards are carried out. In step S204, a watchdog timer clear process is carried out to initialize the value of the watchdog timer, which is used to monitor for malfunctions. In step S205, an interrupt end declaration process is carried out, which enables the main MPU 72 itself to set the next timer interrupt. In step S206, a stepping motor control process is carried out to drive the stepping motors provided on each of the reels 32L, 32M, and 32R to spin these reels 32L, 32M, and 32R.
[0091] In step S207, the status of various sensors connected to the input ports is read, and a sensor monitoring process is performed to monitor whether the read results are normal. In step S208, a timer subtraction process is performed to subtract values from each counter and timer. In step S209, a counter process is performed to output the results of counting the number of medals bet and the number of medals paid out to the outside. In step S210, a command output process is performed to send various commands to the performance-side MPU 92. In step S211, a port output process is performed to output data corresponding to the I / O device from the input / output port. In step S212, the values of each register saved in the main RAM 74 in the previous step S201 are restored to the corresponding register in the main MPU 72.
[0092] In step S213, a management process is executed to manage the game history and display the content corresponding to the management results on the dual-purpose display unit 66. 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 calculated ratio is displayed on the dual-purpose display unit 66. In this case, the calculation of the ratio of the total number of games in the second section SC2 to the total number of games may be performed for each set value. In this configuration, even if the set value is changed, the calculation may continue without initializing the information on the ratio performed for each set value. Thereafter, in step S214, an interrupt permission process is performed to permit the next timer interrupt, and this series of timer interrupt processes is terminated.
[0093] Next, the normal processing executed by the main MPU 72 will be described with reference to the flowchart of FIG.
[0094] First, an interrupt permission process is performed to permit the next timer interrupt (step S301). Then, a start waiting process is performed (step S302). In the start waiting process, if any replay winning event was achieved in the previous game, a bet setting equal to the previous bet number is set in a bet number setting counter 74a (see FIG. 9) provided in the main RAM 74. The bet number setting counter 74a is a counter for specifying the number of bets for the game to be executed by the main MPU 72. If no replay winning event was achieved in the previous game, the bet upper limit for the current game is set to "3" if the current game state is not the second CB state ST3, and the bet upper limit for the current game is set to "2" if the current game state is the second CB state ST3. Provided that the value of the bet number setting counter 74a is not the current bet upper limit, it is determined whether one or more virtual medals have been stored and a valid bet operation has been performed. A credit counter 74b (see FIG. 9) is provided as an area for storing the number of reserved and stored virtual medals in the main RAM 74. When a valid bet operation is performed while the value of the credit counter 74b is 1 or more, a bet setting process is executed.
[0095] 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".
[0096] In the start waiting process, when a medal is inserted into the medal insertion slot 45 and one medal is detected by the inserted medal detection sensor 45a, if the value of the bet number setting counter 74a in the main RAM 74 is less than the upper limit number of bets, the value of the bet number setting counter 74a is incremented by 1, and if the value of the bet number setting counter 74a is equal to or greater than the upper limit number of bets, the value of the credit counter 74b in the main RAM 74 is incremented by 1. If 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"), an acceptance prohibition process is executed. As a result of the acceptance prohibition process being executed, even if a medal is inserted into the medal insertion slot 45, the medal will be discharged into the medal tray 59 without being detected by the inserted medal detection sensor 45a.
[0097] In the start waiting process, if the settlement button 51 is operated, the settlement process is executed. In the settlement process, if a replay win has not been achieved, the hopper device 53 is controlled and driven so that the number of medals corresponding to the sum of the value of the bet number setting counter 74a and the value of the credit counter 74b is 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, if a replay win has been achieved, the hopper device 53 is controlled and driven so that the number of medals corresponding to the value of the credit counter 74b is discharged into the medal tray 59. In this case, the credit counter 74b is cleared to "0".
[0098] After executing the start waiting process in step S302, it is determined whether or not the number of bets required to start the game has been set (step S303). If a negative determination is made in step S303, the process returns to step S302. If a positive determination is made in step S303, it is determined whether or not the start lever 41 has been operated (step S304). If the start lever 41 has not been operated, the process returns to step S302.
[0099] If the start lever 41 is operated (step S304: YES), the main line ML is activated and then the acceptance prohibition process is executed (step S305). By executing the acceptance prohibition process, even if a medal is inserted into the medal insertion slot 45, the medal is discharged into the medal tray 59 without being detected by the inserted medal detection sensor 45a.
[0100] Then, in step S306, a start setting process is executed to make various settings when the game starts, in step S307 a role lottery process is executed to draw the role for this game, and in step S308 a reel control process is executed to drive and control each of the reels 32L, 32M, and 32R in a manner corresponding to the result of the role lottery process for this game.
[0101] Thereafter, a medium providing process is executed (step S309). In the medium providing process, if a small win has been achieved in the current game, a process is executed to provide the player with a number of game media corresponding to the small win. Specifically, when virtual medals are to be provided, a value corresponding to the current small win is added to the credit counter 74b of the main RAM 74, and 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 paid out to the medal tray 59. Furthermore, in the medium providing process, the display of the dual-purpose display unit 66 is controlled so as to display a number corresponding to the number of game media to be provided this time. The display corresponding to the number of game media on the dual-purpose display unit 66 continues until a new bet of game media is made.
[0102] After that, a response process at the end of the game is executed to enable the setting of the game status and game zone corresponding to the result of this game (step S310). Also, an external output setting process is executed to output the status of the slot machine 10 to the gaming hall management computer (step S311). After that, an acceptance permission process is executed (step S312). By executing the acceptance permission process, the medal inserted from the medal insertion slot 45 is detected by the inserted medal detection sensor 45a and then collected by the hopper device 53.
[0103] Next, the lottery process for the winning combination executed in step S307 of the normal process (FIG. 12) will be described with reference to the flowchart of FIG.
[0104] In step S401, a random number used to determine whether a winning combination has been achieved is obtained. In this slot machine 10, when the start lever 41 is operated, the random number at that time is latched from the random number circuit 75. The random number circuit 75 generates a 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 by the random number circuit 75 in the main RAM 74. This configuration makes it possible to quickly obtain a random number when the start lever 41 is operated, thereby avoiding problems such as synchronization. The random number circuit 75 is configured to latch the value of the free-running counter each time the start lever 41 is operated.
[0105] After obtaining the random number, a lottery table for determining whether a winning combination will be achieved is read from the main ROM 73 (step S402). The slot machine 10 is provided with six preset values, from "1" to "6." By inserting a setting key into the setting key insertion hole 57, turning it ON, and performing a predetermined operation, the player can select the winning probability corresponding to the preset value for the winning combination to be executed. A setting value of "n+1" provides a more favorable winning probability for the player than "n." Specifically, since the winning probability of a predetermined combination is higher for a setting value of "n+1" than for "n," a setting value of "n+1" is more favorable for the player than "n." Furthermore, even for setting values of the same level, a bet of "3" gaming media is more favorable for the player than a bet of "2." Furthermore, a first CB state ST2 and a second CB state ST3 exist as game states. In step S402, a lottery table corresponding to the combination of the current setting value, the current number of bets, and the current game state is selected.
[0106] The lottery table in the non-CB state will be explained using the case where the setting value is "3" as an example. Figure 14 is an explanatory diagram for explaining the lottery table for three coins selected when the number of bets is "3", and Figure 15 is an explanatory diagram for explaining the lottery table for two coins selected when the number of bets is "2". In the following explanation, the explanatory diagram in Figure 16 will be referred to as appropriate.
[0107] In the winning combination lottery table, index values IV are set as shown in Figures 14 and 15, regardless of whether three coins or two coins are bet. Each index value IV is associated with winning data (i.e., a winning combination) that will result in a win, and a point value PV is set. The point value PV determines the winning probability of the corresponding index value IV in relation to the maximum value ("65535") of the random number circuit 75. In addition, the number of index values IV is the same when three coins are bet and when two coins are bet, and the type of winning data set for each index value IV is the same when three coins are bet and when two coins are bet, except for index value IV=17.
[0108] Specifically, the index values IV=1 to 6 are set with the first bell winning data and one of the first to sixth supplementary winning data. When a win occurs with index value IV=1, 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, as shown in FIG. 16, 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.
[0109] 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.
[0110] The index values IV=7 to 9 are set with the second bell winning data and with one of the seventh to ninth supplementary winning data. When the index value IV=7 is won, as shown in FIG. 16, if the first stop is the left reel 32L, the second bell winning is surely achieved regardless of the type of the second and third stop target reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44. In other cases, the seventh supplementary winning may be achieved. When the index value IV=8 is won, if the first stop is the center reel 32M, the second bell winning is surely achieved regardless of the type of the second and third stop target reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44. In other cases, the ninth supplementary winning may be achieved. If the index value IV=9 is a win, and the first stop is the right reel 32R, the second bell win will be achieved regardless of the type of the second and third stop targets, reels 32L, 32M, 32R, and the operation timing of each stop button 42 to 44; in all other cases, the eighth supplementary win may be achieved.
[0111] As shown in Figures 14 and 15, 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 16, 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.
[0112] As shown in FIGS. 14 and 15, only the first watermelon winning data is set for index value IV=11. When a win occurs with index value IV=11, the first watermelon winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in FIG. 16. However, depending on the operation timing of the stop buttons 42 to 44, the first watermelon winning may not be achieved. As shown in FIGS. 14 and 15, only the second watermelon winning data is set for index value IV=12. When a win occurs with index value IV=12, the second watermelon winning may be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in FIG. 16. However, depending on the operation timing of the stop buttons 42 to 44, the second watermelon winning may not be achieved.
[0113] As shown in Figures 14 and 15, only cherry winning data is set for index value IV=13. When a win occurs with index value IV=13, a cherry winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in Figure 16. However, depending on the operation timing of the left stop button 42 relative to the rotation position of the left reel 32L, the cherry winning may not be achieved.
[0114] As shown in FIGS. 14 and 15, only the first chance replay winning data is set for the index value IV=14. When a win occurs with the 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. 16. Also, as shown in FIGS. 14 and 15, only the second chance replay winning data is set for the index value IV=15. When a win occurs with the 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. 16. Also, as shown in FIGS. 14 and 15, only the normal replay winning data is set for the index value IV=16. When a win occurs with index value IV=16, as shown in FIG. 16, a normal replay win is definitely achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the operation timing of each of the stop buttons 42 to 44.
[0115] For the index value IV=17, only the first CB winning data is set as shown in FIG. 14 for the winning combination table when three coins are bet, and only the second CB winning data is set as shown in FIG. 15 for the winning combination table when two coins are bet. In other words, the first CB winning data is set as a winning combination only when the number of gaming media bets is "3," and the first CB winning can only be achieved when the number of gaming media bets is "3." Furthermore, the second CB winning data is set as a winning combination only when the number of gaming media bets is "2," and the second CB winning can only be achieved when the number of gaming media bets is "2." When the first CB winning data is set, if the number of gaming media bets is "3," the first CB winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in FIG. 16. However, the first CB winning may not be achieved depending on the operation timing of the stop buttons 42-44. When the second CB winning data is set, if the number of gaming media bets is "2", the second CB winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in Figure 16. 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.
[0116] Here, winning data other than the first CB winning data and the second CB winning data is erased in the game in which a win occurs regardless of whether the corresponding winning occurs or not, and is not carried over to games following the game in which a win occurs. In contrast, the first CB winning data and the second CB winning data are stored and retained in the game following the game in which a win occurs until the corresponding winning occurs, except when a clearing process of the main RAM 74 is performed (a partial clearing process (step S104) or a full clearing process (step S105) for the first CB winning data, and a full clearing process (step S105) for the second CB winning data). 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.
[0117] 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.
[0118] When the winning combination lottery table for betting three coins in FIG. 14 is selected, the probability of winning when the index value IV=1, the probability of winning when the index value IV=2, the probability of winning when the index value IV=3, the probability of winning when the index value IV=4, the probability of winning when the index value IV=5, and the probability of winning when the index value IV=6 are each approximately 1 / 21.8. The probability of winning when the index value IV=7, the probability of winning when the index value IV=8, and the probability of winning when the index value IV=9 are each approximately 1 / 21.8. The probability of winning when the index value IV=10 is approximately 1 / 9.4. The probability of winning when the index value IV=11 is approximately 1 / 164. The probability of winning when the index value IV=12 is approximately 1 / 146. The probability of winning when the index value IV=13 is approximately 1 / 423. The probability of winning when the index value IV=14 is approximately 1 / 328. Furthermore, the probability of winning when the index value IV=15 is approximately 1 / 164. Furthermore, the probability of winning when the index value IV=16 is approximately 1 / 7.3. Furthermore, the probability of winning when the index value IV=17 is approximately 1 / 3.3.
[0119] On the other hand, when the role lottery table for two bets in Fig. 15 is selected, the probability of winning for each of the index values IV = 1 to 16 is lower than when the role lottery table for three bets is selected. Specifically, when the role lottery table for two bets is selected, the probability of winning for each of the index values IV = 1 to 16 is 2 / 3 or less of the probability when the role lottery table for three bets is selected. This makes it possible to increase the probability of a small role win accompanied by the award of game media and a replay win that awards a replay in a game executed when three game media are bet, compared to a game executed when two game media are bet.
[0120] However, when the role selection table for two bets is selected, the probability of winning when the index value IV=17 is approximately 1 / 2.2. In contrast to this, when the role selection table for three bets is selected as described above, the probability of winning when the index value IV=17 is approximately 1 / 3.3. This makes it possible to make the probability that the second CB winning data is stored in the main RAM 74 in a game executed when two gaming media are bet, higher than the probability that the first CB winning data is stored in the main RAM 74 in a game executed when three gaming media are bet.
[0121] In addition to the role selection table for three coins bet and the role selection table for two coins bet, the main ROM 73 also stores a CB lottery table referenced in the role selection process (FIG. 13) for each of the first CB state ST2 and the second CB state ST3. Only one index value IV is set in the CB lottery table, and normal replay winning data is set for that index value IV. The probability of winning with that index value IV is 3 / 10. If the left stop button 42 is operated at the specified timing, a normal replay win is achieved regardless of the stopping order of the reels 32L, 32M, and 32R. If the left stop button 42 is not operated at the specified timing, a normal replay win is not achieved even if normal replay winning data is stored. On the other hand, if the index value IV is won but the left stop button 42 is not operated at the specified timing, or if the index value IV is not won, a first bell win may be achieved.
[0122] Here, the winning probability is the same for index values IV set to "1" to "6" except for index values IV=12 and 15. This applies whether the number of gaming media bets is "3" or "2." In contrast, the winning probability for index values IV=12 and 15 differs between the setting values "1" to "6." Specifically, the winning probability for index value IV=12 is lowest when the setting value is "1," the winning probability increases as the setting value increases, and is highest when the setting value is "6." Furthermore, the winning probability for index value IV=15 is lowest when the setting value is "1," the winning probability increases as the setting value increases, and is highest when the setting value is "6." This makes it possible to create differences in the degree of advantage between the setting values "1" to "6."
[0123] Returning to the explanation of the lottery process for winning combinations (FIG. 13), after selecting a lottery table in step S402, the index value IV is set to "1" (step S403), and then a judgment value DV used when determining whether a combination is a winning combination is set (step S404). In this judgment value setting process, a point value PV corresponding to the current index value IV is added to the current judgment value DV to set a new judgment value DV. Note that in the first judgment value setting process, the value of the random number acquired in step S401 is set as the current judgment value DV, and the point value PV corresponding to the current index value IV (index value IV=1) is added to this random number value to set a new judgment value DV.
[0124] Thereafter, a win / loss determination is made for the combination corresponding to the index value IV (step S405). In the combination win / loss determination, it is determined whether the determination value DV exceeds "65535". If it exceeds "65535" (step S405: YES), a winning data acquisition process is executed to set the winning data corresponding to the index value IV at that time in the main RAM 74 (step S406).
[0125] If the judgment value DV does not exceed "65535" (step S405: NO), it means that the hand corresponding to the index value IV has not been obtained. In such a case, after incrementing the index value IV by 1 (step S407), it is determined whether or not there is a hand corresponding to the index value IV, i.e., whether or not there is a target for judgment of whether or not there is a winning combination (step S408). Specifically, it is determined whether or not the index value IV incremented by 1 exceeds the maximum value of the index value IV set in the lottery table. If there is a target for judgment of whether or not there is a winning combination, the process returns to step S404, and the judgment of whether or not the hand is a winning combination continues. At this time, in step S404, the point value PV corresponding to the current index value IV is added to the judgment value DV used for judgment of whether or not the previous hand is a winning combination (i.e., the current judgment value DV) to obtain a new judgment value DV, and in step S405, the winning combination is judged based on the judgment value DV.
[0126] When the process of step S406 is executed, or when a negative determination is made in step S408, it means that the determination of whether the winning combination has been achieved has been completed. In this case, a first stop information setting process is performed to set stop information for reel stop control (step S409). Thereafter, an advantageous lottery process at the start of the game is executed in step S410, and a first control process for the game zone is executed in step S411. The process contents of these steps S410 and S411 will be explained later.
[0127] Then, the stop order notification control process is executed (step S412). In the stop order notification control process, if the current gaming state is the pseudo bonus state ST4 or the AT state ST5 (see FIG. 19) described later, and if any of the index values IV=1 to 6 is won in the winning combination lottery process (FIG. 13), then, on the condition that the number of bets in this game is "3", a display corresponding to the stop order of the reels 32L, 32M, and 32R that allows the first bell win to be achieved is made on the dual-purpose display unit 66, and a command is transmitted to the production-side MPU 92 to cause the stop order of the reels 32L, 32M, and 32R that allows the first bell win to be achieved to be notified on the image display device 63. Furthermore, if the winning combination results in an index value IV of 7 to 9 in the lottery process for winning combinations (FIG. 13), and the number of bets on this game is "3", a display corresponding to the stop order of reels 32L, 32M, and 32R that will result in the establishment of the second bell win is made to appear on the dual-purpose display unit 66, and a command is sent to the production-side MPU 92 to cause the stop order of reels 32L, 32M, and 32R that will result in the establishment of the second bell win to be announced on the image display device 63. When the production-side MPU 92 receives a command corresponding to the announcement of the stop order as described above, it controls the display of the image display device 63 so that the stop order of reels 32L, 32M, and 32R that corresponds to the command is announced. In addition, when the number of bets in this game is "2", even if one of the index values IV = 1 to 9 is won in the role lottery process (Figure 13) in the pseudo bonus state ST4 or AT state ST5, the notification of the stopping order of reels 32L, 32M, 32R is not executed on the image display device 63 and the dual-purpose display unit 66, but the configuration may be such that the notification of the stopping order of reels 32L, 32M, 32R is executed as in the case when the number of bets is "3".
[0128] Then, a game start command transmission process is executed (step S413). In this transmission process, if any winning combination is obtained in the current combination lottery process (FIG. 13), information corresponding to the winning combination, information corresponding to the current game state, and information corresponding to the processing results of steps S410 and S411 are set in a game start command, and the game start command is transmitted to the production-side MPU 92. The game start command is a command for making the production-side MPU 92 recognize that a new game has started and for making the production-side MPU 92 recognize various information determined by the main-side MPU 72. When the production-side MPU 92 receives the game start command, it obtains various information for the current game from the game start command and determines the content of the effects in accordance with the various information obtained. Then, the production-side MPU 92 reads a data table corresponding to the determined content of the effects from the production-side ROM 93 to the production-side RAM 94, and executes light emission control of the upper lamp 61, sound output control of the speaker 62, and display control of the image display device 63 according to the read data table.
[0129] Next, the reel control process executed in step S308 of the normal process (FIG. 12) will be described with reference to the flowchart of FIG.
[0130] First, a rotation start process is performed to start the rotation of each of the reels 32L, 32M, and 32R (step S501). In the rotation start process, a check is made to see if a predetermined wait time (e.g., 4.1 seconds) has elapsed since the reels 32L, 32M, and 32R started spinning in the previous game. If the wait time has not elapsed, the process waits until the wait time has elapsed. If the wait time has elapsed, the process resets the wait time for the next game and sets rotation start information in the motor control storage area provided in the main RAM 74. By performing this process, the stepping motor acceleration process is initiated in the stepping motor control process of step S206 in the timer interrupt process (FIG. 11), 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.
[0131] Thereafter, it is determined whether any of the stop buttons 42 to 44 has been operated (step S502). If none of the stop buttons 42 to 44 has been operated, the process of step S502 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 S503). If a stop command has not been issued, the process returns to step S502, and the process of step S502 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 S504). 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. If a stop command command has been sent, the stop control process shown in steps S505 to S511 is performed to stop the spinning reels.
[0132] In the stop control process, the symbol number of the reaching symbol that has reached the base position (specifically, the lower row) at the timing when the stop buttons 42 to 44 are operated is confirmed (step S505). Specifically, the symbol number of the reaching symbol that has reached the base position is confirmed based on the number of excitation pulses output from the time when the detection signal of the reel index sensor is input. Then, based on the stop information stored in the main RAM 74, the number of slips of the reels 32L, 32M, and 32R that should be stopped this time is calculated (step S506).
[0133] 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 S506, a value of "0" to "4" is calculated as the number of slips based on the stop information stored in the main RAM 74.
[0134] 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 S507). 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 S508). If they are equal, a reel stop process is performed to stop the rotation of the reels 32L, 32M, and 32R (step S509). Then, it is determined whether all reels 32L, 32M, and 32R have stopped (step S510). If all reels 32L, 32M, and 32R have not stopped, a second stop information setting process is performed (step S511), and the process returns to step S502.
[0135] 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. 13). By using the stop information, it is possible to calculate the number of slips (specifically, "0" to "4") for the reaching symbol that has reached the base position when each stop button 42 to 44 is operated to stop. As the stop information, slip number data indicating the correspondence between each symbol and the slip number is stored in advance in the main ROM 73 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.
[0136] The processes for setting the stop information include a first stop information setting process executed in step S409 of the winning combination lottery process (FIG. 13) and a second stop information setting process executed in step S511 of the reel control process (FIG. 17). 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 the reels have stopped. In the second stop information setting process, the stop information is changed based on the set winning data, the stop order of the reels 32L, 32M, and 32R, and the stop results of the stopped reels 32L, 32M, and 32R.
[0137] If it is determined in step S510 that all reels 32L, 32M, and 32R are stopped, a win determination process is executed in step S512. 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 award process. On the other hand, if the winning combination is a replay win, a flag setting process is executed to enable a replay setting process to be executed in the next start waiting process.
[0138] After the winning determination process is executed, a winning result command is sent to the production-side MPU 92 (step S513). 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.
[0139] Next, the response process at the end of a game, which is executed in step S310 of the normal process (FIG. 12), will be described with reference to the flowchart of FIG. 18. Note that, since the process of step S310 in the normal process (FIG. 12) is executed after the reel control process (step S308), the response process at the end of a game is executed after all of the rotations of the reels 32L, 32M, and 32R in one game have stopped.
[0140] First, CB processing is executed to control the transition and progress of the first CB state ST2 or the second CB state ST3 (step S601). In the CB processing, if a first CB win has been achieved in the current game, the first CB state flag in the main RAM 74 is set to "1" and the first CB winning data in the main RAM 74 is cleared. Then, a first CB winning 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, the game is executed only when "3" gaming media have been bet. In the CB processing, if a second CB win has been achieved in the current game, the second CB state flag in the main RAM 74 is set to "1" and the second CB winning data in 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 changes the game state to the second CB state ST3. In the second CB state ST3, a game is executed only when two gaming media have been bet. In the first CB state ST2 or the second CB state ST3, if a first bell win occurs in the current game, the value of the total award counter provided in the main RAM 74 is incremented by one. The total award counter is a counter used by the main MPU 72 to determine the total number of gaming media awarded in the first CB state ST2 or the second CB state ST3, and is cleared to zero when the first CB state ST2 or the second CB state ST3 begins. If the value of the total award counter after incrementing by one becomes 30, which is the termination reference number for the first CB state ST2 and the second CB state ST3, the CB state flag corresponding to the current CB state ST2 or ST3 is cleared to zero. Then, a CB end command indicating that the current CB state ST2 or ST3 has ended is sent to the production MPU 92.
[0141] In the corresponding processing at the time of game termination, after executing the CB processing in step S601, if the game state is neither the first CB state ST2 nor the second CB state ST3 (step S602: NO), jump to the processing corresponding to the current game state (step S603). Specifically, if the game state is the normal game state ST1, execute the normal processing (step S604), if the game state is the pseudo bonus state ST4, execute the pseudo bonus processing (step S605), if the game state is the AT state ST5, execute the AT processing (step S606), and if the game state is the end preparation state ST6, execute the second control processing of the game section (step S607). In addition, if any of the normal processing in step S604, the pseudo bonus processing in step S605, and the AT processing in step S606 is executed, execute the second control processing of the game section (step S607). Also, in either the first CB state ST2 or the second CB state ST3, the second control process (step S607) for the gaming area is executed. The processing contents of steps S604 to S607 will be explained in detail later.
[0142] If the current gaming state is the first CB state ST2 or the second CB state ST3, a positive judgment is made in step S602, and the normal processing in step S604, the pseudo bonus processing in step S605, and the AT processing in step S606 are not executed. Therefore, if the first CB state ST2 or the second CB state ST3 is selected, 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 first CB state ST2 or the second CB state ST3, the second control processing of the gaming section in step S607 is executed. Therefore, even if the first CB state ST2 or the second CB state ST3 is selected, the processing for progressing through the second section SC2 is executed.
[0143] <About game status and game area> Next, the gaming states and gaming intervals will be explained. Figure 19 is an explanatory diagram for explaining the gaming states and gaming intervals that exist in the slot machine 10.
[0144] 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.
[0145] The normal gaming state ST1 is a gaming state in which the player remains by executing a partial clear process (step S104) or a full clear process (step S105) of the main RAM 74. When the first CB state ST2 or the second CB state ST3 that 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."
[0146] In the normal gaming state ST1, whether three coins are bet or two coins are bet, the expected net increase in gaming media in one game (the value obtained by subtracting the "number of gaming media bet in one game" from the "expected number of gaming media to be awarded in one game") is equal to or less than 0. In addition, the normal gaming state ST1 has a non-internal state in which neither the first CB winning data nor the second CB winning data is stored in the main RAM 74, and an internal state in which either the first CB winning data or the second CB winning data is stored in the main RAM 74.
[0147] The first CB state ST2 is a gaming state to which the game is transitioned when a first CB win is achieved while the first CB winning data is stored in the main RAM 74. In the first CB state ST2, one game can be played when the number of gaming media bets is "3," but one game cannot be played when the number of gaming media bets is "2." In addition, the second CB state ST3 is a gaming state to which the game is transitioned when a second CB win is achieved while the second CB winning data is stored in the main RAM 74. In the second CB state ST3, one game can be played when the number of gaming media bets is "2," but because the bet limit is set to "2," it is not possible to bet "3" gaming media.
[0148] 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.
[0149] The pseudo bonus state ST4 is a gaming state that is entered when the conditions for entering the pseudo bonus state ST4 are met in the normal gaming state ST1. The pseudo bonus state ST4 ends when the number of remaining games to be continued in the pseudo bonus state ST4 becomes "0." When the pseudo bonus state ST4 ends and the conditions for entering the AT state ST5 are not met, the game enters the end preparation state ST6.
[0150] 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.
[0151] In the pseudo bonus state ST4, if an index value IV of 1 to 6 is achieved, the stop order of the reels 32L, 32M, and 32R that allows the first bell to be won is announced. Also, in the pseudo bonus state ST4, if an index value IV of 7 to 9 is achieved, the stop order of the reels 32L, 32M, and 32R that allows the second bell to be won is announced. If the first bell or second bell is won, 15 gaming media are awarded. This increases the expected number of gaming media awarded per game in the pseudo bonus state ST4. In the pseudo bonus state ST4, if three coins are bet, the expected net increase in gaming media per game exceeds zero. In the pseudo bonus state ST4, if two coins are bet, the expected net increase in gaming media per game is zero or less.
[0152] The AT state ST5 is a gaming state that is entered when the conditions for entering the AT state ST5 are met in the pseudo bonus state ST4. The AT state ST5 ends when the remaining number of gaming media awarded 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, the state transitions to the end preparation state ST6. Also, if the AT state ST5 ends when the ending conditions of the second section SC2 described below are met, the state transitions to the normal gaming state ST1.
[0153] 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.
[0154] In the AT state ST5, if an index value IV of 1 to 6 is selected, the stop order of the reels 32L, 32M, and 32R that allows for the first bell win is announced. Also, in the AT state ST5, if an index value IV of 7 to 9 is selected, the stop order of the reels 32L, 32M, and 32R that allows for the second bell win is announced. When the first bell win or the second bell win is achieved, 15 game media are awarded. This increases the expected number of game media awarded per game in the AT state ST5. When three coins are bet in the AT state ST5, the expected net increase in game media per game exceeds zero. When two coins are bet in the AT state ST5, the expected net increase in game media per game is zero or less.
[0155] The end preparation state ST6 is a game state to which the game transitions when the pseudo bonus state ST4 ends without the transition condition 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 condition of the second section SC2 being met, which will be described later.
[0156] 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 0 or less regardless of whether three or two gaming media 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.
[0157] 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.
[0158] The first section SC1 is a section in which a favorable gaming state (pseudo-bonus state ST4 and AT state ST5) is not initiated, in which the expected net increase in gaming media in one game (the value obtained by subtracting the number of gaming media bet in one game from the expected number of gaming media awarded in one game) exceeds "0" when the stop order of the reels 32L, 32M, and 32R is notified, and the advantageous gaming state does not continue. When the partial clear process (step S104) or full clear process (step S105) 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 entered.
[0159] When a transition trigger to the second section SC2 occurs in the first section SC1 based on the lottery process (Figure 13), the game transitions from the first section SC1 to the second section SC2. In this case, if a game with a bet of "3" is played in the first section SC1, a transition trigger to the second section SC2 may occur. However, even if a game with a bet of "2" is played in the first section SC1, a transition trigger to the second section SC2 will not occur. Therefore, a player hoping to transition to the second section SC2 in the first section SC1 should play a game with a bet of "3" rather than a game with a bet of "2." The second section SC2 is a section in which the advantageous gaming state can be initiated and can continue. The second section SC2 ends when the pseudo-bonus state ST4, AT state ST5, or end 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.
[0160] The ending condition for the second section SC2 is set such that either the total number of games played as a result of the second section SC2 continuing without a transition to the first section SC1 reaching the upper limit of games (specifically, 1500 games), or the limited total net increase in game media reaching the upper limit of net increase in game media (specifically, 2400) as a result of the second section SC2 continuing without a transition to the first section SC1 occurring. The limited total net increase in game media refers to the increase in the predetermined difference from the predetermined reference value, where the minimum of the predetermined difference is the predetermined reference value, and the difference is calculated by subtracting the total number of game media consumed to play games while the second section SC2 is continuing ("0" when no games are being played) from the total number of game media awarded by games played while the second section SC2 is continuing ("0" when no game media are awarded). If either of these ending conditions is met, even if the game is in the middle of the AT state ST5, the AT state ST5 ends and the second section SC2 ends, transitioning to the first section SC1 and the normal game state ST1. This makes it possible to prevent the second section SC2 from continuing excessively.
[0161] 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.
[0162] In the normal gaming state ST1 in the second interval SC2, a lottery process for transitioning to the pseudo-bonus state ST4 can be executed based on the results of the lottery process (FIG. 13) for each game. However, this lottery process is executed in games with a bet of "3" but not in games with a bet of "2." Also, in the normal gaming state ST1 in the second interval SC2, the value of the release game number counter provided in the main RAM 74 is decremented by 1 each time a game is executed. If the value of the release game number counter 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 games with a bet of "3," but not in games with a bet of "2." Therefore, in the normal gaming state ST1 in the second interval SC2, it is more advantageous for the player to execute a game with a bet of "3" than to execute a game with a bet of "2."
[0163] Even if it is advantageous to execute a game with a bet number of "3" in the normal gaming state ST1, pseudo bonus state ST4, and AT state ST5 in the second section SC2, the number of gaming media awarded in a game with a bet number of "2" in any of the normal gaming state ST1, 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 number 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 number 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.
[0164] 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.
[0165] <About Section 2 SC2> Next, the second section SC2 will be described. First, the first control process of the gaming section executed by the main MPU 72 will be described with reference to the flowchart in Fig. 20. The first control process of the gaming section is executed in step S411, which is a process executed after the winning / losing determination of the winning combination is completed in the winning combination lottery process (Fig. 13).
[0166] First, it is determined whether the second section flag in the main RAM 74 is set to "1" (step S701). The second section flag is a flag that allows the main MPU 72 to identify whether the gaming section is the second section SC2 or not; when the second section flag is set to "1", it is the second section SC2, and when the value of the second section flag is "0", it is the first section SC1. If the second section flag is set to "1" (step S701: YES), the processing from step S702 onwards is not executed. As a result, if it is the second section SC2, the direct hit lottery processing in step S706 and the lottery processing for the number of games to be released in step S710 are not executed.
[0167] If the second section flag is not set to "1" (step S701: NO), it is determined whether the current gaming state is the first CB state ST2 or the second CB state ST3 (step S702). If the current gaming state is the first CB state ST2 or the second CB state ST3 (step S702: YES), the processing from step S703 onwards is not executed. As a result, even if the current gaming state is the first section SC1, if it is the first CB state ST2 or the second CB state ST3, the processing for setting it to the second section SC2 in step S705, the direct hit lottery processing in step S706, and the lottery processing for the number of games to be released in step S710 are not executed.
[0168] If the current gaming state is neither the first CB state ST2 nor the second CB state ST3 (step S702: 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 S703). If the number of bets for the current game is "2" (step S703: NO), the processing from step S704 onwards is not executed. As a result, in a game where the number of bets is "2" even if it is the first section SC1, the processing for setting the second section SC2 in step S705, the direct hit lottery processing in step S706, and the lottery processing for the number of games to be released in step S710 are not executed.
[0169] If the number of bets on the current game is "3" (step S703: YES), it is determined whether or not any index value IV has been won in the lottery process for the current winning combination (FIG. 13) (step S704). If the lottery process for the current winning combination (FIG. 13) is a miss (step S704: NO), the processes from step S705 onwards are not executed. As a result, even if the first section SC1 is selected, if the lottery process for the winning combination (FIG. 13) is a miss, the process for setting it to the second section SC2 in step S705, the direct hit lottery process in step S706 and the lottery process for the number of games to be released in step S710 are not executed.
[0170] If any index value IV is won in the lottery process for this winning combination (FIG. 13) (step S704: 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 winnings counter 74d (see FIG. 9) provided in the main RAM 74 are each cleared to "0" (step S705). Setting the second section flag to "1" results in the second section SC2.
[0171] 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 has been reached, even if the AT state ST5 is in the middle, and the state transitions to the first section SC1 and the normal gaming state ST1.
[0172] 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 number of coins (specifically, 2,400 coins) in the second section SC2, even if the AT state ST5 is in the middle of being reached, 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.
[0173] Thereafter, a direct hit lottery process is executed (step S706). In the direct hit lottery process, a direct hit lottery table provided in the main ROM 73 and a lottery counter periodically updated in the main RAM 74 are used to determine by lottery whether or not a direct hit into the pseudo bonus state ST4 will occur. In the lottery process for the current game (FIG. 13), if the index value IV=11 is won, there is a 2% probability of a direct hit into the pseudo bonus state ST4; if the index value IV=12 is won, there is a 1% probability of a direct hit into the pseudo bonus state ST4; if the index value IV=13 is won, there is a 10% probability of a direct hit into the pseudo bonus state ST4; if the index value IV=14 is won, there is a 5% probability of a direct hit into the pseudo bonus state ST4; and if the index value IV=15 is won, there is a 2% probability of a direct hit into the pseudo bonus state ST4. In this case, the lower the probability of winning the lottery process for the winning combination (FIG. 13), the higher the probability of winning the pseudo bonus state ST4 directly. This makes it possible to increase the advantage of winning the index value IV with a low probability of winning in the lottery process for the winning combination (FIG. 13).
[0174] If a direct hit lottery process results in a direct hit win to enter the pseudo bonus state ST4 (step S707: YES), the first transition confirmation flag provided in the main RAM 74 is set to "1" (step S708). The first transition confirmation flag is a flag for the main MPU 72 to identify that a direct hit lottery process (step S706) executed when transitioning to the second section SC2 resulted in a win to enter the pseudo bonus state ST4. If the first transition confirmation flag is set to "1", a process is executed to transition the game state to the pseudo bonus state ST4 when the current game ends.
[0175] Thereafter, a process for lighting up the section display unit 67 is executed (step S709). In the process for lighting up the section display unit 67, the section display unit 67 is switched from an off state to an on state. As a result, the section display unit 67 starts to notify that it is in the second section SC2.
[0176] If the direct hit lottery process does not result in a direct hit win in the pseudo bonus state ST4 (step S707: NO), a lottery process for the number of release games is executed (step S710). The number of release games refers to the number of games required to transition to the pseudo bonus state ST4. In the lottery process for the number of release games, a lottery table for the number of release games pre-stored in the main ROM 73 is first read out, and numerical information is obtained from a lottery counter that is periodically updated in the main RAM 74. The number of release games is then selected by comparing the numerical information obtained from the lottery counter with the lottery table for the number of release games. In this case, the number of release games is selected from among 50 games, 100 games, 200 games, 300 games, 400 games, 500 games, 600 games, 700 games, and 800 games. Furthermore, the probability of selecting each of these numbers of release games is the same. 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 of the main RAM 74 (step S711). The number of release games counter is a counter for specifying the remaining number of release games in the main MPU 72.
[0177] Thereafter, a lighting lottery process for the interval display unit 67 is executed (step S712). 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 the role in this game (Figure 13), 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 index value IV's probability of winning in the winning combination lottery process (Figure 13), the higher the probability of selecting instant lighting.
[0178] If immediate lighting is selected in the lighting lottery process (step S712) for the section display unit 67 (step S713: YES), lighting process for the section display unit 67 is executed (step S714). 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.
[0179] On the other hand, if standby for lighting is selected in the lighting lottery process (step S712) for the section display unit 67 (step S713: NO), the standby for lighting flag provided in the main RAM 74 is set to "1" (step S715). 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.
[0180] 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 21. The second control process for the gaming area is executed in step S607 of the response process at the end of gaming (Figure 18). 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.
[0181] If the second section flag of the main RAM 74 is set to "1" and the current game section is the second section SC2 (step S801: YES), the state of the flag of the main RAM 74 is checked to determine whether the current game state is the end preparation state ST6 (step S802). If the pseudo bonus state ST4 ends without transitioning to the AT state 5, or if the AT state ST5 ends without the ending condition of the second section SC2 being met, the game will transition to the end preparation state ST6.
[0182] If the state is the end preparation state ST6 (step S802: YES), it is determined whether or not the end preparation completion flag provided in the main RAM 74 is set to "1" (step S803). 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 S605) in the corresponding processing at the time of game end (FIG. 18), if it is determined that the number of remaining games to be continued in the pseudo bonus state ST4 is 0 and that the game will subsequently transition to the normal game state ST1, 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 S606) in the corresponding processing at the time of game end (FIG. 18), if it is determined that the number of remaining awarded game media in the AT state ST5 is "0" and that the game will transition to the normal game state ST1, a flag for transitioning to the end preparation state ST6 is set and the end preparation completion flag is cleared to "0."
[0183] If the end preparation completion flag is not set to "1" (step S803: NO), the end preparation completion flag is set to "1" (step S804), and then the processing from step S805 onwards is executed. If the end preparation completion flag is set to "1" (step S803: YES), this means that one game has been played in the end preparation state ST6. In this case, processing to end the second section SC2 is executed.
[0184] Specifically, the initialization process for the second section SC2 is first executed (step S814). In the initialization process for the second section SC2, the second section flag in the main RAM 74 is cleared to "0." This causes the gaming section to become 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 awarded gaming media in the AT state ST5, are cleared to transition 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 terminating the second section SC2, but the first CB state ST2 and the second CB state ST3 are not terminated and continue as they are.
[0185] 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 S815). 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 S816). This causes the production-side MPU 92 to execute a performance corresponding to the end of the second section SC2.
[0186] If the game is not in the end preparation state ST6 (step S802: NO), or if the processing of step S804 has been executed, the value of the continued game number counter 74c in the main RAM 74 is incremented by 1 (step S805). 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.
[0187] 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 S806). If the value of the continuing game number counter 74c is equal to or greater than 1500, it means that the ending condition for the second section SC2 has been met. In this case, a positive determination is made in step S806, and processing is executed to end the second section SC2 in steps S814 to S816. The processing contents of steps S814 to S816 have already been explained. As a result, the second section SC2 ends and the first section SC1 is entered, and the AT state ST5 is forcibly ended and the normal gaming state ST1 is entered, even if the AT state ST5 is in the middle of being entered.
[0188] If the value of the continued game number counter 74c is less than 1500 (step S806: 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 S807). In this case, whether the number of bets in the current game is "2" or "3", it is subject to the determination in step S807, and whether the current game is in any of the game states of the normal game state ST1, the first CB state ST2, the second CB state ST3, the pseudo bonus state ST4, and the AT state ST5.
[0189] If no replay win has been achieved (step S807: NO), the number of bets for the current game (i.e., the value of the bet number setting counter 74a) is subtracted from the total win number counter 74d of the master RAM 74 (step S808). In this case, even if a replay win was achieved in the previous game and the current game is a game that corresponds to a replay due to the realization of the replay win, the number of bets for the current game (i.e., the value of the bet number setting counter 74a) is subtracted from the total win number counter 74d.
[0190] 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).
[0191] Thereafter, it is determined whether any of the minor winning combinations (the first to ninth supplementary winning combinations, 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) that result in the awarding of gaming media in the current game has been achieved (step S809). In this case, whether the number of bets in the current game is "2" or "3," the determination in step S809 is also subject to the determination in step S809, and whether the current game is in any of the gaming 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. If the determination in step S809 is affirmative, the number of gaming media awarded in the current game is added to the total winning number counter 74d of the main RAM 74 (step S810).
[0192] If a negative determination is made in step S809, or if the processing of step S810 is executed, it is determined whether the value of the total acquisition number counter 74d in the main RAM 74 is equal to or greater than 0 (step S811). If the value of the total acquisition number counter 74d is less than 0 (step S811: NO), the total acquisition number counter 74d is cleared to "0" (step S812).
[0193] As described above, since the number of bets on the current game is subtracted from the total win counter 74d in step S808, if, for example, no small win is achieved in a game in the normal gaming state ST1 immediately after the transition to the second section SC2, the value of the total win counter 74d will be less than 0. In this case, a negative determination is made in step S811, and the total win counter 74d is cleared to "0" in step S812. As a result, if the value obtained by subtracting the "total number of gaming media consumed to execute games while the second section SC2 is continuing ("0" when no games are being executed)" from the "total number of gaming media awarded by games executed while the second section SC2 is continuing ("0" when no gaming media are being awarded)" is set as the predetermined difference, the minimum value of the predetermined difference is set as the predetermined reference value, and the limited total net increase in gaming media, which is the increase in the predetermined difference from the predetermined reference value, can be measured using the total win counter 74d.
[0194] If a positive judgment is made in step S807, if a positive judgment is made in step S811, or if the processing of step S812 is executed, it is determined whether the value of the total winnings counter 74d exceeds the upper limit net increase of "2400" (step S813). If the value of the total winnings counter 74d exceeds "2400", it means that the ending condition of the second section SC2 has been met. In this case, a positive judgment is made in step S813, and processing to end the second section SC2 is executed in steps S814 to S816. The processing contents of steps S814 to S816 have already been explained. As a result, the second section SC2 ends and the first section SC1 is entered, and even if the AT state ST5 is in the middle of it, the AT state ST5 is forcibly ended and the normal gaming state ST1 is entered.
[0195] Here, if any replay win is achieved, a positive determination is made in step S807, and the processes of steps S808 to S812 are not executed. In a game in which a replay win is achieved, the gaming media owned by the player at the start of the game are used to set a bet, but as a benefit from the replay win, the player can replay a new game with the same number of bets as the number of bets made in the game in which the replay win was achieved. In other words, the number of gaming media owned by the player does not change in a game in which a replay win is achieved. In this case, by not executing the processes of steps S808 to S812 in a game in which a replay win is achieved, it is possible to omit the execution of the process to change the value of the total win counter 74d in a game in which the number of gaming media owned by the player does not change, thereby eliminating the execution of unnecessary processes.
[0196] On the other hand, even in a game in which a replay win has been achieved, in step S813, it is determined whether or not the value of the total win counter 74d exceeds the upper limit net increase of coins, "2400." As a result, even if the value of the total win counter 74d has already exceeded the upper limit net increase of coins, "2400," in a game prior to the game in which a replay win has been achieved, but the initialization process for the second section SC2 has not been performed due to noise or the like, it is possible to determine that the value of the total win counter 74d has exceeded the upper limit net increase of coins, "2400," in a subsequent game in which a replay win has been achieved, and it becomes possible to perform the initialization process for the second section SC2.
[0197] If a negative determination is made in step S813, an ending-related process is executed (step S817). In the ending-related process, provided that the first ending flag provided in the main RAM 74 is not set to "1," it is determined whether the sum of the value of the continued game number counter 74c provided in the main RAM 74 and the value of the AT continuation counter 74e provided in the main RAM 74 divided by the expected value of game media acquired in the AT state ST5 is equal to or greater than the upper limit number of games in the second section SC2. The AT continuation counter 74e is a counter used by the main MPU 72 to determine the remaining number of game media awarded in the AT state ST5. The expected value of game media acquired in one game in the AT state ST5 is approximately 5. As already explained, the upper limit number of games in the second section SC2 is set to 1500 games. Note that the upper limit number of games in the second section SC2 is not limited to 1500 games, and may be less than 1500 games or more than 1500 games.
[0198] If the value of the above sum is equal to or greater than the upper limit number of games in the second section SC2, the first ending flag in the main RAM 74 is set to "1." The first ending flag is a flag that the main MPU 72 uses to identify that the number of games played in the second section SC2, measured using the continued game counter 74c, is likely to reach the upper limit number of games. When the first ending flag is set to "1," no additional addition to the remaining number of awards occurs in the AT state ST5. This makes it possible to prevent further addition to the remaining number of awards in the AT state ST5 in a situation where the ending conditions for the second section SC2 are met.
[0199] In addition, in the present slot machine 10, the value of the above sum is configured not to become equal to or greater than the upper limit number of games in the second section SC2 during the pseudo bonus state ST4, but it may be configured so that it can become equal to or greater than the upper limit number of games. In this case, it is preferable to set the first ending flag to "1" when the sum of the value of the continuing game number counter 74c in the main RAM 74, the value of the pseudo bonus continuation counter provided in the main RAM 74, and the value obtained by dividing the value of the AT continuation counter 74e provided in the main RAM 74 by the expected acquisition value of gaming media in the AT state ST5 becomes equal to or greater than the upper limit number of games in the second section SC2.
[0200] When the first ending flag is set to "1", a first ending command is sent to the production-side MPU 92. When the production-side MPU 92 receives the first ending command in a situation where the production has not yet started in an execution mode corresponding to the ending period, if the game state at that time is AT state ST5, the production-side MPU 92 uses the reception of the first ending command as a trigger to change the execution mode of the production in the upper lamp 61, speaker 62, and image display device 63 to the execution mode corresponding to the ending period. On the other hand, when the production-side MPU 92 receives the first ending command in a situation where the production has not yet started in an execution mode corresponding to the ending period and the game state is not AT state ST5, when the game state transitions to AT state ST5, the production-side MPU 92 changes the execution mode of the production in the upper lamp 61, speaker 62, and image display device 63 to the execution mode corresponding to the ending period.
[0201] In the ending response process, provided that the second ending flag in the main RAM 74 is not set to "1", it is determined whether the sum of the value of the total winnings counter 74d in the main RAM 74 and the value of the AT continuation counter 74e in the main RAM 74 is equal to or greater than the upper limit net increase in the second section SC2. As already explained, the upper limit net increase in the second section SC2 is set to 2400 coins. Note that the upper limit net increase in the second section SC2 is not limited to 2400 coins, and may be less than 2400 coins or more than 2400 coins.
[0202] If the value of the above sum is equal to or greater than the upper limit net increase in the second section SC2, the second ending flag of the main RAM 74 is set to "1." The second ending flag is a flag that the main MPU 72 uses to identify that the limited total net increase in the gaming media measured using the total acquisition counter 74d is likely to reach the upper limit net increase. When the second ending flag is set to "1," no additional addition to the remaining award number occurs in the AT state ST5. This makes it possible to prevent further addition to the remaining award number in the AT state ST5 in a situation where the ending condition for the second section SC2 is met.
[0203] In this slot machine 10, the value of the sum will not exceed the upper limit net increase in the second section SC2 during the pseudo bonus state ST4, but it may be configured to exceed the upper limit net increase. In this case, the second ending flag may be set to "1" when the sum of the value of the total acquisition counter 74d in the main RAM 74, the value of the pseudo bonus continuation counter in the main RAM 74 multiplied by the expected acquisition value of gaming media in the pseudo bonus state ST4, and the value of the AT continuation counter 74e in the main RAM 74 is equal to or greater than the upper limit net increase in the second section SC2.
[0204] When the second ending flag is set to "1", a second ending command is sent to the production-side MPU 92. When the production-side MPU 92 receives the second ending command in a situation where the production has not yet started in an execution mode corresponding to the ending period, if the game state at that time is AT state ST5, the production-side MPU 92 uses the reception of the second ending command as a trigger to change the execution mode of the production in the upper lamp 61, speaker 62, and image display device 63 to the execution mode corresponding to the ending period. On the other hand, when the production-side MPU 92 receives the second ending command in a situation where the production has not yet started in an execution mode corresponding to the ending period and the game state is not AT state ST5, when the game state transitions to AT state ST5, the production-side MPU 92 changes the execution mode of the production in the upper lamp 61, speaker 62, and image display device 63 to the execution mode corresponding to the ending period.
[0205] <Regarding normal game state ST1> Next, the processing contents in the normal gaming state ST1 will be explained.
[0206] In the normal gaming state ST1, in the advantageous lottery process (step S410) at the start of the game in the lottery process for the winning combination (FIG. 13), the second section flag of the main RAM 74 is set to "1," the current gaming state is not the first CB state ST2 or the second CB state ST3, and the value of the bet number setting counter 74a of the main RAM 74 is "3." Based on these conditions, the lottery process for the current winning combination (FIG. 13) determines whether or not one of the index values IV = 11 to 15 has been selected. If a winning combination has been selected, the transition lottery process is executed. In the transition lottery process, a transition lottery table provided in the main ROM 73 and a lottery counter periodically updated in the main RAM 74 are used to determine by lottery whether or not to transition to the pseudo-bonus state ST4. In this case, the lower the probability of a winning index value IV in the lottery process for the winning combination (FIG. 13), the higher the probability of a winning transition to the pseudo-bonus state ST4. If the transition lottery process results in a win to transition to the pseudo bonus state ST4, the second transition confirmation flag provided in the main RAM 74 is set to "1".
[0207] In the normal game state ST1, in the normal processing (step S604) in the response processing at the end of the game (FIG. 18), if the first transition confirmation flag or the second transition confirmation flag of the main RAM 74 is set to "1," a process for transitioning to the pseudo-bonus state ST4 is executed. As already explained, the first transition confirmation flag is set to "1" when a direct hit is won in the direct hit lottery processing (step S706) in the first control processing of the game area (FIG. 20), and the second transition confirmation flag is set to "1" when a transition win is won in the transition lottery processing in the advantageous lottery processing at the start of the game (step S410), as already explained. If the first transition confirmation flag is set to "1," the pseudo-bonus continuation counter of the main RAM 74 is set to "50," thereby setting the state to the pseudo-bonus state ST4, which continues until 50 games with a bet number of "3" are executed. If the second transition confirmation flag is set to "1", the pseudo bonus continuation counter in the main RAM 74 is set to "20", thereby setting the pseudo bonus state ST4 in which the state continues until 20 games with a bet amount of "3" are executed. In addition, a command indicating that the state has transitioned to the pseudo bonus state ST4 is transmitted to the production-side MPU 92. Upon receiving this command, the production-side MPU 92 causes the upper lamp 61, speaker 62, and image display device 63 to execute a presentation corresponding to the pseudo bonus state ST4.
[0208] In the normal processing (step S604), if neither the first transition confirmation flag nor the second transition confirmation flag in the main RAM 74 is set to "1," the value of the release game number counter in the main RAM 74 is decremented by 1 under the following conditions: the second section flag in the main RAM 74 is set to "1," the current gaming state is not the first CB state ST2 or the second CB state ST3, and the value of the bet number setting counter 74a in the main RAM 74 is "3." If the value of the release game number counter after decrementing by 1 is "0," the pseudo bonus continuation counter in the main RAM 74 is set to "20," thereby setting the pseudo bonus state ST4, which continues until 20 games with a bet number of "3" are played. In addition, a command indicating a transition to the pseudo bonus state ST4 is sent to the production-side MPU 92. Upon receiving this command, the production-side MPU 92 causes the upper lamp 61, the speaker 62, and the image display device 63 to execute effects corresponding to the pseudo bonus state ST4.
[0209] In the normal process (step S604), when the process for transitioning to the pseudo bonus state ST4 is executed and the lighting standby flag of the main RAM 74 is set to "1", the section display unit 67 is switched from the off state to the on state. As a result, the section display unit 67 starts to notify that it is the second section SC2.
[0210] <About the pseudo-bonus state ST4> Next, the processing contents in the pseudo bonus state ST4 will be explained. Figure 22 is a flowchart showing the processing for the advantageous state at the start of the game executed by the main MPU 72. The advantageous lottery processing at the start of the game is executed in step S410, which is processing executed after the judgment of the winning or losing role in the lottery processing for the winning role (Figure 13) is completed and before the first control processing of the game area (step S411). The processing for the advantageous state at the start of the game is executed when the advantageous lottery processing at the start of the game is executed in a situation where the pseudo bonus state ST4 or the AT state ST5 is in effect.
[0211] First, it is determined whether the value of the bet number setting counter 74a in the main RAM 74 is "3" to determine whether the number of bets in the current game is "3" (step S901). If the number of bets in the current game is "2" (step S901: NO), the processing from step S902 onwards is not executed. As a result, even if the game is in the pseudo bonus state ST4 or the AT state ST5, in a game where the number of bets is "2", the processing from step S902 onwards is not executed.
[0212] If the number of bets on the current game is "3" (step S901: YES), it is determined whether the current game state is the first CB state ST2 or the second CB state ST3 (step S902). If the current game state is the first CB state ST2 or the second CB state ST3 (step S902: YES), the processing from step S903 onwards is not executed. As a result, even if the pseudo bonus state flag or the AT state flag in the main RAM 74 is set to "1", if the state is the first CB state ST2 or the second CB state ST3, the processing from step S903 onwards is not executed.
[0213] If the current game state is not the first CB state ST2 or the second CB state ST3 (step S902: NO), it is determined whether the pseudo bonus state flag in the main RAM 74 is set to "1" to determine whether the current game state is the pseudo bonus state ST4 (step S903). If the current game state is not the pseudo bonus state ST4 (step S903: NO), this means that the current game state is the AT state ST5, so the AT state processing at the start of the game is executed (step S904). The AT state processing at the start of the game will be explained later.
[0214] If the current game state is the pseudo bonus state ST4 (step S903: YES), it is determined whether or not the AT transition confirmation flag provided in the main RAM 74 is set to "1" (step S905). The AT transition confirmation flag is a flag for the main MPU 72 to determine whether or not the transition conditions to the AT state ST5 have already been met in the pseudo bonus state ST4. If the AT transition confirmation flag has already been set to "1" (step S905: YES), this means that the transition conditions to the AT state ST5 have already been met in the current pseudo bonus state ST4, so the process for determining whether or not to transition to the AT state ST5 in step S906 and thereafter is not executed.
[0215] If the AT transition confirmation flag is not set to "1" (step S905: NO), the AT transition lottery process is executed (step S907) on the condition that the index value IV = 11 to 15 is won in the lottery process for the role in this game (Fig. 13) (step S906: YES). In the AT transition lottery process, using the AT transition lottery table provided in the main ROM 73 and the lottery counter that is periodically updated in the main RAM 74, it is determined by lottery whether or not to transition to the AT state ST5 after the end of this pseudo bonus state ST4. In the lottery process for the winning combination in this game (FIG. 13), if the index value IV=11 is won, there is a 20% chance of winning the AT transition, if the index value IV=12 is won, there is a 10% chance of winning the AT transition, if the index value IV=13 is won, there is a 40% chance of winning the AT transition, if the index value IV=14 is won, there is a 30% chance of winning the AT transition, and if the index value IV=15 is won, there is a 20% chance of winning the AT transition. In this case, the lower the probability of winning the index value IV in the lottery process for the winning combination (FIG. 13), the higher the probability of winning the AT transition. This makes it possible to increase the advantage of winning an index value IV with a low winning probability in the lottery process for the winning combination (FIG. 13).
[0216] If the AT transition is won (step S908: YES), the AT transition confirmation flag in the main RAM 74 is set to "1" (step S909). After that, an AT transition win command indicating that the AT transition has been won is sent to the performance-side MPU 92 (step S910). When the performance-side MPU 92 receives the AT transition win command, it causes the upper lamp 61, speaker 62, and image display device 63 to execute a performance indicating that the AT transition has been won.
[0217] Next, the pseudo bonus process executed by the main MPU 72 will be described with reference to the flowchart in Figure 23. The pseudo bonus process is executed in step S605 of the end-of-game response process (Figure 18). As described above, the end-of-game response process is executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game, and therefore the pseudo bonus process is also executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game.
[0218] First, it is determined whether the value of the bet number setting counter 74a in the main RAM 74 is "3" to determine whether the number of bets for the current game is "3" (step S1001). If the number of bets for the current game is "2" (step S1001: NO), the processing from step S1002 onwards is not executed. As a result, even if a game with the number of bets of "2" is played in the pseudo bonus state ST4, the remaining number of games to continue in the pseudo bonus state ST4 is not subtracted.
[0219] In addition, since the pseudo bonus process (FIG. 23) itself is not executed when in the CB state (first CB state ST2 or second CB state ST3), even if the CB state starts in the middle of the pseudo bonus state ST4, the number of games played in the CB state is not treated as the number of games consumed in the pseudo bonus state ST4. Therefore, even if the pseudo bonus state ST4 transitions to the CB state in the middle of the pseudo bonus state ST4, after the CB state ends, the pseudo bonus state ST4 will resume from the state of the remaining number of continued games immediately before the transition to the CB state.
[0220] If the number of bets on this game is "3" (step S1001: YES), the value of the pseudo bonus continuation counter in the main RAM 74 is decremented by 1 (step S1002). After that, it is determined whether the value of the pseudo bonus continuation counter is "0" (step S1003). If the value of the pseudo bonus continuation counter is "0" (step S1003: YES), it is determined whether the AT transition confirmation flag in the main RAM 74 is set to "1" (step S1004).
[0221] If the AT transition confirmation flag is set to "1" (step S1004: YES), it means that the transition condition to the AT state ST5 has been met in the current pseudo bonus state ST4. In this case, first, the pseudo bonus state flag in the main RAM 74 is cleared to "0" (step S1005). Then, information corresponding to "200", which is the initial number of awards in the AT state ST5, is set in the AT continuation counter 74e provided in the main RAM 74 (step S1006). In addition, the AT state flag in the main RAM 74 is set to "1" (step S1007). Then, an AT transition command indicating that a transition to the AT state ST5 will occur is sent to the production-side MPU 92 (step S1008). When the production-side MPU 92 receives the AT transition command, it causes the upper lamp 61, speaker 62, and image display device 63 to execute a presentation indicating that a transition to the AT state ST5 will occur.
[0222] On the other hand, when "1" is not set in the AT transition determination flag (step S1004: NO), the setting process for the end preparation state ST6 is executed (step S1009). In this setting process, the pseudo-bonus state flag in the main RAM 74 is cleared to "0". Also, in this setting process, "1" is set in the end preparation state flag provided in the main RAM 74. The end preparation state flag is a flag for the main MPU 72 to identify that it is the end preparation state ST6. By setting "1" in the end preparation state flag, the game state becomes the end preparation state ST6. Also, the end preparation completion flag in the main RAM 74 is cleared to "0" (step S1010). The end preparation completion flag is a flag for the main MPU 72 to identify whether one game has been executed in the end preparation state ST6 as already explained.
[0223] As already explained, in the end preparation state ST6, when an affirmative determination is made in step S802 in the second control process (FIG. 21) of the game section and "1" is not set in the end preparation completion flag (step S803: NO), after setting "1" in the end preparation completion flag, a process for identifying whether the ending condition of the second section SC2 is satisfied is executed, and the second control process (FIG. 21) of the game section in this game is ended. On the other hand, when "1" is set in the end preparation completion flag (step S803: YES), a process for ending the second section SC2 and shifting to the first section SC1 is executed (steps S814 to step S816). As a result, the second section SC2 ends when the next game after the game in which the pseudo-bonus state ST4 has ended ends.
[0224] After executing the process of step S1010, a bonus end command indicating that the pseudo-bonus state ST4 has ended is transmitted to the effect side MPU 92 (step S1011). When the effect side MPU 92 receives the bonus end command, an effect indicating that the pseudo-bonus state ST4 has ended is executed on the upper lamp 61, the speaker 62, and the image display device 63.
[0225] <Regarding the AT state ST5> Next, the processing contents in the AT state ST5 will be explained. Figure 24 is a flowchart showing the processing for the AT state at the start of the game executed by the main MPU 72. As already explained, the processing for the AT state at the start of the game is executed in step S904 in the processing for the advantageous state at the start of the game (Figure 22).
[0226] First, it is determined whether either the first ending flag or the second ending flag in the main RAM 74 is set to "1" (step S1101). As already explained, the first ending flag is a flag used by the main MPU 72 to determine whether the number of games played in the second section SC2, measured using the continued game counter 74c, is likely to reach the upper limit number of games. As already explained, the second ending flag is a flag used by the main MPU 72 to determine whether the limited total net increase in gaming media, measured using the total acquisition counter 74d, is likely to reach the upper limit net increase. If either the first ending flag or the second ending flag is set to "1" (step S1101: YES), the processing from step S1102 onwards is not executed. As a result, in a situation where the number of games played in the second section SC2 is likely to reach the upper limit number of games, or where the limited total net increase in gaming media is likely to reach the upper limit net increase, the processing from step S1102 onwards to add to the remaining number of awards in the AT state ST5 is not executed.
[0227] If neither the first ending flag nor the second ending flag is set to "1" (step S1101: NO), the bonus lottery process is executed (step S1103) on the condition that the index value IV = 11 to 15 is selected in the lottery process for the current game (FIG. 13) (step S1102: YES). In the bonus lottery process, a bonus lottery table provided in the main ROM 73 and a lottery counter periodically updated in the main RAM 74 are used to determine by lottery whether or not to generate a bonus that will increase the remaining number of game media awarded in the AT state ST5. In this case, two types of modes are set for increasing the remaining number of game media awarded when a bonus win is generated: a direct hit mode, in which the bonus is increased immediately in the game, and a true premonition mode, in which the remaining number of game media is increased after the number of waiting games corresponding to the premonition state (specifically, 10 games) has been played since the game. Furthermore, in the bonus lottery process, even if a bonus win is not generated, a false premonition win may occur. If a false premonition is won, the false premonition state will be generated from the game in question until the above-mentioned number of waiting games (specifically, 10 games) have been played.
[0228] In both the true premonition state and the false premonition state, the effect content is determined according to a table corresponding to the premonition state so that the effect content for each game on the image display device 63 is more likely to be an effect with a high expectation of an increase in the remaining number of game media awarded in the AT state ST5. In this case, in the true premonition state and the false premonition state, more spectacular effects are executed in the final game than in the starting game. Specifically, in some consecutive games, including the final game in the true premonition state and the false premonition state, effects in which the same character is displayed across multiple games or effects following a series of stories may be executed. Furthermore, effects with a high expectation are more likely to be executed in the true premonition state than in the false premonition state. In the true premonition state, effects are displayed to make the player aware that an increase in the remaining number of awards will occur in the final game of the game with the above-mentioned waiting game number, while in the false premonition state, effects are displayed to make the player aware that an increase in the remaining number of awards will not occur in the final game of the game with the above-mentioned waiting game number.
[0229] Specifically, regarding the bonus lottery process, if an index value IV=11 is selected, there is a 5% chance that a direct hit with 30 award recipients will be selected, a 5% chance that a real premonition state win with 30 award recipients will be selected, a 5% chance that a direct hit with 50 award recipients will be selected, a 5% chance that a real premonition state win with 50 award recipients will be selected, a 10% chance that a false premonition state win will be selected, and a 70% chance that a miss will be made. If an index value IV=12 is selected, there is a 5% chance that a direct hit with 20 award recipients will be selected, a 5% chance that a real premonition state win with 20 award recipients will be selected, a 5% chance that a direct hit with 40 award recipients will be selected, a 5% chance that a real premonition state win with 40 award recipients will be selected, a 10% chance that a false premonition state win will be selected, and a 70% chance that a miss will be made. If the index value IV=13 is won, there is a 10% chance that a direct win with 30 coins to be awarded will be selected, a 10% chance that a win in the main premonition state with 30 coins to be awarded will be selected, a 10% chance that a direct win with 50 coins to be awarded will be selected, a 10% chance that a win in the main premonition state with 50 coins to be awarded will be selected, a 10% chance that a direct win with 100 coins to be awarded will be selected, a 10% chance that a win in the main premonition state with 100 coins to be awarded will be selected, a 20% chance that a win in the false premonition state will be selected, and a 20% chance that it will be a miss. If the index value IV=14 is won, there is a 10% chance that a direct win with 20 coins to be awarded will be selected, a 10% chance that a win in the main premonition state with 20 coins to be awarded will be selected, a 10% chance that a direct win with 40 coins to be awarded will be selected, a 10% chance that a win in the main premonition state with 40 coins to be awarded will be selected, a 10% chance that a direct win with 90 coins to be awarded will be selected, a 10% chance that a win in the main premonition state with 90 coins to be awarded will be selected, a 20% chance that a win in the false premonition state will be selected, and a 20% chance that it will be a miss.If the index value IV=15 is won, there is a 5% chance that a direct win with 30 coins to be awarded will be selected, a 5% chance that a real premonition win with 30 coins to be awarded will be selected, a 5% chance that a direct win with 50 coins to be awarded will be selected, a 5% chance that a real premonition win with 50 coins to be awarded will be selected, a 10% chance that a false premonition win will be selected, and a 70% chance that it will be a miss.
[0230] As described above, the lower the index value IV that is the winning probability in the lottery process for winning combinations (Fig. 13), the higher the probability of winning an additional combination. Also, the lower the index value IV that is the winning probability in the lottery process for winning combinations (Fig. 13), the higher the expected value of the additional combination. Also, the lower the index value IV that is the winning probability in the lottery process for winning combinations (Fig. 13), the higher the probability of winning a false premonition state. This makes it possible to increase the advantage of winning an index value IV that is the winning probability in the lottery process for winning combinations (Fig. 13).
[0231] If a direct win is selected in the additional lottery process (step S1103) (step S1104: YES), the value of the number of awards selected as a direct win in this additional lottery process (step S1103) is added to the AT continuation counter 74e of the main RAM 74 (step S1105). After that, a direct win command is sent to the production side MPU 92 (step S1106). The direct win command is a command for making the production side MPU 92 recognize that a direct win has occurred in the additional lottery process (step S1103) and the number of awards in that direct win. When the production side MPU 92 receives the direct win command, it causes the upper lamp 61, speaker 62, and image display device 63 to execute an effect indicating that an addition has been made to the remaining number of awards of gaming media in AT state ST5.
[0232] If a win in this premonition state is selected in the additional lottery process (step S1103) (step S1107: YES), the value of the number of awards selected as a win in this premonition state in this additional lottery process (step S1103) is added to the scheduled number counter 74f (see Figure 9) provided in the main RAM 74 (step S1108). The scheduled number counter 74f is a counter used by the main MPU 72 to specify the number of awards to be added to the AT continuation counter 74e in the final game of the waiting game count in this premonition state.
[0233] Thereafter, it is determined whether or not the real sign flag stored in the main RAM 74 is set to "1" (step S1109). The real sign flag is a flag used by the main MPU 72 to identify that the current state is a real sign state. If the real sign flag is not set to "1" (step S1109: NO), it is determined whether or not the false sign flag stored in the main RAM 74 is set to "1" (step S1110). The false sign flag is a flag used by the main MPU 72 to identify that the current state is a false sign state. If the false sign flag is not set to "1" (step S1110: NO), a value of "10" is set in a standby counter 74g (see FIG. 9) stored in the main RAM 74, corresponding to the number of standby games for which the real sign state will continue (step S1111). The standby counter 74g is a counter used by the main MPU 72 to identify the number of remaining standby games when the current state is a real sign state or a false sign state.
[0234] If the lottery process (FIG. 13) for the role is already in the premonition state and the index value IV is one of 11 to 15, the additional lottery process is executed. If the additional lottery process results in a direct hit, the number of awards selected as the direct hit is added to the AT continuation counter 74e of the main RAM 74, even if the premonition state is still in progress.
[0235] If the actual premonition state is won in the additional lottery process executed while the actual premonition state is already in progress, the number of awards selected as the winning of the actual premonition state is added to the scheduled number counter 74f in the master RAM 74. When the current actual premonition state ends, the value of the scheduled number counter 74f after the addition is added to the AT continuation counter 74e. In other words, if the actual premonition state is won during the actual premonition state, the number of awards added to the AT continuation counter 74e when the current actual premonition state ends increases by the number of awards selected in the newly won actual premonition state. However, even if the actual premonition state is newly won, if the actual premonition flag in the master RAM 74 is already set to "1," a positive determination is made in step S1109, and the number of waiting games is not set to the waiting counter 74g in step S1111. Therefore, even if the actual premonition state is won in the additional lottery process during the actual premonition state, the number of waiting games for the actual premonition state is not extended. This prevents the actual premonition state from continuing excessively.
[0236] If the actual premonition state is won in the additional lottery process executed while the false premonition state is already in the false premonition state, the number of awards selected as the winning of the actual premonition state is added to the scheduled number counter 74f of the main RAM 74, thereby promoting the false premonition state to the actual premonition state midway. Then, when the promoted actual premonition state ends, the value of the scheduled number counter 74f is added to the AT continuation counter 74e. However, even if the actual premonition state is won during the false premonition state, if the false premonition flag in the main RAM 74 is already set to "1," a positive determination is made in step S1110, and the number of waiting games is not set in the waiting counter 74g in step S1111. Therefore, even if the actual premonition state is won during the additional lottery process during the false premonition state, the promoted actual premonition state ends when the remaining waiting games in the false premonition state before the promotion are played. This makes it possible to prevent the false premonition state and the actual premonition state from continuing excessively.
[0237] If a positive judgment is made in step S1109, if a positive judgment is made in step S1110, or if the processing of step S1111 is executed, a real premonition command is sent to the production-side MPU 92 (step S1112). The real premonition command is a command for making the production-side MPU 92 recognize that the real premonition state has been won in the additional lottery process (step S1103) and the number of awards for the real premonition state. When the production-side MPU 92 receives the real premonition command, it causes the upper lamp 61, speaker 62, and image display device 63 to execute a performance corresponding to the real premonition state. Thereafter, the real premonition flag in the main RAM 74 is set to "1" and the false premonition flag provided in the main RAM 74 is cleared to "0" (step S1113).
[0238] If the false premonition state is selected as the winning state in the additional lottery process (step S1103) (step S1114: YES), it is determined whether the value of the standby counter 74g in the main RAM 74 is 1 or greater (step S1115). If the value of the standby counter 74g is "0" (step S1115: NO), the standby counter 74g is set to "10" as a value corresponding to the number of standby games for which the false premonition state will continue (step S1116). Then, a false premonition command is sent to the presentation-side MPU 92 (step S1117). The false premonition command is a command for causing the presentation-side MPU 92 to recognize that the false premonition state has been won in the additional lottery process (step S1103). When the presentation-side MPU 92 receives the false premonition command, it causes the presentation-side MPU 92 to execute a presentation corresponding to the false premonition state on the upper lamp 61, the speaker 62, and the image display device 63. Thereafter, the false sign flag in the main RAM 74 is set to "1" (step S1118).
[0239] On the other hand, even if the false premonition state is won, if the value of the standby counter 74g is 1 or more (step S1115: YES), the processing for starting the false premonition state in steps S1116 to S1118 is not executed. Therefore, even if the false premonition state is won in the additional lottery processing (step S1103) when the real premonition state or false premonition state is already in effect, the false premonition state is not newly established, and the number of standby games for the real premonition state or false premonition state currently being executed is not increased. This makes it possible to prevent the premonition state from continuing excessively.
[0240] Figure 25 is a flowchart showing the AT processing executed by the main MPU 72. The AT processing is executed in step S606 of the response processing at the end of a game (Figure 18). As described above, the response processing at the end of a game is executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game, and therefore the AT processing is also executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game.
[0241] First, it is determined whether the value of the bet number setting counter 74a in the master RAM 74 is "3" to determine whether the number of bets for the current game is "3" (step S1201). If the number of bets for the current game is "2" (step S1201: NO), the processing from step S1202 onwards is not executed. As a result, even if a game with the number of bets of "2" is executed in the AT state ST5, the remaining number of awards in the AT state ST5 is not subtracted, and further, if a real premonition state or a false premonition state occurs in the AT state ST5, the number of waiting games in that premonition state is not subtracted.
[0242] In addition, when in the CB state (first CB state ST2 or second CB state ST3), the AT processing (FIG. 25) itself is not executed, so even if the CB state starts in the middle of the AT state ST5, the number of games executed in the CB state is not treated as the number of games consumed in the AT state ST5. Therefore, even if the AT state ST5 transitions to the CB state in the middle of the AT state ST5, after the CB state ends, the AT state ST5 will resume from the state of the remaining number of awards immediately before the transition to the CB state.
[0243] If the number of bets for the current game is "3" (step S1201: YES), it is determined whether a small win has been achieved in the current game and a number of game media greater than the number of bets "3" has been awarded (step S1202). Specifically, it is determined whether any of the first bell win, the second bell win, the first watermelon win, and the second watermelon win has been awarded. If a positive determination is made in step S1202, a subtraction process for the AT continuation counter 74e of the main RAM 74 is executed (step S1204), provided that the value of the AT continuation counter 74e is 1 or more (step S1203: YES). In the subtraction process, the number of bets "3" is subtracted from the number of game media awarded in the current game, and the value after the subtraction is subtracted from the AT continuation counter 74e.
[0244] Note that the present invention is not limited to the above configuration, and when gaming media are awarded when the value of the AT continuation counter 74e is 1 or greater, the number of awards itself may be subtracted from the value of the AT continuation counter 74e without subtracting the number of bets. In this case, the AT state ST5 will end when the total number of paid-out gaming media reaches or exceeds the termination reference number. Furthermore, if gaming media exceeding the number of bets are not awarded or a replay win is not achieved, the number of gaming media of the player that was reduced by the execution of the game may be added to the AT continuation counter 74e. In this case, the AT state ST5 will end when the total net increase in the number of gaming media reaches or exceeds the termination reference number.
[0245] If a negative determination is made in step S1202, if a negative determination is made in step S1203, or if the processing of step S1204 is executed, the value of the standby counter 74g in the main RAM 74 is 1 or greater (step S1205: YES), and the value of the standby counter 74g is decremented by 1 (step S1206). Then, if the value of the standby counter 74g after decrementing by 1 is "0" (step S1207: YES), it is determined whether the main sign flag in the main RAM 74 is set to "1" (step S1208).
[0246] If the present premonition flag is set to "1" (step S1208: YES), it means that the premonition state that will end this time is the present premonition state. In this case, an addition process for the remaining number of awards is executed (step S1209). In this addition process, the value set in the scheduled number counter 74f of the main RAM 74 is added to the AT continuation counter 74e. As a result, when the final game of the present premonition state ends, the number of awards of game media that were the subject of award in the present premonition state is added to the remaining number of awards of game media in the AT state ST5.
[0247] If a negative judgment is made in step S1208 or if the processing of step S1209 is executed, the main precursor flag and the false precursor flag in the main RAM 74 are both cleared to "0" (step S1210). As a result, if the current state is a main precursor state, the main precursor state ends, and if the current state is a false precursor state, the false precursor state ends.
[0248] If a negative judgment is made in step S1205, if a negative judgment is made in step S1207, or if the processing of step S1210 is executed, it is determined whether the value of the AT continuation counter 74e in the main RAM 74 is "0" (step S1211). If the value of the AT continuation counter 74e is "0" (step S1211: YES), it means that the remaining number of awarded game media in the current AT state ST5 has become "0". In this case, it is determined whether the value of the standby counter 74g in the main RAM 74 is "0" or not, thereby determining whether the current state is a real precursor state or a false precursor state (step S1212).
[0249] If the current state is neither a true premonition state nor a false premonition state, and the value of the standby counter 74g of the main RAM 74 is "0" (step S1212: YES), a process for setting the end preparation state ST6 is executed (step S1213). In this setting process, the AT state flag of the main RAM 74 is cleared to "0." Also, in this setting process, the end preparation state flag of the main RAM 74 is set to "1." The end preparation state flag is a flag used by the main MPU 72 to identify that the game is in the end preparation state ST6, and setting the end preparation state flag to "1" changes the game state to the end preparation state ST6. Thereafter, the end preparation complete flag of the main RAM 74 is cleared to "0" (step S1214). As already explained, the end preparation complete flag is a flag used by the main MPU 72 to identify whether or not one game has been played in the end preparation state ST6.
[0250] As already explained, in the end preparation state ST6, if a positive judgment is made in step S802 in the second control processing of the game section (Fig. 21) and the end preparation completion flag is not set to "1" (step S803: NO), the end preparation completion flag is set to "1" and then processing is executed to determine whether the ending condition of the second section SC2 is met, and the second control processing of the game section in this game (Fig. 21) is terminated. On the other hand, if the end preparation completion flag is set to "1" (step S803: YES), processing is executed to terminate the second section SC2 and transition to the first section SC1 (steps S814 to S816). As a result, the second section SC2 will end when the game following the game in which the AT state ST5 has ended ends.
[0251] After that, an AT end command is sent to the production-side MPU 92 (step S1215). The AT end command is a command for making the production-side MPU 92 recognize that the AT state ST5 has ended. When the production-side MPU 92 receives the AT end command, it controls the upper lamp 61, speaker 62, and image display device 63 so that a presentation indicating that the AT state ST5 has ended is executed and then a presentation corresponding to the normal gaming state ST1 is started.
[0252] On the other hand, if the current state is a real premonition state or a false premonition state and the value of the standby counter 74g of the master RAM 74 is 1 or more (step S1212: NO), even if the value of the AT continuation counter 74e is "0" and the remaining number of awarded game media in the current AT state ST5 is "0", the processing for terminating the AT state ST5 in steps S1213 to S1215 is not executed. As a result, even if the remaining number of awarded game media in the AT state ST5 becomes "0", if it is a real premonition state or a false premonition state, the AT state ST5 continues without terminating. If it is a real premonition state, the value of the scheduled number counter 74f of the master RAM 74 is added to the AT continuation counter 74e in the final game of the real premonition state, so the AT state ST5 continues even after the real premonition state has ended. If the state is a false premonition state, the value of the AT continuation counter 74e will not be incremented in the final game of the false premonition state. However, if a direct win occurs in the additional lottery process (step S1103) during the false premonition state, the number of selected awards will be incremented to the AT continuation counter 74e, and the AT state ST5 may continue even after the false premonition state has ended.
[0253] 26 is a flowchart showing the performance control process for AT executed by the performance side MPU 92. The performance control process for AT is repeatedly executed by the performance side MPU 92 at a relatively short cycle (for example, every 4 milliseconds).
[0254] If an AT transition command is received from the main MPU 72 (step S1301: YES), the AT base table pre-stored in the performance-side ROM 93 is read into the performance-side RAM 94 (step S1302). By controlling the execution of the performance according to the AT base table, the upper lamp 61 produces a light-emitting performance corresponding to the base performance of the AT state ST5, the speaker 62 produces a sound output performance corresponding to the base performance of the AT state ST5, and the image display device 63 produces a display performance corresponding to the base performance of the AT state ST5.
[0255] 27(a) is an explanatory diagram illustrating an example of the base effect of the AT state ST5 on the image display device 63. As shown in FIG. 27(a), in the base effect for the AT state ST5, a moving image of a base image G11 using a base character image is displayed. In addition, a remaining number display image G12 is displayed to notify the remaining number of gaming media awarded in the AT state ST5, and an acquired number display image G13 is displayed to notify the number of gaming media acquired in the AT state ST5. The performance-side MPU 92 is able to grasp the remaining number of gaming media awarded in the AT state ST5 and the number of gaming media acquired in the AT state ST5 based on commands received from the main-side MPU 72, and appropriately updates the display contents of the remaining number display image G12 and the acquired number display image G13 according to the grasped information.
[0256] If a direct hit command is received from the main MPU 72 (step S1303: YES), the number of awards in this direct hit is determined from the information included in the direct hit command (step S1304), and a direct hit table corresponding to the determined number of awards is read from the performance-side ROM 93 to the performance-side RAM 94 (step S1305). By controlling the execution of the performance according to the direct hit table, the upper lamp 61 produces a light-emitting effect corresponding to the direct hit, the speaker 62 produces a sound output effect corresponding to the direct hit in the AT state ST5, and the image display device 63 produces a display effect corresponding to the direct hit. In this case, the image display device 63 displays an image superimposed on a portion of the base performance of the AT state ST5 to notify the number of awards in this direct hit, and after this display, a display is performed in which the number of awards is added to the number in the remaining award number display image G12. The remaining award number display image G12 displays a number resulting from adding the number of awards in this direct hit to the remaining number of awards up to that point. This allows the player to understand that the remaining number of awards has increased due to a direct hit.
[0257] Here, even if a direct win occurs during the actual or false premonition state, in the game in which the direct win occurs, the image display device 63 displays an image superimposed on part of the presentation of the actual or false premonition state to notify the number of awards for this direct win, and after this display is displayed, a display is displayed in which the number of awards is added to the number in the remaining awards display image G12. Therefore, the player can understand that the remaining number of awards has increased due to the direct win, even if they are in the middle of the actual or false premonition state.
[0258] If a false omen command has been received from the main MPU 72 (step S1306: YES), the false omen table is read from the performance-side ROM 93 to the performance-side RAM 94 (step S1307). Performance execution control is performed in accordance with the false omen table, whereby the upper lamp 61 produces a light-emitting effect corresponding to the false omen state, the speaker 62 produces a sound output effect corresponding to the false omen state, and the image display device 63 produces a display effect corresponding to the false omen state.
[0259] FIG. 27(b) is an explanatory diagram illustrating an example of a display effect corresponding to the false premonition state or the true premonition state on the image display device 63. As shown in FIG. 27(b), in the display effect corresponding to the false premonition state or the true premonition state, a remaining award number display image G12 and an acquisition number display image G13 are displayed, similar to the base effect for the AT state ST5. Furthermore, in the display effect corresponding to the false premonition state or the true premonition state, a moving image of a premonition effect image G14 using a premonition effect character image is displayed. The premonition effect image G14 is more likely to produce an effect that increases the expectation of an increase in the remaining number of awarded gaming media in the AT state ST5. Furthermore, more spectacular effects are produced in the final game than in the starting game of the false premonition state or the true premonition state. Specifically, in some consecutive games, including the final game, an effect in which the same character is displayed across multiple games or an effect following a series of stories may be produced. Furthermore, in the final game of the false premonition state, an image is displayed that allows the player to recognize that the remaining number of awarded gaming media in the AT state ST5 will not increase. In the situation shown in Figure 27(b), the remaining number of gaming media awarded in AT state ST5 becomes "0" in the middle of the false premonition state, so the remaining award number display image G12 displays "0 remaining", but since the false premonition state is in the middle, AT state ST5 continues without ending.
[0260] If the main MPU 72 has received the main premonition command (step S1308: YES), the number of prizes selected by the main premonition state winning that triggered the transmission of this main premonition command is determined from the information included in the main premonition command, and the determined planned number is added to the planned prize number counter provided in the presentation RAM 94 (step S1309). Then, it is determined whether the current presentation is the main premonition state or the false premonition state (step S1310).
[0261] If the effect of the real premonition state or the false premonition state is not being executed (step S1310: NO), the real premonition table is read from the effect-side ROM 93 to the effect-side RAM 94 (step S1311). By controlling the execution of the effect according to the real premonition table, the upper lamp 61 produces a light-emitting effect corresponding to the real premonition state, the speaker 62 produces a sound output effect corresponding to the real premonition state, and the image display device 63 produces a display effect corresponding to the real premonition state. The content of the display effect of the image display device 63 corresponding to the real premonition state is the same as the content of the display effect corresponding to the false premonition state except for the final game, and as shown in FIG. 27(b), moving images of the remaining award number display image G12, the number of acquisitions display image G13, and the premonition effect image G14 are displayed. In the final game of the real premonition state, an image is displayed to notify the number of awards corresponding to the value of the expected award number counter in the effect-side RAM 94, and after this display, the number of awards is added to the number in the remaining award number display image G12. The remaining number of awards display image G12 displays the number of awards remaining up to that point plus the number of awards at the end of this premonition state, allowing the player to understand that the remaining number of awards has increased due to this premonition state.
[0262] If the effect of the real premonition state or the false premonition state is being executed (step S1310: YES), a correction process is executed (step S1312). In the correction process, if the current state is in the middle of the false premonition state, the data corresponding to the effect of the final game in the false premonition table read into the presentation side RAM 94 is changed to data that enables the execution of an effect corresponding to an increase in the remaining number of awarded gaming media in the AT state ST5 and enables the notification of the number of awards corresponding to the value of the award constant counter in the presentation side RAM 94. Also, if the current state is in the real premonition state, the data corresponding to the effect of the final game in the real premonition table read into the presentation side RAM 94 is changed to data that enables the notification of the number of awards corresponding to the value of the award constant counter in the presentation side RAM 94 after the addition in step S1309.
[0263] As already explained, even if the true premonition state is won during a false premonition state or a true premonition state, the value of the standby counter 74g of the master RAM 74 is not changed, so the number of remaining standby games in the current premonition state remains unchanged. After the true premonition state is won, the remaining number of standby games is consumed, and the true premonition state ends. Therefore, even if the true premonition state is won during a false premonition state or a true premonition state, the effect-side MPU 92 simply modifies the data of the final game in the premonition table for executing the effect corresponding to the current premonition state, but does not perform processing to increase the number of games in which the effect corresponding to the premonition state is executed. This makes it possible for the master MPU 72 to notify the player of the number of awards to be added in a game in which the value of the planned number counter 74f of the master RAM 74 is added to the AT continuation counter 74e of the master RAM 74.
[0264] If an AT end command is received from the main MPU 72 (step S1313: YES), the AT end table is read from the performance side ROM 93 to the performance side RAM 94 (step S1314). By controlling the execution of the performance according to the AT end table, the upper lamp 61 performs a light emission performance corresponding to the end of the AT state ST5, the speaker 62 performs a sound output performance corresponding to the end of the AT state ST5, and the image display device 63 performs a display performance corresponding to the end of the AT state ST5.
[0265] Figure 27(c) is an explanatory diagram for explaining an example of a display effect corresponding to the end of the AT state ST5 in the image display device 63. As shown in Figure 27(c), in the display effect corresponding to the end of the AT state ST5, a moving image of an end image G15 using an end character image is displayed. In addition, a text image G16 saying "END" is displayed to clearly indicate that the AT state ST5 has ended, and a total number of game media image G17 is displayed to notify the total number of game media acquired in this AT state ST5.
[0266] In addition to the above processes, the AT presentation control process (FIG. 26) also executes other processes (step S1315). In these other processes, the data to be referenced in various tables is updated as the game progresses, and the presentation content is updated. In addition, when game media is awarded, the display content of the remaining award number display image G12 and the acquisition number display image G13 is updated accordingly. In addition, when a first ending command or a second ending command is received from the main MPU 72, the process is executed to perform an ending presentation.
[0267] Next, the progress of the effects corresponding to the premonition state will be explained with reference to the time chart in Fig. 28. Fig. 28(a) shows the period of AT state ST5, Fig. 28(b) shows the value of the AT continuation counter 74e of the main RAM 74, Fig. 28(c) shows the value of the standby counter 74g of the main RAM 74, Fig. 28(d) shows the timing of a direct win in the additional lottery process (step S1103), Fig. 28(e) shows the period of the real premonition state, and Fig. 28(f) shows the period of the false premonition state.
[0268] First, we will explain the case where the AT state ST5 ends when the value of the AT continuation counter 74e becomes "0" during the false precursor state and the false precursor state ends.
[0269] At the timing of t1, the AT state ST5 starts as shown in Figure 28(a). In this case, as shown in Figure 28(b), the AT continuation counter 74e is set to "200", which is the initial number of awards in the AT state ST5. In the AT state ST5, the game is repeatedly executed, and the number of game media awarded in the game exceeds the number of bets, so that the value of the AT continuation counter 74e gradually decreases as shown in Figure 28(b).
[0270] After that, at the timing of t2, a direct hit is won in the additional lottery process (step S1103) as shown in Figure 28 (d). Therefore, at the timing of t2, the value of the AT continuation counter 74e increases as shown in Figure 28 (b).
[0271] Thereafter, at timing t3, the main premonition state is won in the additional lottery process (step S1103), and the main premonition state begins as shown in FIG. 28(e), and the standby counter 74g is set to "10," which corresponds to the number of standby games, as shown in FIG. 28(c). Even in the main premonition state, a game is played and gaming media exceeding the number of bets are awarded, so the value of the AT continuation counter 74e gradually decreases as shown in FIG. 28(b). Furthermore, as a game is played in the main premonition state, the value of the standby counter 74g gradually decreases as shown in FIG. 28(c).
[0272] Thereafter, at timing t4, the value of the standby counter 74g becomes "0" as shown in Figure 28(c), and this precursory state ends as shown in Figure 28(e). In this case, the number of awards set in the scheduled number counter 74f of the main RAM 74 when this precursory state started is added to the AT continuation counter 74e, and the value of the AT continuation counter 74e increases as shown in Figure 28(b).
[0273] Thereafter, at timing t5, the false premonition state is won in the additional lottery process (step S1103), and the false premonition state begins as shown in FIG. 28(f), and the standby counter 74g is set to "10" corresponding to the number of standby games as shown in FIG. 28(c). Even in the false premonition state, games are executed and gaming media exceeding the number of bets are awarded, so the value of the AT continuation counter 74e gradually decreases as shown in FIG. 28(b). Furthermore, as games are executed in the false premonition state, the value of the standby counter 74g gradually decreases as shown in FIG. 28(c). Thereafter, at timing t6, the value of the standby counter 74g becomes "0" as shown in FIG. 28(c), and the false premonition state ends as shown in FIG. 28(f). Since the number of awards is not added in the false premonition state, the AT continuation counter 74e does not increase as shown in FIG. 28(b).
[0274] Thereafter, at timing t7, the false premonition state is won in the additional lottery process (step S1103), and the false premonition state begins as shown in FIG. 28(f), and the standby counter 74g is set to "10" corresponding to the number of standby games as shown in FIG. 28(c). Even in the false premonition state, a game is executed and gaming media exceeding the number of bets is awarded, so that the value of the AT continuation counter 74e gradually decreases as shown in FIG. 28(b). Furthermore, as a game is executed in the false premonition state, the value of the standby counter 74g gradually decreases as shown in FIG. 28(c).
[0275] Then, at timing t8, which is in the middle of the false precursor state, the value of the AT continuation counter 74e becomes "0" as shown in Figure 28(b). However, at timing t8, as shown in Figure 28(c), the value of the standby counter 74g is 1 or greater, and the false precursor state is in the middle, so even if the value of the AT continuation counter 74e becomes "0", the AT state ST5 continues without ending. Then, at timing t9, as shown in Figure 28(c), the value of the standby counter 74g becomes "0", and the false precursor state ends as shown in Figure 28(f). Since the number of awards is not added in the false precursor state, no increase in the AT continuation counter 74e occurs as shown in Figure 28(b). Also, at timing t9, the value of the AT continuation counter 74e has already become "0" as shown in Figure 28(b). Therefore, at timing t9, the AT state ST5 ends as shown in Figure 28(a).
[0276] Next, we will explain the case where the value of the AT continuation counter 74e becomes "0" in the middle of the false premonition state and a direct win occurs in the middle of the false premonition state.
[0277] As shown in Figure 28(a), when the false premonition state is won in the additional lottery process (step S1103) at timing t10 in AT state ST5, the false premonition state begins as shown in Figure 28(f), and the standby counter 74g is set to "10" corresponding to the number of standby games as shown in Figure 28(c). Even in the false premonition state, a game is executed and gaming media exceeding the number of bets is awarded, so the value of the AT continuation counter 74e gradually decreases as shown in Figure 28(b). Furthermore, when a game is executed in the false premonition state, the value of the standby counter 74g gradually decreases as shown in Figure 28(c).
[0278] After that, at timing t11, which is in the middle of the false precursor state, the value of the AT continuation counter 74e becomes "0" as shown in Figure 28(b). However, at timing t11, the value of the standby counter 74g is 1 or more as shown in Figure 28(c), and the false precursor state is in the middle, so even if the value of the AT continuation counter 74e becomes "0", the AT state ST5 continues without ending.
[0279] After that, at timing t12 in the middle of the false premonition state, a direct win occurs in the additional lottery process (step S1103) as shown in Figure 28(d). Therefore, at timing t12, the number of awards selected in the direct win is added to the AT continuation counter 74e as shown in Figure 28(b), and the value of the AT continuation counter 74e becomes 1 or more. When the value of the AT continuation counter 74e becomes 1 or more, a game is executed in the false premonition state and game media exceeding the number of bets are awarded, and the value of the AT continuation counter 74e is subtracted as shown in Figure 28(b).
[0280] After that, at the timing of t13, the value of the standby counter 74g becomes "0" as shown in Figure 28(c), and the false premonition state ends as shown in Figure 28(f). Since the number of awards does not increase in the false premonition state, the AT continuation counter 74e does not increase as shown in Figure 28(b). However, at the timing of t13, the number of awards that increased at the timing of t12 does not become "0" as shown in Figure 28(b), and the value of the AT continuation counter 74e is 1 or more. Therefore, even if the false premonition state ends, the AT state ST5 continues. After that, at the timing of t14, the value of the AT continuation counter 74e becomes "0" as shown in Figure 28(b), and the AT state ST5 ends as shown in Figure 28(a).
[0281] Next, we will explain the case where the value of the AT continuation counter 74e becomes "0" in the middle of the false premonition state and the main premonition state is won in the middle of the false premonition state.
[0282] As shown in Figure 28(a), when the false premonition state is won in the additional lottery process (step S1103) at timing t15 in AT state ST5, the false premonition state begins as shown in Figure 28(f), and the standby counter 74g is set to "10" corresponding to the number of standby games as shown in Figure 28(c). Even in the false premonition state, a game is executed and gaming media exceeding the number of bets is awarded, so the value of the AT continuation counter 74e gradually decreases as shown in Figure 28(b). Furthermore, when a game is executed in the false premonition state, the value of the standby counter 74g gradually decreases as shown in Figure 28(c).
[0283] After that, at timing t16, which is in the middle of the false precursor state, the value of the AT continuation counter 74e becomes "0" as shown in Figure 28(b). However, at timing t16, the value of the standby counter 74g is 1 or more as shown in Figure 28(c), and the false precursor state is in the middle, so even if the value of the AT continuation counter 74e becomes "0", the AT state ST5 continues without ending.
[0284] Then, at timing t17 during the false premonition state, the additional lottery process (step S1103) results in a win in the true premonition state, and the false premonition state is promoted to the true premonition state, as shown in Figures 28(e) and 28(f). However, as shown in Figure 28(c), the number of waiting games is not reset to the waiting counter 74g, and the remaining number of waiting games is carried over as is.
[0285] At timing t18, the value of the standby counter 74g becomes "0" as shown in Figure 28(c), and this precursor state ends as shown in Figure 28(e). In this case, when this precursor state begins, the number of awards set in the scheduled number counter 74f of the main RAM 74 is added to the AT continuation counter 74e, and the value of the AT continuation counter 74e increases as shown in Figure 28(b). Therefore, even if this precursor state ends, the AT state ST5 continues. Thereafter, at timing t19, the value of the AT continuation counter 74e becomes "0" as shown in Figure 28(b), and the AT state ST5 ends as shown in Figure 28(a).
[0286] According to the present embodiment described above in detail, the following excellent effects are achieved.
[0287] When the AT state ST5 is in the true precursor state or the false precursor state, the AT state ST5 continues without ending even if the value of the AT continuation counter 74e is "0", that is, even if the remaining number of awarded game media in the AT state ST5 becomes "0". This makes it possible to create a situation where the AT state ST5 can continue even if the remaining number of awarded game media in the AT state ST5 becomes "0". In addition, it becomes possible to prevent the execution of the performance in the true precursor state or the false precursor state from ending prematurely when the AT state ST5 ends.
[0288] In particular, in the case of a false premonition state that does not trigger an increase in the remaining number of awarded game media in the AT state ST5, the AT state ST5 continues without ending even if the remaining number of awarded game media in the AT state ST5 becomes "0". This makes it possible to turn a false premonition state, which only serves as an effect that does not change the player's profit when the remaining number of awarded game media is not "0", into a state for continuing the AT state ST5 when the remaining number of awarded game media is "0", making it possible to increase the player's attention to the false premonition state.
[0289] If the AT state ST5 continues even if the remaining number of awarded game media in the AT state ST5 is "0" due to the false premonition state, the AT state ST5 will also end if the false premonition state ends with the remaining number of awarded game media remaining at "0". This makes it possible to prevent the AT state ST5 from continuing excessively.
[0290] If a direct win occurs in the additional lottery process in AT state ST5, the remaining number of awarded game media in AT state ST5 increases, so the player will expect a direct win to occur in AT state ST5. In this case, if the AT state ST5 continues even if the remaining number of awarded games is "0" due to the false premonition state, if a direct win occurs in this continued situation, the remaining number of awarded games will increase. This makes it possible to make the player expect a direct win even in a situation where the AT state ST5 continues due to the false premonition state.
[0291] Even if a real or false premonition win occurs during the real or false premonition state, the number of remaining games in the premonition state is maintained without increasing, which makes it possible to prevent the false premonition state from continuing excessively.
[0292] <Second embodiment> In this embodiment, the replay winning mode and the game content in the pseudo bonus state ST4 are different from those of the first embodiment. Below, the configurations that differ from the first embodiment will be explained. Note that the explanation of the same configurations as the first embodiment will basically be omitted.
[0293] FIG. 29 is an explanatory diagram for explaining the combinations of symbols that result in a normal replay winning, a first special replay winning, and a second special replay winning.
[0294] As shown in FIG. 29, in this embodiment, when the stopped symbols on the left reel 32L 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 on the main line ML, when the stopped symbols on the left reel 32L are "REPLAY" symbols, the stopped symbols on the center reel 32M are "REPLAY" symbols, and the stopped symbols on the right reel 32R are "RED 7" symbols on the main line ML, when the stopped symbols on the left reel 32L are "REPLAY" symbols, the stopped symbols on the center reel 32M are "RED 7" symbols, and the stopped symbols on the right reel 32R are "RED 7" symbols on the main line ML, If the stopping pattern on M is a "replay" pattern and the stopping pattern on the right reel 32R is a "red 7" pattern, if the stopping pattern on the left reel 32L on the main line ML is a "replay" pattern, the stopping pattern on the middle reel 32M is a "replay" pattern and the stopping pattern on the right reel 32R is a "BAR" pattern, if the stopping pattern on the left reel 32L on the main line ML is a "replay" pattern, the stopping pattern on the middle reel 32M is a "BAR" pattern and the stopping pattern on the right reel 32R is a "BAR" pattern, or if the stopping pattern on the left reel 32L on the main line ML is a "BAR" pattern, the stopping pattern on the middle reel 32M is a "replay" pattern and the stopping pattern on the right reel 32R is a "BAR" pattern, then a replay will normally be won.
[0295] In this embodiment, in addition to the normal replay win, the first chance replay win, and the second chance replay win, the first special replay win and the second special replay win are set as replay wins. When the stopped symbols on the left reel 32L, the center reel 32M, and the right reel 32R on the main line ML are the "red 7" symbol, the first special replay win is achieved. When the stopped symbols on the left reel 32L, the center reel 32M, and the right reel 32R on the main line ML are the "bar" symbol, the second special replay win is achieved.
[0296] In the slot machine 10, as in the first embodiment, when the slot machine is in the non-CB state, 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 combination and prevents the achievement of a winning combination corresponding to a non-winning combination. However, because the amount of rotation of the reels 32L, 32M, and 32R that can slide is limited as described above, if five or more symbols exist among the component symbols that constitute a winning combination on one reel 32L, 32M, and 32R, the component symbols may not stop on the main line ML depending on the timing of the operation of the corresponding stop button 42-44. The first special replay winning and the second special replay winning are winning modes that may not be realized 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.
[0297] 30 is an explanatory diagram for explaining the role lottery table when three coins are bet in this embodiment, which is selected when the set value is "3" and the number of bets is "3". In the following explanation, the explanatory diagram of FIG. 31 will be referred to as appropriate.
[0298] The same winning data and point value PV as those in the winning combination lottery table (FIG. 14) when three coins are bet in the first embodiment are set to the index values IV=1 to 16. Also, the same winning data and point value PV as those in the index value IV=17 in the winning combination lottery table (FIG. 14) when three coins are bet in the first embodiment are set to the index value IV=19.
[0299] Index value IV=17 is set with normal replay winning data and first special replay winning data. When a win occurs with index value IV=17, as shown in FIG. 31 , if the first stop is the left reel 32L or the center reel 32M, a normal replay win is definitely achieved regardless of the types of the second and third stop targets (reels 32L, 32M, 32R) and the operation timing of the stop buttons 42-44. On the other hand, if the first stop is the right reel 32R, either the first special replay win or the normal replay win is definitely achieved regardless of the types of the second and third stop targets (reels 32L, 32M, 32R). In this case, if the operation timing of each stop button 42-44 relative to the rotation positions of the reels 32L, 32M, 32R is such that the first special replay win can be achieved, the first special replay win takes priority. However, if the operation timing is such that the first special replay win cannot be achieved, a normal replay win is achieved.
[0300] The index value IV=18 is set with normal replay winning data, first special replay winning data, and second special replay winning data. When a win occurs with index value IV=18, as shown in FIG. 31, if the first stop is the left reel 32L or the center reel 32M, a normal replay winning is surely achieved regardless of the types of the second and third stop targets (reels 32L, 32M, 32R) and the operation timing of the stop buttons 42 to 44. On the other hand, if the first stop is the right reel 32R, any of the first special replay winning, second special replay winning, and normal replay winning is surely achieved regardless of the types of the second and third stop targets (reels 32L, 32M, 32R). In this case, if the operation timing of each stop button 42 to 44 relative to the rotation position of reels 32L, 32M, 32R is such that the first special replay winning can be achieved, the first special replay winning will be prioritized, if the operation timing is such that the second special replay winning can be achieved, the second special replay winning will be prioritized, and if the operation timing is such that the first special replay winning and the second special replay winning cannot be achieved, a normal replay winning will be achieved.
[0301] Here, the symbol arrangement of each reel 32L, 32M, 32R in this embodiment is the same as the symbol arrangement of each reel 32L, 32M, 32R in the first embodiment shown in Fig. 4. As described above, in order to achieve the first or second special replay prize when the index value IV=18 is won, the right reel 32R must be stopped as the first stop. As shown in Fig. 4, there are more than four symbols between the "RED 7" symbol and the "BAR" symbol on the right reel 32R, which is the maximum number of symbols for the number of slips. Therefore, if the right stop button 44 is operated to stop the "RED 7" symbol on the main line ML of the right reel 32R in order to achieve the first special replay prize when the index value IV=18 is won, the "BAR" symbol will not stop on the main line ML, and the lack of a "BAR" symbol will not achieve the second special replay prize. Furthermore, when the index value IV=18 is hit and the right stop button 44 is operated to stop the "BAR" symbol on the main line ML of the right reel 32R in an attempt to achieve the second special replay win, the "RED 7" symbol will not stop on the main line ML, and the absence of the "RED 7" symbol will not achieve the first special replay win. In other words, when the index value IV=18 is hit and the right reel 32R is first stopped, the stop control of each of the reels 32L, 32M, and 32R is performed so that the first special replay win and the second special replay win are given priority over the normal replay win, but the stop control does not set a priority between the first special replay win and the second special replay win, and the player can select which of the first special replay win and the second special replay win will be achieved depending on the timing of the operation of the stop buttons 42 to 44.
[0302] 30, the point value PV is set to "600" for index value IV=17, and the point value PV is set to "200" for index value IV=18, so the probability of winning with index value IV=17 is approximately 1 / 109, and the probability of winning with index value IV=18 is approximately 1 / 328. In other words, the index value IV=18, which can result in both the first special replay win and the second special replay win, has a lower winning probability than the index value IV=17, which can result in only the first special replay win out of the first and second special replay wins.
[0303] If the index value IV=17 is selected in the lottery process (FIG. 13) in the pseudo bonus state ST4, a notification is displayed on the main line ML to encourage the realization of the first special replay prize. Also, if the index value IV=18 is selected in the lottery process (FIG. 13) in the pseudo bonus state ST4, a notification is displayed on the main line ML to encourage the realization of the first special replay prize if the situation is in the first half of the pseudo bonus state ST4, and a notification is displayed on the main line ML to encourage the realization of the second special replay prize if the situation is in the second half of the pseudo bonus state ST4. These notifications will be explained with reference to the diagrams in FIG. 32(a) and FIG. 32(b). FIG. 32(a) is an explanatory diagram illustrating the display of a notification on the main line ML to encourage the realization of the first special replay prize, and FIG. 32(b) is an explanatory diagram illustrating the display of a notification on the main line ML to encourage the realization of the second special replay prize. The first half of the pseudo-bonus state ST4 refers to the situation up until half of the initial number of continuing games (20 or 50 games) when the pseudo-bonus state ST4 is started has been played, and the second half of the pseudo-bonus state ST4 refers to the situation after half of the initial number of continuing games has been played.
[0304] When the index value IV=17 is won in the lottery process for winning combinations (FIG. 13) in the pseudo bonus state ST4, or when the index value IV=18 is won in the lottery process for winning combinations (FIG. 13) in the first half of the pseudo bonus state ST4, the image display device 63 displays a stop order in which the first stop is the right reel 32R and the second and third stop targets are of any type, as shown in FIG. 32(a1), and also displays a message indicating that the player should aim for a "red 7" symbol on each of the reels 32L, 32M, and 32R. Also, the dual-purpose display unit 66 displays a stop order in which the first stop is the right reel 32R and the second and third stop targets are of any type, as shown in FIG. 32(a2). Then, by stopping the rotation of the reels 32L, 32M, and 32R in the order according to the notification and operating the stop buttons 42 to 44 on each of the reels 32L, 32M, and 32R to aim for the "red 7" symbol, a combination of the "red 7" symbol and the "red 7" symbol will be displayed stopped on the main line ML as shown in Figure 32 (a3).
[0305] If the index value IV=17 is won in the pseudo bonus state ST4 or if the index value IV=18 is won in the first half of the pseudo bonus state ST4, it is determined that the game will transition to the AT state ST5 after the pseudo bonus state ST4 ends. In this case, in such a situation, the right reel 32R is stopped first, and a notification is made on each of the reels 32L, 32M, and 32R to aim for the "red 7" symbol on the main line ML. By stopping the rotation of the reels 32L, 32M, and 32R in the order according to the notification and operating the stop buttons 42 to 44 to aim for the "red 7" symbol on the main line ML on each of the reels 32L, 32M, and 32R, the "red 7" symbol and a combination of "red 7" symbols are stopped and displayed on the main line ML as shown in Figure 32(a3). This makes it possible to notify the player that the transition to the AT state ST5 has been confirmed by utilizing the stopping results of the reels 32L, 32M, and 32R.
[0306] In the pseudo bonus state ST4, even if the index value IV=16, which has only the normal replay winning data set, is selected in the lottery process (FIG. 13), a notification is made with a predetermined probability (e.g., 20%) to stop the right reel 32R for the first time and aim for the "red 7" symbol on the main line ML on each of the reels 32L, 32M, and 32R. In this case, even if the rotation of the reels 32L, 32M, and 32R is stopped in the order indicated by the notification and the stop buttons 42-44 are operated to aim for the "red 7" symbol on the main line ML on each of the reels 32L, 32M, and 32R, the "red 7" symbol will stop on the main line ML on the reels 32L, 32M, and 32R up to the second stop, but the "red 7" symbol will not stop on the main line ML on the reels 32L, 32M, and 32R for the third stop. This makes it possible to use notifications that encourage players to aim for the "red 7" symbol as described above to create a presentation that encourages players to anticipate a transition to AT state ST5.
[0307] Even if the player wins the index value IV=17 in the pseudo-bonus state ST4 or the index value IV=18 in the first half of the pseudo-bonus state ST4, and the notification prompting the player to aim for the "red 7" symbol as described above occurs, if the player does not stop the rotation of the reels 32L, 32M, and 32R in the order indicated by the notification, or if the player does not operate the stop buttons 42-44 on each reel 32L, 32M, and 32R at the timing when the "red 7" symbol stops on the main line ML, the "red 7" symbol and the combination of "red 7" symbols will not be displayed on the main line ML, and a normal replay win will be achieved. However, even in this case, the player will transition to the AT state ST5 after the pseudo-bonus state ST4 ends. This prevents the player's stop operation from losing the benefit of transitioning to the AT state ST5.
[0308] In the latter half of the pseudo bonus state ST4, when the index value IV=18 is won in the lottery process (FIG. 13), the image display device 63 displays a stop order in which the first stop is the right reel 32R and the second and third stop targets are of any type, as shown in FIG. 32(b1), and also displays a message indicating that the player should aim for the "BAR" symbol on each of the reels 32L, 32M, and 32R. Also, the dual-purpose display unit 66 displays a stop order in which the first stop is the right reel 32R and the second and third stop targets are of any type, as shown in FIG. 32(b2). Then, by stopping the rotation of the reels 32L, 32M, and 32R in the order indicated by the notification and operating the stop buttons 42 to 44 to stop the "BAR" symbol on each of the reels 32L, 32M, and 32R, a combination of the "BAR" symbol, "BAR" symbol, and "BAR" symbol is displayed stopped on the main line ML as shown in Figure 32 (b3).
[0309] If the index value IV=18 is won in the latter half of the pseudo bonus state ST4, it is determined that the transition to the AT state ST5 will occur after the pseudo bonus state ST4 ends, and the transition to the AT state ST5 will be more advantageous than if the index value IV=17 is won in the pseudo bonus state ST4 or if the index value IV=18 is won in the first half of the pseudo bonus state ST4. Specifically, the initial number of awards in the AT state ST5 will be greater than when the transition to the AT state ST5 occurs under other conditions. In this case, in this situation, the right reel 32R is stopped first, and a notification is given to aim for the "BAR" symbol on the main line ML on each of the reels 32L, 32M, and 32R. By stopping the rotation of the reels 32L, 32M, and 32R in the order indicated by the notification and operating the stop buttons 42-44 to aim for the "BAR" symbol on the main line ML on each of the reels 32L, 32M, and 32R, a "BAR" symbol, "BAR" symbol, and a combination of "BAR" symbols are displayed stopped on the main line ML as shown in Figure 32(b3). This makes it possible to notify the player that a transition to the more advantageous AT state ST5 has been confirmed using the stopping results of the reels 32L, 32M, and 32R.
[0310] In the latter half of the pseudo-bonus state ST4, even if the index value IV=16, which has only normal replay winning data set, is selected in the lottery process (FIG. 13), a notification is made with a predetermined probability (e.g., 10%) to stop the right reel 32R for the first time and aim for the "BAR" symbol on the main line ML on each of the reels 32L, 32M, and 32R. In this case, even if the rotation of the reels 32L, 32M, and 32R is stopped in the order indicated by the notification and the stop buttons 42-44 are operated to aim for the "BAR" symbol on the main line ML on each of the reels 32L, 32M, and 32R, the "BAR" symbol will stop on the main line ML on the reels 32L, 32M, and 32R up to the second stop, but the "BAR" symbol will not stop on the main line ML on the reels 32L, 32M, and 32R for the third stop. This makes it possible to use notifications that encourage players to aim for the "BAR" pattern as described above to create an effect that encourages players to look forward to transitioning to the more advantageous AT state ST5.
[0311] Even if the index value IV=18 is hit in the latter half of the pseudo-bonus state ST4 and a notification instructing the player to aim for the "BAR" symbol is generated, if the spinning of the reels 32L, 32M, and 32R is not stopped in the order indicated by the notification, or if the stop buttons 42-44 are not pressed when the "BAR" symbol stops on the main line ML on each reel 32L, 32M, and 32R, the "BAR" symbol, "BAR" symbol, and the "BAR" symbol combination will not be displayed on the main line ML, and a normal replay win will be achieved. However, even in this case, the game will transition to the more advantageous AT state ST5 after the pseudo-bonus state ST4 ends. This prevents the benefit of transitioning to the more advantageous AT state ST5 from being lost due to the player's stop operation behavior.
[0312] Here, the first special replay winning data is set to index value IV=17, and the first special replay winning data and the second special replay winning data are set to index value IV=18. In the first half of the pseudo bonus state ST4, if index value IV=17 or 18 is won, a notification is issued to stop a combination of "red 7" symbols, "red 7" symbols, and "red 7" symbols on the main line ML. On the other hand, in the second half of the pseudo bonus state ST4, if index value IV=18 is won, a notification is issued to stop a combination of "BAR" symbols, "BAR" symbols, and "BAR" symbols on the main line ML. This makes it possible to increase the probability of stopping a combination of "red 7" symbols, "red 7" symbols, and "red 7" symbols on the main line ML in the first half of the pseudo bonus state ST4 by utilizing index value IV=18, which stops a combination of "BAR" symbols, "BAR" symbols, and "BAR" symbols on the main line ML in the second half of the pseudo bonus state ST4.
[0313] When the index value IV=17 is won, if the right reel 32R is stopped first and the stop buttons 42-44 are operated to stop the "red 7" symbol on the main line ML on each of the reels 32L, 32M, and 32R, the "red 7" symbol and a combination of "red 7" symbols and "red 7" symbols will be displayed stopped on the main line ML even in a gaming state other than the pseudo bonus state ST4. Even if the "red 7" symbol and a combination of "red 7" symbols and "red 7" symbols are displayed stopped on the main line ML in a gaming state other than the pseudo bonus state ST4, the player will not be awarded any benefits other than the right to play again. In this case, in a configuration in which the first special replay winning data is not set at index value IV=18, if one wants to make the probability of the "red 7" symbol or a combination of "red 7" and "red 7" symbols being displayed stopped on the main line ML in the first half of pseudo bonus state ST4 the same, it becomes necessary to increase the winning probability of index value IV=17. However, if the winning probability of index value IV=17 is increased, the probability that the "red 7" symbol or a combination of "red 7" and "red 7" symbols will be displayed stopped on the main line ML in a game state that is not pseudo bonus state ST4 will increase accordingly. In response to this, as described above, by setting not only the second special replay winning data but also the first special replay winning data to index value IV=18, and by making an announcement to stop the combination of the "red 7" symbol, "red 7" symbol and "red 7" symbol on the main line ML when index value IV=18 is won in the first half of pseudo bonus state ST4, it is possible to set the probability of the combination of the "red 7" symbol, "red 7" symbol and "red 7" symbol being stopped and displayed on the main line ML in the first half of pseudo bonus state ST4 to a predetermined probability while preventing the winning probability of index value IV=17 from becoming too high.
[0314] Furthermore, as already explained, on the right reel 32R, there are more than four symbols between the "RED 7" symbol and the "BAR" symbol, which is the maximum number of symbols for the maximum number of slips. Therefore, if the right stop button 44 is operated to stop the "RED 7" symbol on the main line ML of the right reel 32R in an attempt to win the first special replay when the index value IV=18 is hit, the "BAR" symbol will not stop on the main line ML, and the lack of a "BAR" symbol will not result in a second special replay win. Furthermore, if the right stop button 44 is operated to stop the "BAR" symbol on the main line ML of the right reel 32R in an attempt to win the second special replay when the index value IV=18 is hit, the "RED 7" symbol will not stop on the main line ML, and the lack of a "RED 7" symbol will not result in a first special replay win. In other words, when the index value IV=18 is won and the right reel 32R is stopped for the first time, the stop control of each reel 32L, 32M, 32R is performed so that the first special replay winning and the second special replay winning are given priority over the normal replay winning, and in this stop control, no priority is set between the first special replay winning and the second special replay winning, and it is possible for the player to select which of the first special replay winning and the second special replay winning will be achieved depending on the timing of operation of the stop buttons 42 to 44. As a result, when the index value IV=18 is won, in the first half of the pseudo bonus state ST4, an announcement is made to stop the combination of the "red 7" symbol, "red 7" symbol and "red 7" symbol on the main line ML, and in the second half of the pseudo bonus state ST4, an announcement is made to stop the combination of the "BAR" symbol, "BAR" symbol and "BAR" symbol on the main line ML, so that in a configuration in which the first special replay winning data and the second special replay winning data are set to the index value IV=18, a combination of symbols appropriate for each situation can be displayed stopped on the main line ML.
[0315] 33 is a flowchart showing the stop order notification control process in this embodiment executed by the main MPU 72. The stop order notification control process is executed in step S412 in the winning combination lottery process (FIG. 13).
[0316] First, it is determined whether the value of the bet number setting counter 74a in the master RAM 74 is "3" to determine whether the number of bets in the current game is "3" (step S1401). If the number of bets in the current game is "2" (step S1401: NO), the processing from step S1402 onwards is not executed. If the number of bets in the current game is "3" (step S1401: YES), and the current gaming state is the AT state ST5 (step S1402: YES), notification control processing for the advantageous state is executed (step S1403). In the notification control process for the advantageous state, if any of index values IV = 1 to 6 is won in the lottery process for the winning combination (Fig. 13), a display corresponding to the stop order of reels 32L, 32M, and 32R that will result in the realization of the first bell win is made on the dual-purpose display unit 66, and a command is transmitted to the production-side MPU 92 to cause the stop order of reels 32L, 32M, and 32R that will result in the realization of the first bell win to be made, and to cause the image display device 63 to report the stop order of reels 32L, 32M, and 32R that will result in the realization of the second bell win. In the notification control process for the advantageous state, if any of index values IV = 7 to 9 is won in the lottery process for the winning combination (Fig. 13), a display corresponding to the stop order of reels 32L, 32M, and 32R that will result in the realization of the second bell win is made on the dual-purpose display unit 66, and to cause the image display device 63 to report the stop order of reels 32L, 32M, and 32R that will result in the realization of the second bell win is transmitted to the production-side MPU 92.
[0317] If the current gaming state is the pseudo-bonus state ST4 (step S1404: YES), and if the index value IV=17 is won in the winning combination lottery process (FIG. 13) (step S1405: YES), a process for setting display data for the right first stop is executed (step S1406). As a result, a display corresponding to a stop order in which the first stop is the right reel 32R and the second and third stop targets are any type of reels 32L, 32M, and 32R is started on the dual-purpose display unit 66. This display starts before the stop operation for the reels 32L, 32M, and 32R becomes effective, and ends when a stop command is issued for all reels 32L, 32M, and 32R in the game for which this display is executed.
[0318] Thereafter, a command for notifying red 7 is transmitted to the production-side MPU 92 (step S1407). FIG. 34 is a flowchart showing the notification control process executed by the production-side MPU 92. The notification control process is repeatedly executed by the production-side MPU 92 at a relatively short interval (for example, every 4 milliseconds). When the production-side MPU 92 receives the command for notifying red 7 (step S1501: YES), the production-side MPU 92 reads the table for notifying red 7 from the production-side ROM 93 to the production-side RAM 94 (step S1502). As a result, a display corresponding to a stop order in which the first stop is the right reel 32R and the second and third stop targets are any type of reels 32L, 32M, and 32R, and a display indicating that the player should aim for the "red 7" symbol on the main line ML on each of the reels 32L, 32M, and 32R are started on the image display device 63. This display starts before the stop operation of reels 32L, 32M, and 32R becomes effective, and ends when a stop command is issued to all reels 32L, 32M, and 32R in the game for which this display is executed.
[0319] Returning to the explanation of the stop order notification control process (Fig. 33), if the current gaming state is the pseudo bonus state ST4 (step S1404: YES) and the index value IV = 18 is won in the role lottery process (Fig. 13) (step S1408: YES), it is determined whether the current state is the first half of the pseudo bonus state ST4 (step S1409). As already explained, the first half of the pseudo bonus state ST4 refers to the state up to when half of the initial number of continuing games (20 games or 50 games) when the pseudo bonus state ST4 is started has been consumed, and the second half of the pseudo bonus state ST4 refers to the state after half of the initial number of continuing games has been consumed.
[0320] If the situation is the first half of the pseudo bonus state ST4 (step S1409: YES), a process for setting display data for the right first stop is executed (step S1410). As a result, a display corresponding to a stop order in which the first stop is the right reel 32R and the second and third stop targets are any type of reels 32L, 32M, and 32R is started on the dual-purpose display unit 66. This display starts before the stop operation for the reels 32L, 32M, and 32R becomes effective, and ends when a stop command is issued for all reels 32L, 32M, and 32R in the game in which the display is executed.
[0321] Thereafter, the production-side MPU 92 transmits a command for informing of the red 7 to the production-side MPU 92 (step S1411). When the production-side MPU 92 receives the command for informing of the red 7, as already explained, the production-side MPU 92 causes the image display device 63 to start a display corresponding to the stop order in which the first stop is the right reel 32R and the second and third stop targets are of any type, and a display indicating that the player should aim for the "red 7" symbol on the main line ML on each of the reels 32L, 32M, and 32R. The display starts before the stop operation for the reels 32L, 32M, and 32R becomes effective, and 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.
[0322] If the situation is in the latter half of the pseudo bonus state ST4 (step S1409: NO), a process for setting display data for the right first stop is executed (step S1412). As a result, a display corresponding to a stop order in which the first stop is the right reel 32R and the second and third stop targets are any type of reels 32L, 32M, and 32R is started on the dual-purpose display unit 66. This display starts before the stop operation for the reels 32L, 32M, and 32R becomes effective, and ends when a stop command is issued for all reels 32L, 32M, and 32R in the game in which the display is executed.
[0323] Thereafter, a BAR notification command is transmitted to the production-side MPU 92 (step S1413). When the production-side MPU 92 receives the BAR notification command during the notification control process (FIG. 34) (step S1503: YES), it reads the BAR notification table from the production-side ROM 93 to the production-side RAM 94 (step S1504). As a result, a display corresponding to a stop order in which the first stop is the right reel 32R and the second and third stop targets are of any type for the reels 32L, 32M, and 32R, and a display indicating that the player should aim for the "BAR" symbol on the main line ML on each of the reels 32L, 32M, and 32R, are initiated on the image display device 63. This display is initiated before the stop operation for the reels 32L, 32M, and 32R is enabled, and is terminated when a stop command is issued for all of the reels 32L, 32M, and 32R in the game in which the display is executed.
[0324] Returning to the explanation of the stop order notification control process (FIG. 33), when the current gaming state is the pseudo bonus state ST4 (step S1404: YES) and neither of the index values IV=17 nor 18 is won in the winning combination lottery process (FIG. 13) (step S1408: NO), other processes are executed (step S1414). In other processes, when any of the index values IV=1 to 6 is won in the winning combination lottery process (FIG. 13), a display corresponding to the stop order of the reels 32L, 32M, and 32R that allows the first bell win is performed on the dual-purpose display unit 66, and a command is sent to the production-side MPU 92 to notify the image display device 63 of the stop order of the reels 32L, 32M, and 32R that allows the first bell win. In other processing, if the index value IV = 7 to 9 is won in the role lottery processing (Figure 13), a display corresponding to the stopping order of reels 32L, 32M, and 32R that will allow the second bell win to be achieved is made on the dual-purpose display unit 66, and a command is sent to the production side MPU 92 to cause the stopping order of reels 32L, 32M, and 32R that will allow the second bell win to be achieved to be announced on the image display device 63.
[0325] In other processes, when the index value IV=16, for which only normal replay winning data is set, wins in the lottery process for winning combinations (FIG. 13), the notification lottery process is executed, and when the notification lottery process results in a "Red 7" notification win (with a winning probability of, for example, 20%), a Red 7 notification command is sent to the production-side MPU 92. As already explained, when the production-side MPU 92 receives the Red 7 notification command, it causes the image display device 63 to start a display corresponding to the stop order in which the first stop is the right reel 32R and the second and third stop targets are any type of reels 32L, 32M, and 32R, and a display indicating that the player should aim for the "Red 7" symbol on the main line ML on each of the reels 32L, 32M, and 32R. This display starts before the stop operation for the reels 32L, 32M, and 32R is enabled and ends when a stop command is issued for all reels 32L, 32M, and 32R in the game for which the display is executed. In this case, the process of setting the display data for the right first stop is not executed, and no display is made in the dual-purpose display unit 66 corresponding to the stop order in which the first stop is the right reel 32R and the second and third stop targets are of any type, including the reels 32L, 32M, and 32R.
[0326] In the latter half of the pseudo-bonus state ST4, if the index value IV=16, for which only normal replay winning data is set, is selected in the lottery process (FIG. 13), a notification lottery process is executed. If the notification lottery process results in a "BAR" notification win (with a winning probability of, for example, 10%), a BAR notification command is sent to the production-side MPU 92. When the production-side MPU 92 receives the BAR notification command, as already explained, it causes the image display device 63 to start a display corresponding to the stop order in which the first stop is the right reel 32R and the second and third stop targets are any type of reels 32L, 32M, and 32R, and a display indicating that the player should aim for the "BAR" symbol on the main line ML on each of the reels 32L, 32M, and 32R. This display starts before the stop operation of the reels 32L, 32M, and 32R is enabled and ends when a stop command is issued for all reels 32L, 32M, and 32R in the game for which the display is executed. In this case, the process of setting the display data for the right first stop is not executed, and no display is made in the dual-purpose display unit 66 corresponding to the stop order in which the first stop is the right reel 32R and the second and third stop targets are of any type, including the reels 32L, 32M, and 32R.
[0327] 35 is a flowchart showing the pseudo bonus process in this embodiment executed by the main MPU 72. The pseudo bonus process is executed in step S605 in the response process at the end of a game (FIG. 18).
[0328] First, it is determined whether the value of the bet number setting counter 74a in the main RAM 74 is "3" to determine whether the number of bets for the current game is "3" (step S1601). If the number of bets for the current game is "2" (step S1601: NO), the processing from step S1602 onwards is not executed. As a result, even if a game with the number of bets of "2" is played in the pseudo bonus state ST4, the remaining number of games to continue in the pseudo bonus state ST4 is not subtracted.
[0329] In addition, since the pseudo bonus process (FIG. 35) itself is not executed when in the CB state (first CB state ST2 or second CB state ST3), even if the CB state starts in the middle of the pseudo bonus state ST4, the number of games played in the CB state is not treated as the number of games consumed in the pseudo bonus state ST4. Therefore, even if the pseudo bonus state ST4 transitions to the CB state in the middle of the pseudo bonus state ST4, after the CB state ends, the pseudo bonus state ST4 will resume from the state of the remaining number of continued games immediately before the transition to the CB state.
[0330] If the number of bets on the current game is "3" (step S1601: YES), the value of the pseudo bonus continuation counter in the main RAM 74 is decremented by 1 (step S1602). Thereafter, it is determined whether or not the index value IV = 17 has been won in the lottery process for the role in the current game (FIG. 13) (step S1603). If the index value IV = 17 has been won (step S1603: YES), the value of the transition advantageous counter provided in the main RAM 74 is incremented by 1 (step S1604). The transition advantageous counter is a counter used by the main MPU 72 to determine whether or not to transition to the AT state ST5 after the pseudo bonus state ST4 has ended, and, if a transition to the AT state ST5 has occurred, to identify the advantageous degree of the AT state ST5. The transition advantageous counter is cleared to "0" when a transition to the pseudo bonus state ST4 has occurred. In addition, in step S1604, the value of the transition advantageous counter is incremented by 1, and the larger the value of the transition advantageous counter, the larger the initial number of AT state ST5 awarded after the end of the pseudo bonus state ST4. Therefore, the more times the index value IV=17 is won in the role lottery process (FIG. 13) in the pseudo bonus state ST4, the more advantageous AT state ST5 will occur thereafter.
[0331] Thereafter, a first advantageous occurrence command including information that the transition advantageous counter has been incremented by 1 and the value of the transition advantageous counter after increment by 1 is transmitted to the production-side MPU 92 (step S1605). When the production-side MPU 92 receives the first advantageous occurrence command in the production control process (FIG. 34), it reads a table corresponding to the information of the first advantageous occurrence command from the production-side ROM 93 to the production-side RAM 94 in other processes (step S1513). As a result, if the value of the transition advantageous counter becomes "1" after increment by 1, an effect indicating that the transition to the AT state ST5 has been confirmed is executed by the upper lamp 61, speaker 62, and image display device 63, and if the value of the transition advantageous counter becomes 2 or more after increment by 1, an effect indicating that the AT state ST5, for which the transition has already been confirmed, has become more advantageous is executed by the upper lamp 61, speaker 62, and image display device 63.
[0332] Returning to the explanation of the pseudo bonus processing (Fig. 35), if the index value IV = 18 is won in the lottery processing for the role in this game (Fig. 13) (step S1606: YES), and if the current situation is the first half of the pseudo bonus state ST4 (step S1607: NO), the value of the advantageous counter at the time of transition in the main RAM 74 is incremented by 1 (step S1608). If the value of the advantageous counter at the time of transition is "0" and 1 is incremented in step S1608, the transition to the AT state ST5 has been confirmed, and if the value of the advantageous counter at the time of transition is 1 or more and 1 is incremented in step S1608, the AT state ST5, to which the transition has already been confirmed, has become more advantageous.
[0333] Thereafter, a first advantageous occurrence command including information that the transition advantageous counter has been incremented by 1 and the value of the transition advantageous counter after increment by 1 is transmitted to the production-side MPU 92 (step S1609). When the production-side MPU 92 receives the first advantageous occurrence command in the production control process (FIG. 34), it reads a table corresponding to the information of the first advantageous occurrence command from the production-side ROM 93 to the production-side RAM 94 in other processes (step S1513). As a result, if the value of the transition advantageous counter becomes "1" after increment by 1, an effect indicating that the transition to the AT state ST5 has been confirmed is executed by the upper lamp 61, speaker 62, and image display device 63, and if the value of the transition advantageous counter becomes 2 or more after increment by 1, an effect indicating that the AT state ST5, which has already been confirmed as the transition, has become more advantageous is executed by the upper lamp 61, speaker 62, and image display device 63.
[0334] Returning to the explanation of the pseudo bonus processing (Fig. 35), if the index value IV = 18 is won in the lottery processing for the role in this game (Fig. 13) (step S1606: YES), and the current situation is the latter half of the pseudo bonus state ST4 (step S1607: YES), the value of the advantageous counter at the time of transition in the main RAM 74 is incremented by 2 (step S1610). If the value of the advantageous counter at the time of transition is "0" and is incremented by 2 in step S1610, the transition to the advantageous AT state ST5 has been confirmed, and if the value of the advantageous counter at the time of transition is 1 or more and is incremented by 2 in step S1610, the AT state ST5, to which the transition has already been confirmed, has become even more advantageous.
[0335] Thereafter, a second advantageous generation command including information that the transition advantageous counter has been incremented by 2 and the value of the transition advantageous counter after the increment of 2 is transmitted to the production-side MPU 92 (step S1611). When the production-side MPU 92 receives the second advantageous generation command in the production control process (FIG. 34), it reads a table corresponding to the information of the second advantageous generation command from the production-side ROM 93 to the production-side RAM 94 in other processes (step S1513). As a result, if the value of the transition advantageous counter becomes "2" after the increment of 2, an effect indicating that a transition to the advantageous AT state ST5 has been confirmed is executed by the upper lamp 61, speaker 62, and image display device 63, and if the value of the transition advantageous counter becomes 3 or more after the increment of 2, an effect indicating that the AT state ST5, in which a transition has already been confirmed, has become even more advantageous is executed by the upper lamp 61, speaker 62, and image display device 63.
[0336] When the processing of step S1605 is executed, when a negative determination is made in step S1606, when the processing of step S1609 is executed, or when the processing of step S1611 is executed, it is determined whether or not the value of the pseudo bonus continuation counter in the main RAM 74 is "0" (step S1612). When the value of the pseudo bonus continuation counter is "0" (step S1612: YES), it is determined whether or not the value of the transition advantageous counter in the main RAM 74 is 1 or more (step S1613).
[0337] If the value of the transition advantageous counter is 1 or more (step S1613: YES), it means that the transition condition to the AT state ST5 has been met in the current pseudo bonus state ST4. In this case, first, the pseudo bonus state flag of the main RAM 74 is cleared to "0" (step S1614). Then, a setting process for the AT continuation counter 74e is executed (step S1615). In this setting process, the initial number of points awarded corresponding to the value of the transition advantageous counter of the main RAM 74 is selected, and the selected initial number of points awarded is set in the AT continuation counter 74e of the main RAM 74. Specifically, if the value of the transition advantageous counter is "1", "200" is selected as the initial number of points awarded; if the value of the transition advantageous counter is "2", "300" is selected as the initial number of points awarded; if the value of the transition advantageous counter is "3", "400" is selected as the initial number of points awarded; in other words, with "200" being the minimum value of the initial number of points awarded, the initial number of points awarded is increased by "100" each time the value of the transition advantageous counter increases by 1. As a result, the larger the value of the transition advantageous counter, the more advantageous AT state ST5 will occur.
[0338] Thereafter, the AT state flag in the main RAM 74 is set to "1" (step S1616). Then, an AT transition command indicating that a transition to AT state ST5 will occur is sent to the production side MPU 92 (step S1617). When the production side MPU 92 receives the AT transition command, it causes the upper lamp 61, speaker 62, and image display device 63 to execute a performance indicating that a transition to AT state ST5 will occur.
[0339] On the other hand, if the value of the transition advantageous counter in the main RAM 74 is "0" (step S1613: NO), a process for setting the end preparation state ST6 is executed (step S1618). In this setting process, the pseudo bonus state flag in the main RAM 74 is cleared to "0". In addition, in this setting process, the end preparation state flag provided in the main RAM 74 is set to "1". The end preparation state flag is a flag for identifying the end preparation state ST6 by the main MPU 72, and setting the end preparation state flag to "1" changes the gaming state to the end preparation state ST6. In addition, the end preparation complete flag in the main RAM 74 is cleared to "0" (step S1619). In addition, a bonus end command indicating that the pseudo bonus state ST4 has ended is sent to the performance MPU 92 (step S1620). When the presentation-side MPU 92 receives the bonus end command, it causes the upper lamp 61, speaker 62 and image display device 63 to execute a presentation indicating that the pseudo-bonus state ST4 has ended.
[0340] 36 is a flowchart showing the winning determination process in this embodiment executed by the master MPU 72. The winning determination process is executed in step S512 of the reel control process (FIG. 17).
[0341] If a first special replay win (a combination of a "red 7" symbol and a "red 7" symbol stopped on the main line ML) has been achieved in the current game (step S1701: YES), and if the current state is pseudo-bonus state ST4 (step S1702: YES), a first special win command is sent to the production-side MPU 92 (step S1703). If the production-side MPU 92 receives the first special win command in the production control process (FIG. 34) (step S1505: YES), it reads the first special win table from the production-side ROM 93 to the production-side RAM 94 (step S1506). As a result, an effect indicating that a first special replay win has been achieved, i.e., a combination of a "red 7" symbol and a "red 7" symbol stopped and displayed on the main line ML, is executed by the upper lamp 61, the speaker 62, and the image display device 63.
[0342] As already explained, when the index value IV=17 is won in the pseudo bonus state ST4, regardless of the stopping result of the reels 32L, 32M, 32R, after the rotation of the reels 32L, 32M, 32R is stopped, the first advantageous generation command is sent from the main side MPU 72 to the performance side MPU 92 in step S1605 of the pseudo bonus processing (Figure 35), and based on this, if the value of the advantageous counter at the time of transition becomes "1" after adding 1, a performance indicating that the transition to the AT state ST5 has been confirmed is executed by the upper lamp 61, speaker 62 and image display device 63, and if the value of the advantageous counter at the time of transition becomes 2 or more after adding 1, a performance indicating that the AT state ST5, which has already been confirmed as the transition, has become even more advantageous is executed by the upper lamp 61, speaker 62 and image display device 63. Furthermore, if the index value IV=18 is won in the first half of the pseudo bonus state ST4, regardless of the stopping result of the reels 32L, 32M, and 32R, after the rotation of the reels 32L, 32M, and 32R has stopped, the first advantageous generation command is sent from the main side MPU 72 to the performance side MPU 92 in step S1609 of the pseudo bonus processing (Figure 35), and based on this, if the value of the advantageous counter at the time of transition becomes "1" after adding 1, a performance indicating that the transition to the AT state ST5 has been confirmed is executed by the upper lamp 61, speaker 62, and image display device 63, and if the value of the advantageous counter at the time of transition becomes 2 or more after adding 1, a performance indicating that the AT state ST5, which has already been confirmed as the transition, has become even more advantageous is executed by the upper lamp 61, speaker 62, and image display device 63.Furthermore, if the index value IV=18 is won in the latter half of the pseudo bonus state ST4, regardless of the stopping result of the reels 32L, 32M, and 32R, a second advantageous generation command is sent from the main MPU 72 to the performance MPU 92 in step S1611 of the pseudo bonus processing (Figure 35) after the rotation of the reels 32L, 32M, and 32R has stopped.Based on this, if the value of the transition advantageous counter becomes "2" after adding 2, a performance indicating that the transition to the advantageous AT state ST5 has been confirmed is executed by the upper lamp 61, speaker 62, and image display device 63, and if the value of the transition advantageous counter becomes 3 or more after adding 2, a performance indicating that the AT state ST5, which has already been confirmed as a transition, has become even more advantageous is executed by the upper lamp 61, speaker 62, and image display device 63.
[0343] In contrast to this, when the first special replay winning is achieved in the pseudo bonus state ST4 as described above, a red 7 formation effect indicating that a "red 7" symbol or a combination of "red 7" symbols and "red 7" symbols is stopped and displayed on the main line ML is executed by the upper lamp 61, the speaker 62, and the image display device 63. In this case, the red 7 formation effect is executed before the effect indicating that the transition to the AT state ST5 has been confirmed or the effect indicating that the AT state ST5 has become more advantageous. After the red 7 formation effect is executed for a predetermined period (for example, 5 seconds), the effect indicating that the transition to the AT state ST5 has been confirmed or the effect indicating that the AT state ST5 has become more advantageous is executed for a specific period (for example, 10 seconds).
[0344] Furthermore, if the index value IV=17 is won in the pseudo bonus state ST4 and the first stop is on the right reel 32R and an announcement is made on each of the reels 32L, 32M, and 32R indicating that the "red 7" symbol should be aimed for on the main line ML, but the first special replay winning is not achieved, an effect indicating that the "red 7" symbol or a combination of "red 7" symbols and "red 7" symbols is not displayed on the main line ML will be displayed for a predetermined period (for example, 5 seconds), and then an effect indicating that the transition to the AT state ST5 has been confirmed or an effect indicating that the AT state ST5 has become more favorable will be displayed for a specific period (for example, 10 seconds). Furthermore, if the index value IV=18 is won in the first half of the pseudo bonus state ST4 and the first stop is on the right reel 32R and an announcement is made on each of the reels 32L, 32M, and 32R indicating that the "red 7" symbol should be aimed for on the main line ML, but the first special replay winning is not achieved, then an effect indicating that the "red 7" symbol or a combination of "red 7" and "red 7" symbols is not displayed on the main line ML will be displayed for a predetermined period (for example, 5 seconds), and then an effect indicating that the transition to the AT state ST5 has been confirmed or an effect indicating that the AT state ST5 has become more favorable will be displayed for a specific period (for example, 10 seconds).
[0345] Returning to the explanation of the winning determination process (FIG. 36), if a second special replay winning (a combination of "BAR" symbols, "BAR" symbols, and "BAR" symbols stopped on the main line ML) is achieved in this game (step S1705: YES), and if the current situation is the latter half of the pseudo-bonus state ST4 (step S1706: YES, step S1708: YES), a second special winning command is sent to the production-side MPU 92 (step S1709). If the production-side MPU 92 receives the second special winning command in the production control process (FIG. 34) (step S1507: YES), it reads the second special winning table from the production-side ROM 93 to the production-side RAM 94 (step S1508). As a result, an effect is executed on the upper lamp 61, speaker 62 and image display device 63 to indicate that the second special replay has been won, i.e., the "BAR" symbol and a combination of "BAR" symbols are displayed stopped on the main line ML.
[0346] As already explained, when the index value IV=18 is won in the latter half of the pseudo bonus state ST4, regardless of the stopping result of the reels 32L, 32M, 32R, after the rotation of the reels 32L, 32M, 32R is stopped, a second advantageous generation command is sent from the main MPU 72 to the performance MPU 92 in step S1611 of the pseudo bonus processing (Figure 35), and based on this, if the value of the advantageous counter at the time of transition becomes "2" after adding 2, a performance indicating that the transition to the advantageous AT state ST5 has been confirmed is executed by the upper lamp 61, speaker 62 and image display device 63, and if the value of the advantageous counter at the time of transition becomes 3 or more after adding 2, a performance indicating that the AT state ST5, which has already been confirmed as the transition, has become even more advantageous is executed by the upper lamp 61, speaker 62 and image display device 63.
[0347] In contrast to this, when the second special replay winning is established in the pseudo bonus state ST4 as described above, a BAR establishment effect indicating that a "BAR" symbol, a "BAR" symbol, and a combination of "BAR" symbols are stopped and displayed on the main line ML is executed by the upper lamp 61, the speaker 62, and the image display device 63. In this case, the BAR establishment effect is executed before the effect indicating that the transition to the advantageous AT state ST5 has been confirmed or the effect indicating that the AT state ST5 has become more advantageous. After the BAR establishment effect is executed for a predetermined period (for example, 5 seconds), the effect indicating that the transition to the advantageous AT state ST5 has been confirmed or the effect indicating that the AT state ST5 has become more adv...
Claims
[Claim 1] a picture display means for variably displaying a picture; means for controlling the symbol display means so that the symbol is variably displayed in a game; A situation setting means for setting the situation to an advantageous transition possible situation; When the advantageous transition is possible, an advantageous transition means transitions the game state to an advantageous game state that is advantageous to the player; an advantageous notification control means for controlling the advantageous notification means so that the notification state is entered in the advantageous transition possible situation; a notification termination means for terminating the notification state of the advantageous notification means at a predetermined timing after the end of the variable display of the picture in a game when the advantageous game state and the advantageous transition possible situation end; a continuation response control means for generating a continuation response effect in which a first effect is executed to make the player aware that the advantageous gaming state may end even if the advantageous gaming state continues, and then a second effect is executed to make the player aware that the advantageous gaming state will actually continue; Equipped with The timing at which the second effect is started in a game in which the continuation corresponding effect is executed is a timing before the predetermined timing at which the notification state of the advantageous notification means ends after the variable display of the picture ends in a game in which the notification state of the advantageous notification means ends, The predetermined timing is a timing after a specific period has elapsed since the timing when the variable display of the picture has ended, This gaming machine is characterized by having a means for executing the first presentation before the specified timing in the game when the advantageous gaming state and the advantageous transition possible situation end.
Citation Information
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