Gaming machine
The gaming machine employs a main and performance control system to identify and execute game states, addressing the lack of effective performance control in existing machines, thereby improving gameplay experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- SANYO BUSSAN KK
- Filing Date
- 2026-04-24
- Publication Date
- 2026-07-02
Smart Images

Figure 2026110726000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] As gaming machines, pachinko machines and slot machines are known. For example, a pachinko machine includes a storage unit for storing pachinko balls, and the pachinko balls stored in the storage unit are guided to a pachinko ball launching device and launched toward a game area according to the launching operation of a player. Then, for example, when a pachinko ball enters a ball entry unit provided in the game area, for example, a lottery process is executed, or for example, a process for increasing the number of pachinko balls available to the player is executed.
[0003] In a slot machine, when a start lever is operated to start a new game in a situation where a game value such as a medal is bet, a lottery process is executed by control means. Further, when the lottery process is executed, rotation start control is executed by the control means to start the rotation of the reel, and when a stop button is operated during the rotation of the reel, rotation stop control is executed by the control means to stop the rotation of the reel. Then, when the stop result after the rotation stop of the reel corresponds to the winning combination of the lottery process, a privilege corresponding to the winning combination is given to the player (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] Here, in a gaming machine such as the above example, it is necessary to suitably perform execution control of the effect, and there is still room for improvement in this regard.
[0006] The present invention has been made in view of the circumstances illustrated above, and aims to provide a gaming machine that enables the execution control of performances to be performed appropriately. [Means for solving the problem]
[0007] To solve the above problems, the invention described in claim 1 includes a main control means for controlling the progress of the game, A performance control means that controls the execution of the performance based on the transmission information transmitted by the main control means, Equipped with, The main control means includes a predetermined transmission means that transmits predetermined transmission information in a predetermined game, which includes both specific information that allows the performance control means to identify the game state in the predetermined game, and predetermined information that allows the performance control means to identify the game state in the next game relative to the predetermined game. The performance control means includes means for executing a specific process corresponding to the predetermined game state when the specific information in the predetermined transmission information is not information corresponding to a predetermined game state, but rather information corresponding to a predetermined game state. The main control means is characterized by comprising means for transmitting specific transmission information, which enables the performance control means to identify the game state in the predetermined game, at a timing different from the timing at which the predetermined transmission information is transmitted in the predetermined game. [Effects of the Invention]
[0008] According to the present invention, it becomes possible to suitably control the execution of the performance. [Brief explanation of the drawing]
[0009] [Figure 1] This is a front view of the slot machine in the first embodiment. [Figure 2] This is a perspective view of a slot machine with the front door open. [Figure 3] This is a front view of the enclosure. [Figure 4] This diagram shows the arrangement of symbols on each reel. [Figure 5] This is an explanatory diagram showing the relationship between the patterns visible through the display window and the combination lines. [Figure 6] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 7] (a) This is a front view of the common display area, and (b) This is an explanatory diagram for explaining the content of the information corresponding to the stop order displayed on the shared display unit. [Figure 8] (a) and (b) are explanatory diagrams illustrating 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 combined display unit. [Figure 9] This is an electrical diagram of a slot machine. [Figure 10] This is an explanatory diagram illustrating the configuration of programs and data in the main ROM. [Figure 11] This is an explanatory diagram illustrating the configuration of each area in the main RAM. [Figure 12] This is an explanatory diagram illustrating the various storage areas provided in the work area for in-domain processing and the various storage areas provided in the work area for out-of-domain processing. [Figure 13] This is a flowchart showing the main processing performed on the primary MPU. [Figure 14] This flowchart shows the timer interrupt processing performed by the main MPU. [Figure 15] This flowchart shows the normal processing performed on the primary MPU. [Figure 16] This flowchart shows the role selection process executed on the main MPU. [Figure 17] This is an explanatory diagram for describing the hand lottery table when betting 3 cards. [Figure 18] This is an explanatory diagram for describing the hand lottery table when betting two cards. [Figure 19]It is an explanatory diagram for explaining the relationship between the stop order of the reels and the winning modes that are established. [Figure 20] It is an explanatory diagram for explaining the game state and the game section. [Figure 21] It is a flowchart showing the process at the start of the game executed by the main MPU. [Figure 22] It is a flowchart showing the reel control process executed by the main MPU. [Figure 23] It is a flowchart showing the corresponding process at the end of the game executed by the main MPU. [Figure 24] It is a flowchart showing the process at the normal start executed by the main MPU. [Figure 25] It is a flowchart showing the process for normal use executed by the main MPU. [Figure 26] It is a flowchart showing the process at the start of the base AT executed by the main MPU. [Figure 27] It is a flowchart showing the process for the base AT executed by the main MPU. [Figure 28] It is a flowchart showing the game section control process executed by the main MPU. [Figure 29] (a) It is an explanatory diagram for explaining the electrical configuration regarding the communication between the main MPU and the effect MPU, and (b) it is an explanatory diagram for explaining the commands transmitted from the main MPU to the effect MPU. [Figure 30] (a) It is an explanatory diagram for explaining the information contained in the rotation reception command A, and (b) it is an explanatory diagram for explaining the information contained in the rotation reception command B. [Figure 31] (a) It is an explanatory diagram for explaining the information contained in the game end command A, and (b) it is an explanatory diagram for explaining the information contained in the game end command B. [Figure 32] It is a flowchart showing the command setting process executed by the main MPU. [Figure 33](a)~(d) These are explanatory diagrams for explaining the content of the display effects executed on the image display device while the transition to the AT state is pending. [Figure 34] This flowchart shows the normal performance control process executed by the performance-side MPU. [Figure 35] This flowchart shows the performance adjustment process executed on the performance-side MPU. [Figure 36] (a)~(c) This diagram illustrates the execution of the continuous display sequence when an abnormality occurs in the signal path group after the opening section of the continuous display sequence has started while the transition to the base AT state is pending, and the abnormality in the signal path group is resolved when the confrontation result section starts. [Figure 37] (a) and (b) are explanatory diagrams for explaining the execution of a continuous display sequence when an abnormality occurs in the signal path group after the opening section of the continuous display sequence has started while the transition to the base AT state is pending, and the abnormality in the signal path group is resolved just before the end of the last game in the pending state. [Figure 38] (a) and (b) are explanatory diagrams for explaining the execution of a continuous display animation when an abnormality occurs in the signal path group after the opening section of the continuous display animation has started while the transition to the base AT state is pending, and the abnormality in the signal path group is resolved in a game after the game in which the main MPU has finished controlling the pending state and started controlling the base AT state. [Figure 39] (a)~(i) This is a time chart showing the progress of a display effect when a temporary abnormality occurs in the signal path group while a continuous display effect is being executed on an image display device. [Figure 40] (a) This is an explanatory diagram for explaining the display content of the image display device in the base AT state, and (b) This is an explanatory diagram for explaining the display content of the image display device in the ending AT state. [Figure 41]This is an explanatory diagram illustrating the contents of the memory area of the RAM on the production side, which stores information for displaying various images in the base AT state and the ending AT state. [Figure 42] This flowchart shows the AT (Automatic Trigger) performance control process executed by the performance-side MPU. [Figure 43] This flowchart shows the process of adjusting the remaining count counter, which is executed on the MPU on the production side. [Figure 44] (a) An explanatory diagram showing how the reel stopping order is displayed on the image display device in the base AT state; (b) An explanatory diagram explaining the display content of the image display device when the reel stopping order is incorrect in the base AT state; (c) An explanatory diagram explaining the display content of the image display device when the reel stopping order is correct in the base AT state. [Figure 45] (a)~(g) This is a time chart showing the progress of the display effects when a temporary abnormality occurs in the signal path group while the reel stopping order is being announced. [Figure 46] (a)~(e) This is a time chart showing how, in the base AT state, the remaining number of game tokens awarded is added, and the remaining number of game tokens awarded displayed on the image display device is corrected to show the correct number of awarded tokens. [Figure 47] (a) to (c) are explanatory diagrams illustrating how the effect of adding an additional number of points is performed on the image display device. [Figure 48] This flowchart shows the first initialization process for out-of-bounds data, which is performed on the main MPU. [Figure 49] This flowchart shows the second initialization process for out-of-bounds data, which is performed on the main MPU. [Figure 50] This flowchart shows the termination monitoring process performed on the primary MPU. [Figure 51] This is a flowchart showing the monitoring execution process performed on the primary MPU. [Figure 52]This is a flowchart showing the termination configuration process executed on the main MPU. [Figure 53] (a) This is an explanatory diagram for explaining the content of an image that notifies that the conditions for ending are about to be met in the ending AT state, (b) This is an explanatory diagram for explaining the content of an image that notifies that the conditions for ending have been met and the ending AT state has ended, (c) This is an explanatory diagram for explaining the content of an image that notifies that the game is about to be forcibly terminated, and (d) This is an explanatory diagram for explaining the content of an image that notifies that the game has been forcibly terminated. [Figure 54] This flowchart shows the pre-completion notification process executed on the production-side MPU. [Figure 55] This is a flowchart showing the monitoring execution process performed on the main MPU in the second embodiment. [Figure 56] This is a flowchart showing the termination configuration process executed on the main MPU. [Figure 57] This is a flowchart showing the pre-completion notification process executed by the performance-side MPU in the third embodiment. [Figure 58] (a) A flowchart showing the reference point achievement control process executed by the performance-side MPU in the fourth embodiment, and (b) an explanatory diagram for explaining the content of the reference point achievement image. [Figure 59] This figure shows the arrangement of each reel in the fifth embodiment. [Figure 60] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 61] This is an explanatory diagram illustrating the configuration of the main MPU. [Figure 62] This flowchart shows the role selection process executed on the main MPU. [Figure 63] (a) This is an explanatory diagram for explaining the non-internal role lottery table, and (b) This is an explanatory diagram for explaining the internal role lottery table. [Figure 64] This is an explanatory diagram illustrating the relationship between the stopping order of the reels and the resulting winning combinations. [Figure 65] This is an explanatory diagram for describing the game state and game interval. [Figure 66] This is a flowchart showing the processing performed by the main MPU when a game ends. [Figure 67] This flowchart shows the bonus processing performed on the main MPU. [Figure 68] (a) and (b) are explanatory diagrams to explain the contents of the AT transition lottery. [Figure 69] This flowchart shows the advantage lottery process performed by the main MPU at the start of the game. [Figure 70] (a) This is an explanatory diagram illustrating the probability of winning an AT transition in the AT transition lottery when there is no Big Bonus, and (b) This is a flowchart showing the AT transition lottery process performed by the main MPU when there is no Big Bonus. [Figure 71] (a) This is an explanatory diagram illustrating the probability of winning an additional bonus during the bonus lottery when there is no Big Bonus (BB), and (b) This is a flowchart showing the process for the bonus lottery when there is no Big Bonus (BB) executed by the main MPU. [Figure 72] This flowchart shows the control process for AT (Automatic Transmission) effects executed on the MPU (Master Processing Unit) on the production side. [Figure 73] (a) and (b) are explanatory diagrams illustrating how the stop operation notification and the bonus challenge animation are performed. [Figure 74] This flowchart shows the stop operation notification control process executed by the main MPU. [Figure 75] This flowchart shows the process for notifying a stop operation, which is executed on the production-side MPU. [Figure 76] This flowchart shows the normal processing performed on the primary MPU. [Figure 77] This flowchart shows the bonus completion processing performed on the main MPU. [Figure 78] This flowchart shows the AT-specific processing performed on the main MPU. [Figure 79] This flowchart shows the achievement response process executed on the primary MPU. [Figure 80] This flowchart shows the post-achievement processing performed on the main MPU. [Figure 81] This flowchart shows the processing for the bonus challenge animation that is executed on the MPU (Multi-Purpose Processing Unit) on the production side. [Figure 82] This figure shows the arrangement of each reel in the sixth embodiment. [Figure 83] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 84] (a) This is an explanatory diagram for explaining the non-internal role lottery table, and (b) This is an explanatory diagram for explaining the internal role lottery table. [Figure 85] This is an explanatory diagram illustrating the relationship between the stopping order of the reels and the resulting winning combinations. [Figure 86] (a) and (b) are explanatory diagrams illustrating how the stop operation notification and the bonus challenge animation are performed, and (c) is an explanatory diagram illustrating the configuration of the main RAM. [Figure 87] This flowchart shows the achievement response process executed on the primary MPU. [Figure 88] This flowchart shows the post-achievement processing performed on the main MPU. [Figure 89] (a) This is an explanatory diagram illustrating the configuration of the main ROM in the seventh embodiment, and (b) This is a flowchart showing the role lottery process executed by the main MPU. [Modes for carrying out the invention]
[0010] <First Embodiment> Hereinafter, a first embodiment in which the present invention is applied to a slot machine 10, a type of amusement machine, will be described in detail with reference to the drawings. Figure 1 is a front view of the slot machine 10, Figure 2 is a perspective view of the slot machine 10 with the front door 12 open, and Figure 3 is a front view of the housing 11.
[0011] As shown in Figures 2 and 3, the slot machine 10 includes a housing 11 that forms its outer shell. The housing 11 is formed as a box shape that is open to the front by fixing a plurality of wooden panels together.
[0012] As shown in Figures 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, with a shaft portion 15 located on the left side of the housing 11 as its pivot axis, allowing the internal space of the housing 11 to be opened and closed. The front door 12 is locked in a non-opening state by a locking device 13 located on its back surface, and this locked state is released by unlocking it with a predetermined key on the key cylinder 14.
[0013] As shown in Figure 1, a game panel 20 is provided near the upper center of the front door 12. The game panel 20 has three vertically elongated display windows 21L, 21M, and 21R arranged horizontally. The display windows 21L, 21M, and 21R are made of transparent or translucent material, and the inside of the slot machine 10 can be seen through each of the display windows 21L, 21M, and 21R.
[0014] As shown in Figures 2 and 3, the housing 11 is divided into upper and lower sections 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 comprises a left reel 32L, a middle reel 32M, and a right reel 32R, each formed in a cylindrical shape. Each reel 32L, 32M, and 32R is rotatably supported such that its central axis is the axis of rotation of the reel 32L, 32M, and 32R. The axes of rotation of each reel 32L, 32M, and 32R are arranged on the same axis extending in a substantially horizontal direction, and each reel 32L, 32M, and 32R corresponds one-to-one with each display window section 21L, 21M, and 21R. Therefore, a portion of the surface of each reel 32L, 32M, and 32R is visible through the corresponding display window section 21L, 21M, and 21R. Furthermore, when reels 32L, 32M, and 32R rotate in the forward direction, the surfaces of reels 32L, 32M, and 32R are displayed through the respective display windows 21L, 21M, and 21R, appearing as if they are moving from top to bottom.
[0015] As shown in Figure 1, a start lever 41 is provided on the lower left side of the game panel 20, which is operated to start the rotation of each reel 32L, 32M, and 32R. When a predetermined number or more of the game medium (or game value), which is either a token or a virtual token, is bet, and this start lever 41 is operated, each reel 32L, 32M, and 32R starts rotating simultaneously.
[0016] To the right of the start lever 41 are stop buttons 42, 43, and 44, which are operated to individually stop each of the rotating reels 32L, 32M, and 32R. Each stop button 42, 43, and 44 is located directly below the display windows 21L, 21M, and 21R corresponding to the reels 32L, 32M, and 32R that are to be stopped. Each stop button 42, 43, and 44 becomes ready to be stopped after a predetermined amount of time has elapsed since the left reel 32L began to rotate.
[0017] In addition, one game (game round) is considered to begin when the rotation of each reel 32L, 32M, and 32R starts based on the operation of the start lever 41, and when the rotation of each reel 32L, 32M, and 32R stops based on the operation of each stop button 42, 43, and 44, and when various processes such as dispensing game media and managing the game state are completed.
[0018] A coin slot 45 for inserting coins is provided on the lower right side of the display windows 21L, 21M, and 21R. Coins inserted through the coin slot 45 are guided to the hopper device 53 if acceptance is permitted, as shown in Figure 2, by a selector 52 located on the back of the front door 12, or guided to the coin tray 59 through a coin discharge port 58 located on the lower front of the front door 12 if acceptance is prohibited (see Figure 1). The hopper device 53 has the function of dispensing coins stored in the storage tank to the coin tray 59 through the coin discharge port 58 when a winning combination corresponding to the provision of a game medium is achieved on the main line ML, which will be described later. Below the coin slot 45, as shown in Figure 1, a return button 46 is provided, which is pressed when coins inserted into the coin slot 45 become jammed in the selector 52.
[0019] Lower left of the display windows 21L, 21M, and 21R, there is a first credit insertion button 47 for inserting the maximum amount of credited virtual tokens that can be bet at once, and a second credit insertion button 48 for inserting two virtual tokens at once. In this slot machine 10, there are situations where the number of game tokens (medals or virtual tokens) that can be bet (i.e., set as a bet) at once is "3" and situations where it is "2".
[0020] If the number of bets that can be placed at once is "3", and the current bet count is "0", and there are 3 or more virtual medals stored, and the first credit insertion button 47 is operated, the number of virtual medals will decrease by 3, but the number of bets will become "3". If the number of bets that can be placed at once is "3", and the current bet count is "1", and there are 2 or more virtual medals stored, and the first credit insertion button 47 is operated, the number of virtual medals will decrease by 2, but the number of bets will become "3". If the number of bets that can be placed at once is "3", and the current bet count is "2", and there are 1 or more virtual medals stored, and the first credit insertion button 47 is operated, the number of virtual medals will decrease by 1, but the number of bets will become "3". If the number of bets that can be placed at once is "2", and the current bet count is "0", and there are 2 or more virtual medals stored, and the first credit insertion button 47 is operated, the number of virtual medals will decrease by 2, but the number of bets will become "2". If the number of bets that can be placed at once is "2", and the current bet is "1", and one or more virtual tokens are stored, then pressing the first credit insertion button 47 will decrease the number of virtual tokens by one, but the bet will become "2".
[0021] Furthermore, if the first credit insertion button 47 is pressed when the number of stored virtual medals is less than the difference between the current number of bets and the number of bets that can be placed, the number of bets will increase by the amount of those virtual medals, and the number of virtual medals will become 0.
[0022] If the number of bets that can be placed at once is "3", and the current bet count is "0", and two or more virtual medals are stored, and the second credit insertion button 48 is operated, the number of bets will decrease by two instead of the number of virtual medals decreasing. If the number of bets that can be placed at once is "3", and the current bet count is "1", and one or more virtual medals are stored, and the second credit insertion button 48 is operated, the number of bets will decrease by one instead of the number of virtual medals decreasing. If the number of bets that can be placed at once is "2", and the current bet count is "0", and two or more virtual medals are stored, and the second credit insertion button 48 is operated, the number of bets will decrease by two instead of the number of virtual medals decreasing. If the number of bets that can be placed at once is "2", and the current bet count is "1", and one or more virtual medals are stored, and the second credit insertion button 48 is operated, the number of bets will decrease by one instead of the number of virtual medals decreasing.
[0023] Furthermore, if the second credit insertion button 48 is pressed while the number of stored virtual medals is 1 and the current bet is "0", the bet will become "1" and the number of virtual medals will become 0.
[0024] The first credit insertion button 47 has a wider pressing surface than the second credit insertion button 48, which is pressed when the player operates the button. This improves the operability of the first credit insertion button 47.
[0025] A payout button 51 is provided to the left of the start lever 41. This slot machine 10 has a credit function that stores any surplus inserted medals or medals paid out when winning as virtual medals until a predetermined maximum value (equivalent to 50 medals) is reached. When the payout button 51 is operated while virtual medals are stored, the virtual medals are dispensed as real medals from the medal dispenser 58.
[0026] Inside the housing 11, to the left of the hopper device 53, a power supply unit 54 is provided, as shown in Figures 2 and 3. The power supply unit 54 is equipped with a power switch 55 that is operated when the power is turned on or off, a reset button 56 for resetting various states of the slot machine 10, and a setting key insertion hole 57 into which a setting key held by the manager of the gaming hall is inserted and operated to change the setting value of the slot machine 10 within the range of "1" to "6".
[0027] Next, we will explain the designs attached to each reel, 32L, 32M, and 32R.
[0028] Figure 4 shows the symbol arrangements for the left reel 32L, the middle reel 32M, and the right reel 32R. As shown in the figure, each reel 32L, 32M, and 32R has 21 symbols arranged in a single row. In addition, each reel 32L, 32M, and 32R is numbered from "0" to "20". These numbers are used by the main control device 70, which will be described later, to recognize the symbols that are visible from 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: the "bell" symbol (for example, the 20th position on the left reel 32L), the "replay" symbol (for example, the 19th position on the left reel 32L), the "watermelon" symbol (for example, the 18th position on the left reel 32L), the "red 7" symbol (for example, the 15th position on the left reel 32L), the "BAR" symbol (for example, the 10th position on the left reel 32L), the "cherry" symbol (for example, the 9th position on the left reel 32L), and the "white 7" symbol (for example, the 5th position on the left reel 32L). The number and order of each symbol differ for each reel (32L, 32M, 32R).
[0030] Figure 5 is a front view of the display window sections 21L, 21M, and 21R. Each display window section 21L, 21M, and 21R is formed such that three of the 21 symbols attached to the corresponding reels 32L, 32M, and 32R are fully visible. Therefore, when all reels 32L, 32M, and 32R are stopped, 3 x 3 = 9 symbols are visible through the display window sections 21L, 21M, and 21R.
[0031] In this slot machine 10, a single main line ML is set up, connecting the positions where the symbols on each reel 32L, 32M, and 32R are visible. The main line ML is the 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 amount of game currency has been bet and the rotation of each reel 32L, 32M, and 32R begins, if a winning combination is achieved on the main line ML, the player will receive one of the following benefits: additional game currency, the opportunity to play again, or a change in the game state.
[0032] In other words, in this slot machine 10, only one main line ML is set as the line where a win can occur. Furthermore, this main line ML is set as a line that extends in a straight line. Therefore, even if a combination of winning symbols is formed on a straight line such as sub-line SL1 connecting the upper symbol of the left reel 32L, the middle symbol of the middle reel 32M, and the lower symbol of the right reel 32R, sub-line SL2 connecting the upper symbol of the left reel 32L, the upper symbol of the middle reel 32M, and the upper symbol of the right reel 32R, sub-line SL3 connecting the lower symbol of the left reel 32L, the lower symbol of the middle reel 32M, and the lower symbol of the right reel 32R, and sub-line SL4 connecting the lower symbol of the left reel 32L, the middle symbol of the middle reel 32M, and the upper symbol of the right reel 32R, a win will not occur.
[0033] The following explains the correspondence between the winning combinations of symbols and the prizes awarded to winners, referring to Figure 6. Figure 6 is an explanatory diagram illustrating the correspondence between the winning combinations of symbols and the prizes awarded to winners.
[0034] The types of small wins for which game tokens are awarded include the 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, and 9th compensation wins, the 1st bell win, the 2nd bell win, the 1st watermelon win, the 2nd watermelon win, and the cherry win. Specifically, in the main line ML, 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 "red 7" symbol, it is considered a 1st compensation win. In the main line ML, if the stopping symbol on the left reel 32L is a "bell" 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, it is considered a 2nd compensation win. In the main line ML, if the stopping symbol on the left reel 32L is a "red 7", the stopping symbol on the middle reel 32M is a "bell", and the stopping symbol on the right reel 32R is a "bell", then it is a third compensation win. In the main line ML, if the stopping symbol on the left reel 32L is a "bell", the stopping symbol on the middle reel 32M is a "bell", and the stopping symbol on the right reel 32R is a "BAR", then it is a fourth compensation win. In the main line ML, if the stopping symbol on the left reel 32L is a "bell", the stopping symbol on the middle reel 32M is a "BAR", and the stopping symbol on the right reel 32R is a "bell", then it is a fifth compensation win. In the main line ML, if the stopping symbol on the left reel 32L 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, it is a 6th compensation win. In the main line ML, 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 "White 7" symbol, it is a 7th compensation win. In the main line ML, if the stopping symbol on the left reel 32L is a "Bell" symbol, the stopping symbol on the middle reel 32M is a "White 7" symbol, and the stopping symbol on the right reel 32R is a "Bell" symbol, it is an 8th compensation win. In the main line ML, if the stopping symbol on the left reel 32L is a "white 7", the stopping symbol on the middle reel 32M is a "bell", and the stopping symbol on the right reel 32R is a "bell", then it is a 9th compensation win. If any of the 1st to 9th compensation wins occur, the number of game tokens awarded will be "1".
[0035] If, on the main line ML, the stopping symbol on the left reel 32L is a "bell", the stopping symbol on the middle reel 32M is a "bell", and the stopping symbol on the right reel 32R is a "bell", then the first bell is awarded. If, on the main line ML, the stopping symbol on the left reel 32L is a "bell", the stopping symbol on the middle reel 32M is a "bell", and the stopping symbol on the right reel 32R is a "replay", then the second bell is awarded. If either the first or second bell is awarded, the number of game tokens awarded will be "15".
[0036] 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 "watermelon" symbol, and the stopping symbol on the right reel 32R is a "watermelon" symbol, then the first watermelon is awarded. If the stopping symbol on the left reel 32L on the main line ML is a "watermelon" symbol, the stopping symbol on the middle reel 32M is a "watermelon" symbol, and the stopping symbol on the right reel 32R is a "BAR" symbol, then the second watermelon is awarded. If either the first or second watermelon is awarded, the number of game tokens awarded will be "5". If the stopping symbol on the left reel 32L on the main line ML is a "cherry" symbol, then regardless of the stopping symbols on the middle reel 32M and the right reel 32R, a cherry is awarded. If a cherry is awarded, the number of game tokens awarded will be "4".
[0037] There are three types of wins that grant the benefit of being able to play the next game without betting any more game tokens: regular replay win, 1st chance replay win, and 2nd chance replay win. Specifically, when 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 "replay" symbol, and the stopping symbol on the right reel 32R is a "replay" symbol, when the stopping symbol on the left reel 32L on the main line ML is a "red 7" 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, when the stopping symbol on the left reel 32L on the main line ML is a "replay" symbol and the stopping symbol on the middle reel 32M is a "replay" symbol 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 normal replay is 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 is awarded. If, on the main line ML, 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, then a second chance replay is awarded.
[0038] If any of the above replays are achieved, a special bonus is granted that allows you to play the next game without having to bet on any game currency. Specifically, if you achieve any replay in a game where you bet on game currency "3", you will be able to start the next game with game currency "3" already bet, without having to bet on any game currency. Also, if you achieve any replay in a game where you bet on game currency "2", you will be able to start the next game with game currency "2" already bet, without having to bet on any game currency.
[0039] There are two types of state transition wins that only result in a change of game state: the 1st CB win and the 2nd CB win. Specifically, the 1st CB win occurs when the stopping symbol on the left reel 32L on the main line ML is a "red 7", the stopping symbol on the middle reel 32M is a "red 7", and the stopping symbol on the right reel 32R is a "white 7". The 2nd CB win occurs when the stopping symbol on the left reel 32L on the main line ML is a "white 7", the stopping symbol on the middle reel 32M is a "white 7", and the stopping symbol on the right reel 32R is a "red 7". When the 1st CB win occurs, the game state changes to the 1st CB state ST2, and when the 2nd CB win occurs, the game state changes to the 2nd CB state ST3 (see Figure 20).
[0040] In the first CB state ST2 and the second CB state ST3, when a combination of symbols corresponding to a small win stops on the main line ML, a win is declared and medals are paid out regardless of whether a winning combination has been achieved. For example, even if the winning flag corresponding to the first bell win is not set to "1", if a combination of symbols corresponding to the first bell win stops on the main line ML, game tokens will be awarded to the player. On the other hand, a replay win is only achieved if the corresponding winning combination has been won in the lottery.
[0041] In the first CB state ST2 and the second CB state ST3, reel control is performed differently from the non-CB state. In the non-CB state, reel control is performed for each reel 32L, 32M, and 32R that allows the reels to slide up to 4 symbols after stop buttons 42-44 are pressed. In other words, in the non-CB state, reel control is performed for each reel 32L, 32M, and 32R that stops the reels within a specified time (190 milliseconds) after stop buttons 42-44 are pressed. On the other hand, in the first CB state ST2 and the second CB state ST3, the above reel control, i.e., the same reel control as in normal gameplay, is performed for the middle reel 32M and the right reel 32R, but the above reel control is not performed for the left reel 32L. For the left reel 32L, reel control is performed that allows it to slide up to 1 symbol after the left stop button 42 is pressed. In other words, in the first CB state ST2 and the second CB state ST3, reel control is performed on the left reel 32L to stop it within a predetermined time (75 msec) that is shorter than the specified time after the left stop button 42 is operated.
[0042] Furthermore, in the first CB state ST2 and the second CB state ST3, the reel control that limits the reel slide to a maximum of one symbol width is not limited to the left reel 32L. The control may also be applied to the reel corresponding to the first stop button operated, or it may be applied to only predetermined reels, limiting the reel slide to a maximum of one symbol width. Moreover, the reel control may be applied to the reels corresponding to the stop buttons operated in a certain order, such as limiting the reel slide to a maximum of one symbol width for the second or last stop button operated.
[0043] In the first CB state ST2 and the second CB state ST3, if a winning combination corresponding to a replay win is achieved, the replay win takes priority. If a replay win is not possible, a first bell win may occur. Also, a first bell win may occur even if a winning combination corresponding to a replay win is not achieved.
[0044] 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 does not increase. Furthermore, 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 owned by the player at the start of the game state.
[0045] Next, we will describe the devices used to perform various notifications and various effects.
[0046] As shown in Figure 1, an upper lamp 61 and a speaker 62 are provided above the front door 12, along with an image display device 63. The upper lamp 61 is controlled to emit light in a manner corresponding to an abnormality that occurs in the slot machine 10, and also in a manner corresponding to the winning result. The upper lamp 61 is also controlled to emit light in a manner corresponding to the display effects on the image display device 63. The speakers 62 are provided as a pair, left and right, and are controlled to output sound or voice corresponding to an abnormality that occurs in the slot machine 10, and also to output sound or voice corresponding to the winning result. The speakers 62 are also controlled to output sound in a manner corresponding to the display effects 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. It may be other display devices having a display surface, such as a plasma display device, an organic EL display device, or a CRT, or it may be a dot matrix display device. When an abnormality occurs in the slot machine 10, the display control is performed so that an image corresponding to the abnormality is displayed on the display surface. In addition, the image display device 63 is controlled so that images corresponding to the winning results of the internal lottery and the winning results in each game are displayed on the display surface. In other words, the image display device 63 performs display effects.
[0048] The game panel 20 on the front door 12 is equipped with a credit display unit 65 located below the display windows 21L, 21M, and 21R, which displays the number of stored virtual medals; a multi-purpose display unit 66 which displays the number of game media awarded when a small win occurs, displays information corresponding to the information provided by the image display device 63 when the stopping order of reels 32L, 32M, and 32R is announced, and also displays information for the management results of the game history; and a section display unit 67 which displays information corresponding to the fact that the game section is the second section. The credit display unit 65 is composed of a 7-segment display, and each segment uses a single-color emitting LED such as green.
[0049] Figure 7(a) is a front view of the common display area 68, which is provided with a dual-purpose display unit 66 and a section display unit 67. As shown in Figure 7(a), the common display area 68 integrates a dual-purpose display unit 66, which has two 7-segment displays 66a and 66b arranged side by side in the horizontal direction, and a section display unit 67, which consists of one light-emitting unit.
[0050] When any of the following minor wins (1st to 9th compensation wins, 1st bell win, 2nd bell win, 1st watermelon win, 2nd watermelon win, or cherry win) corresponding to the granting of game media are achieved, the number of game media granted corresponding to that win is displayed on the combined display unit 66 at the end of the game in which the minor win occurred. Specifically, when any of the 1st to 9th compensation wins occur in a non-CB state, the left 7-segment display unit 66a is turned off and "1" is displayed on the right 7-segment display unit 66b, indicating that "1" game media has been granted. When either the 1st bell win or the 2nd bell win occurs in a non-CB state, "1" is displayed on the left 7-segment display unit 66a and "5" is displayed on the right 7-segment display unit 66b, indicating that "15" game media have been granted. Furthermore, if either the first or second watermelon is won while the game is not in a CB state, the left 7-segment display 66a will be hidden and the number "5" will be displayed on the right 7-segment display 66b to indicate that a game token of "5" has been awarded. Also, if a cherry is won while the game is not in a CB state, the left 7-segment display 66a will be hidden and the number "4" will be displayed on the right 7-segment display 66b to indicate that a game token of "4" has been awarded.
[0051] In the first CB state ST2 and the second CB state ST3, the number of game tokens awarded upon winning a minor role is "1". Therefore, when a minor role is won in the first CB state ST2 or the second CB state ST3, the left 7-segment display 66a will be turned off and "1" will be displayed on the right 7-segment display 66b, indicating that "1" game token has been awarded.
[0052] On the other hand, even if a win occurs that does not award any game medium, such as a replay win or a CB win, the combined display unit 66 will not display anything corresponding to that win, and in this case, the 7-segment displays 66a and 66b will remain hidden. The display of the number of game mediums awarded on the combined display unit 66 ends when game mediums are bet to start the next game after the display was made, and at the time of this bet, the 7-segment displays 66a and 66b will remain hidden.
[0053] When the stopping order of reels 32L, 32M, and 32R is announced on the image display device 63, information corresponding to the announced stopping order is displayed on the multi-purpose display unit 66. Figure 7(b) is an explanatory diagram for explaining the content of the information corresponding to the stopping order displayed on the multi-purpose display unit 66. As shown in Figure 7(b), in this slot machine 10, the stopping order of reels 32L, 32M, and 32R announced on the image display device 63 is a stopping order in which the first stop is the left reel 32L, the second stop is the middle reel 32M, and the third stop is the right reel 32R; a stopping order in which the first stop is the left reel 32L, the second stop is the right reel 32R, and the third stop is the middle reel 32M; a stopping order in which the first stop is the middle reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R; and a stopping order in which the first stop is the middle reel 32M and the third stop is the There are several possible stopping sequences: one where the second stop is the right reel 32R and the third stop is the left reel 32L; one where the first stop is the right reel 32R, the second stop is the left reel 32L, and the third stop is the middle reel 32M; one where 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; one where the first stop is the left reel 32L and the remaining reels are arbitrary; one where the first stop is the middle reel 32M and the remaining reels are arbitrary; and one where the first stop is the right reel 32R and the remaining reels are arbitrary.
[0054] The notification of the stopping order on the image display device 63 may be performed in the non-CB state when, during the lottery process for winning a role, a role is won that includes the first bell winning data and one of the first to sixth compensation winning data, or when a role is won that includes the second bell winning data and one of the seventh to ninth compensation winning data. Specifically, when a role is won that includes the first bell winning data and one of the first to sixth compensation winning data, a first bell win is achieved if reels 32L, 32M, and 32R stop in the stopping order corresponding to the winning role among the above stopping orders, and one of the first to sixth compensation wins may be achieved if reels 32L, 32M, and 32R do not stop in the stopping order corresponding to the winning role. If a first bell win is achieved, the player is given a game medium of "15" as previously explained, and if one of the first to sixth compensation wins is achieved, the player is given a game medium of "1" as previously explained.
[0055] If a winning combination includes data for the 2nd bell win and also includes data for the 7th to 9th compensation wins, a 2nd bell win is achieved if reels 32L, 32M, and 32R stop in the order corresponding to the winning combination from the above stopping sequences. If reels 32L, 32M, and 32R do not stop in the order corresponding to the winning combination, one of the 7th to 9th compensation wins may be achieved. If a 2nd bell win is achieved, the player will be awarded a game token of "15" as previously explained. If one of the 7th to 9th compensation wins is achieved, the player will be awarded a game token of "1" as previously explained.
[0056] When any of the above stop sequences are announced by the image display device 63, the left 7-segment display 66a of the dual-purpose display unit 66 remains blank, while the right 7-segment display 66b displays the stop sequence corresponding to the announced sequence. The content of this display is as shown in Figure 7(b), and the content of the stop sequence display on the dual-purpose display unit 66 is set to correspond one-to-one with the content of the stop sequence announcement on the image display device 63. However, this is not the only option, and the dual-purpose display unit 66 may be configured to correspond to some or all of the content of the stop sequence announcement on the image display device 63 with multiple types of display content.
[0057] The content of the stop order displayed in the dual-purpose display unit 66 differs from the content of the display that is shown when the dual-purpose display unit 66 displays information corresponding to the distribution of game media. This makes it easier to distinguish whether the content displayed in the dual-purpose display unit 66 corresponds to the number of game media distributed or to the stop order of reels 32L, 32M, and 32R.
[0058] Figures 8(a) and 8(b) are explanatory diagrams illustrating the relationship between the notification content of the stop order in the image display device 63 and the display content of the stop order in the combined display unit 66.
[0059] When the stopping order of reels 32L, 32M, and 32R is announced on the image display device 63, as shown in Figure 8(a), the image display device 63 displays the same number of unit display images G1 to G3 as the number of stop operations required to end the game, and each unit display image G1 to G3 displays an image corresponding to the stopping order of reels 32L, 32M, and 32R. Specifically, the left unit display image G1 corresponding to the left reel 32L, the middle unit display image G2 corresponding to the middle reel 32M, and the right unit display image G3 corresponding to the right reel 32R are displayed. In Figure 8(a), the stopping order is shown 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. Therefore, the left unit display image G1 shows the image "2" corresponding to the stopping order of the left reel 32L, the middle unit display image G2 shows the image "1" corresponding to the stopping order of the middle reel 32M, and the right unit display image G3 shows the image "3" corresponding to the stopping order of the right reel 32R.
[0060] In the image display device 63, as described above, an image is displayed that indicates the stopping order of the reels 32L, 32M, and 32R, whereas in the multi-purpose display unit 66, as shown in Figure 8(b), the letter "L" is displayed, corresponding to the stopping order of the reels 32L, 32M, and 32R. In other words, in the image display device 63, unit display images G1 to G3 corresponding to the number of reels 32L, 32M, and 32R are displayed, and each unit display image G1 to G3 displays an image corresponding to the stopping order of the corresponding reels 32L, 32M, and 32R, whereas in the multi-purpose display unit 66, a display unrelated to the number of reels 32L, 32M, and 32R is displayed. As a result, even if the multi-purpose display unit 66 displays information corresponding to the notification of the stopping order of the reels 32L, 32M, and 32R, it is possible to draw the player's attention to the display content in the image display device 63.
[0061] The display range of the dual-purpose display unit 66 is narrower than that of the image display device 63. This also makes it possible to reduce the amount of attention players pay to the dual-purpose display unit 66 compared to the image display device 63. Furthermore, the dual-purpose display unit 66 is located on the opposite side from the image display device 63, with the display windows 21L, 21M, and 21R that allow the reels 32L, 32M, and 32R to be visible in between. As a result, the dual-purpose display unit 66 is positioned at a distance from the image display device 63, which also makes it possible to reduce the amount of attention players pay to the dual-purpose display unit 66.
[0062] When the stopping order of reels 32L, 32M, and 32R is announced, the display on the combined display unit 66 corresponding to the stopping order of reels 32L, 32M, and 32R, and the display on the image display device 63 corresponding to the stopping order of reels 32L, 32M, and 32R, start after the prize draw process has been performed and before the stopping operations of reels 32L, 32M, and 32R are activated. In this case, the display on the combined display unit 66 corresponding to the stopping order of reels 32L, 32M, and 32R starts before the display on the image display device 63 corresponding to the stopping order of reels 32L, 32M, and 32R, but these displays may start simultaneously or almost simultaneously, and the order of display start may be reversed. Furthermore, the displays on the combined display unit 66 and the image display device 63 corresponding to the stopping order of reels 32L, 32M, and 32R end when a stop command is issued for all reels 32L, 32M, and 32R in the game to which the display was executed.
[0063] The multi-purpose display unit 66 is located in the center of the common display area 68, while the section display unit 67 is located in the corner of the common display area 68. The section display unit 67 is a display unit for informing that the game section is the second section SC2 of the first section SC1 and the second section SC2 (see Figure 20). The second section SC2 is a section in which a favorable game state (specifically, base AT state ST4 and ending AT state ST5) can be started and can continue, by informing the player of the stopping order of reels 32L, 32M, and 32R, which enables the player to win a prize that is advantageous to the player when a different prize is won depending on the stopping order of reels 32L, 32M, and 32R, and the expected value of acquiring game media in one game (the value obtained by subtracting the number of game media bet in one game from the expected number of game media given in one game) can exceed "0". On the other hand, Section 1 SC1 is a section in which a favorable game state does not begin and in which a favorable game state does not continue.
[0064] The section display unit 67 lights up when the player wins a role where the winning combination depends on the stopping order of reels 32L, 32M, and 32R, or a role where the winning combination depends on the stopping order of reels 32L, 32M, and 32R, and the stopping order of reels 32L, 32M, and 32R is determined to allow the player to win a favorable combination, thereby indicating a favorable game state where the expected value of winning game media exceeds "0". When the section display unit 67 lights up, it remains lit until the second section SC2 ends, and turns off when the second section SC2 ends and the game moves to the first section SC1.
[0065] As described above, the section display unit 67 is configured to remain lit once it is turned on in the second section SC2 until the second section SC2 ends. The shared display unit 66, which is consolidated in the common display area 68, is turned on when a game medium is provided and turned off at the start of the next game. It is also turned on when the stopping order of reels 32L, 32M, and 32R is displayed on the image display device 63 and turned off at the end of that game. Therefore, in a configuration where the section display unit 67 is placed within the common display area 68 so as not to be too conspicuous to the player, it is possible to actively create a situation where only the section display unit 67 is lit in the common display area 68 when it is the second section SC2, making it easier for the manager of the gaming hall to check the section display unit 67.
[0066] In addition, instead of maintaining the illuminated state of the section display unit 67 in the second section SC2, the section display unit 67 may be configured to blink at a predetermined interval. Furthermore, other displays such as liquid crystal displays may be used as the combined display unit 66 and the section display unit 67.
[0067] The slot machine 10 is equipped with various control devices. Specifically, as shown in Figure 3, a main control device 70 is provided above the reel unit 31. The main control device 70 is attached to the back plate 11b that forms the rear of the housing 11. The main control device 70 is composed of a main control board 71 housed in a board box 81. An MPU 72 is mounted on one of the board surfaces of the main control board 71, which is the element mounting surface. The board box 81 is made transparent so that the MPU 72 housed inside the board box 81 can be seen from the outside. The board box 81 is made transparent and colorless, but it may be made transparent with a color if it is possible to see the MPU 72 housed inside the board box 81 from the outside. The main control device 70 is mounted on the back plate 11b of the housing 11 such that the opposing wall portion 82 facing the element mounting surface of the main control board 71 faces forward towards the slot machine 10. Therefore, by opening the front door 12 toward the front of the slot machine 10 relative to the housing 11 and exposing the internal space of the housing 11, it becomes possible to visually inspect the opposing wall portion 82 of the circuit board box 81, and to visually inspect the MPU 72 through the opposing wall portion 82.
[0068] The circuit board box 81 is formed by combining multiple case bodies front to back, and these case bodies are provided with connecting parts 83 to prevent separation of the case bodies and to leave a trace when they are separated. Multiple connecting parts 83 are arranged in parallel on one side of the roughly rectangular circuit board box 81. This allows for the separation of the case bodies to be prevented by using some of the connecting parts 83, and even if some of the connecting parts 83 are destroyed to separate the case bodies, it is possible to prevent separation again by connecting other connecting parts 83 afterward. Furthermore, because the connecting parts 83 are destroyed and a trace is left when the case bodies are separated, it is possible to determine whether the separation of the case bodies has been done improperly by visually checking the connecting parts 83. In addition, a sealing seal 84 is attached to the side of the circuit board box 81 other than the side on which the connecting parts 83 are arranged, straddling the boundary between the case bodies. When the sealing seal 84 is peeled off, the adhesive layer remains on the case bodies. This makes it possible to leave a trace if the sealing sticker 84 is removed when separating the case.
[0069] As shown in Figure 2, the slot machine 10 is equipped with a performance control device 90 in addition to the main control device 70. The performance control device 90 is positioned behind the image display device 63 at the front door 12. Based on commands received from the main control device 70, the performance control device 90 controls the upper lamp 61, speaker 62, and image display device 63. The performance control device 90, like the main control device 70, has a control board housed in a circuit board box.
[0070] Next, the electrical configuration of this slot machine 10 will be explained based on the block diagram in Figure 9.
[0071] As previously described, the main control board 71 of the main control unit 70 is equipped with an MPU 72. The MPU 72 includes a ROM 73 that stores various control programs and fixed value data executed by the MPU 72, a RAM 74 which is a memory for temporarily storing various data when executing the control programs stored in the ROM 73, a random number circuit 75 that sequentially updates random numbers within a predetermined numerical range based on a clock signal output from a clock circuit, and a clock circuit that outputs a square wave of a predetermined frequency. In addition, the MPU 72 also incorporates interrupt circuits, data input / output circuits, etc. It should be noted that it is not a mandatory configuration for the ROM 73 and RAM 74 to be integrated into a single chip for the MPU 72; they may be configured as separate chips.
[0072] The MPU72 is equipped with input and output ports. Various sensors are connected to the input side of the MPU72, including a start detection sensor 41a that detects the operation of the reel unit 31 and the start lever 41, stop detection sensors 42a, 43a, and 44a that individually detect the operation of each stop button 42, 43, and 44, a coin insertion detection sensor 45a that detects coins inserted from the coin slot 45, credit insertion detection sensors 47a and 48a that individually detect the operation of each credit insertion button 47 and 48, a settlement detection sensor 51a that detects the operation of the settlement button 51, a payout detection sensor for the hopper device 53, and a reset detection sensor and a setting key detection sensor that detect the operation of the reset button 56 and setting key insertion hole 57 of the power supply device 54. Signals from these sensors are input to the MPU72.
[0073] The output side of the MPU 72 is connected to the reel unit 31, the selector drive unit 52a provided on the selector 52, the payout motor of the hopper device 53, the multi-purpose display unit 66, the section display unit 67, and the performance control device 90, etc. In each game, the rotational drive control of each reel 32L, 32M, and 32R of the reel unit 31 is performed by the MPU 72. The selector 52 has the function of detecting the inserted medals into the medal slot 45 with the inserted medal detection sensor 45a if acceptance is permitted, and then guiding them to the hopper device 53, or discharging them into the medal tray 59 without detection 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 permitted state and an acceptance prohibited state, and specifically operates the passage switching piece provided on the selector 52 between an acceptance permitted position and an acceptance prohibited position. The MPU72 switches the state of the selector 52 between an acceptance-allowed state and an acceptance-prohibited state by switching the output state and 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 minor win is achieved and medals are dispensed. The MPU 72 also controls the display of the combined display unit 66 so that the number of game media to be dispensed is displayed when game media is dispensed. The MPU 72 also controls the display of the section display unit 67 so that when a notification start trigger occurs in the second section SC2, a notification that it is the second section SC2 is displayed. The MPU 72 also controls the display of the combined display unit 66 so that a display corresponding to the game management result is shown.
[0075] The MPU 72 sends commands to the performance control device 90 at each timing in each game, and when it sends a command to the performance control device 90 to notify the stopping order of reels 32L, 32M, and 32R on the image display device 63, it executes display control of the combined display unit 66 so that the display corresponding to the content to be notified is shown. In this case, the direct display control of the image display device 63 is performed by the performance control device 90, while the direct display control of the combined display unit 66 is performed by the MPU 72. In other words, the image display device 63, which is subject to relatively complex display control, is directly controlled by the performance control device 90, while the combined display unit 66, which is subject to relatively simple display control, is directly controlled by the MPU 72. This makes it possible to reduce the processing load on the MPU 72 while performing both displays that prioritize increased attention to the performance and displays that prioritize reliability.
[0076] A power outage monitoring circuit provided in the power supply unit 54 is connected to the input side of the MPU 72 (not shown). The power supply unit 54 is equipped with a power supply unit that supplies driving power to each electronic device of the slot machine 10, including the main control unit 70, and a power outage monitoring circuit. 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 falls below a reference voltage. Upon receiving the power outage signal, the MPU 72 performs power outage processing and enables the system to return to the processing state before the power outage after power is restored. The power supply unit 54 is also equipped with a power outage power supply unit that supplies backup power to the RAM 74 as power outage power when the supply of operating power from the external power source is cut off. As a result, even when the supply of operating power from the external power source is cut off, data can be stored in the RAM 74 as long as the power outage power supply unit can supply backup power (for example, for one or two days).
[0077] The performance control device 90 includes a performance control board 91 for controlling the execution of various notifications and various performances. The performance control board 91 is equipped with an MPU 92. The MPU 92 has a built-in ROM 93 that stores various control programs and fixed value data executed by the MPU 92, and a RAM 94 which is a memory for temporarily storing various data when executing the control programs stored in the ROM 93. It also has a built-in clock circuit that outputs a square wave of a predetermined frequency, an interrupt circuit, a data input / output circuit, and a random number generation circuit.
[0078] It is not mandatory for the ROM 93 and RAM 94 to be integrated into a single chip for the MPU 92; they may be configured as separate chips. Furthermore, when the supply of operating power from an external power source is interrupted, the RAM 94 is not supplied with backup power from the power supply unit 54 during power outages.
[0079] The MPU92 is equipped with both an input port and an output port. As previously explained, the MPU72 of the main control unit 70 is connected to the input side of the MPU92, and receives various commands from the MPU72. The upper lamp 61, speaker 62, and image display device 63 are connected to the output side of the MPU92. Based on the commands received from the MPU72 of the main control unit 70, the MPU92 controls the illumination 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 effects to be displayed.
[0080] The performance control board 91, although not shown in the diagram, is equipped with a video display processor (VDP), character ROM, and video RAM in addition to the MPU 92. The VDP is a type of drawing circuit that directly operates the image processing device, which acts as a liquid crystal display driver for the image display device 63. The VDP intervenes in the reading and writing of data to the video RAM and reads image data to be stored in the video RAM from the character ROM at predetermined timings to display on the image display device 63. The character ROM serves as an image data library for storing character data such as patterns displayed on the image display device 63. This character ROM holds bitmap image data of various display patterns, a color palette table referenced when determining the expression color of each dot in the bitmap image, and so on. 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 content of the performance based on a command received from the MPU 72 of the main control device 70, it outputs a drawing list to the VDP that instructs the content of the image corresponding to each update timing according to the determined performance content. The VDP reads image data from the character ROM according to the drawing list and uses the read image data to create display data in the video RAM. 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 the image corresponding to the display data.
[0081] For the purposes of the following explanation, the MPU 72, ROM 73, and RAM 74 of the main control device 70 will be referred to as the main MPU 72, main ROM 73, and main RAM 74, respectively, and the MPU 92, ROM 93, and RAM 94 of the performance control device 90 will be referred to as the performance-side MPU 92, performance-side ROM 93, and performance-side RAM 94, respectively.
[0082] <Intra-domain processing and out-of-domain processing> Next, we will explain the execution of various controls on the main MPU72.
[0083] Various control processes executed using programs on the main MPU72 are distinguished into in-domain processes and out-domain processes. Specifically, processes for managing game history and processes for monitoring whether the total number of acquired game media has reached the number corresponding to the forced termination of the game are considered out-domain processes, while processes other than out-domain processes, including control to advance the game based on the player's game operations, are considered in-domain processes. In detail, the main process (Figure 13) executed when power supply to the main MPU72 is started includes all processes except the first and second initialization processes for out-domains, which will be described later, as in-domain processes, while the first and second initialization processes for out-domains are included in out-domain processes. Also, the timer interrupt process (Figure 14), which is started by interrupting periodically, includes all processes except the management process, which will be described later, as in-domain processes, while the management process is included in out-domain processes. Furthermore, the normal process (Figure 15) executed to control one game includes all processes except the termination monitoring process, which will be described later, as in-domain processes, while the termination monitoring process is included in out-domain processes.
[0084] Figure 10 is an explanatory diagram illustrating the configuration of programs and data in the main ROM 73. Corresponding to the distinction between in-area processing and out-of-area processing in the main MPU 72, as shown in Figure 10, the addresses of the areas where programs and data for in-area processing are stored and programs and data for out-of-area processing are clearly distinguished in the main ROM 73.
[0085] Specifically, programs for processing within a region are stored in the area of consecutive addresses within the range of addresses X(1) to X(k+2). Furthermore, addresses X(k+3) to X(k+5), which are consecutive to addresses X(1) to X(k+2), represent unused areas where no data is stored. Following these, data for processing within the region is stored in the area of consecutive addresses within the range of addresses X(k+6) to X(m+2). Additionally, addresses X(m+3) to X(m+5), which are consecutive to addresses X(k+6) to X(m+2), represent unused areas where no data is stored. Following these, programs for processing outside the region are stored in the area of consecutive addresses within the range of addresses X(m+6) to X(n+2). Furthermore, addresses X(n+3) to X(n+5), which are consecutive addresses from address X(m+6) to address X(n+2), are addresses of an unused area where no data is stored. Subsequently, data for out-of-bounds processing is aggregated and stored in the areas of each consecutive address within the range of address X(n+6) to address X(p+2). Note that the relationship between the program, data, and addresses as described above is set in both the physical address in the main ROM 73 and the logical address on the memory map recognized by the main MPU 72.
[0086] As described above, programs and data for in-domain processing and programs and data for out-of-domain processing are stored in different address ranges, regardless of the execution order of the processes for executing the corresponding controls. Therefore, when checking only programs and data for in-domain processing, only the address range where these programs and data are stored needs to be checked, and when checking only programs and data for out-of-domain processing, only the address range where these programs and data are stored needs to be checked. Thus, it becomes possible to efficiently perform the task of checking programs and data separately for in-domain and out-of-domain processing. Consequently, it also becomes possible to efficiently perform the task of modifying programs and data separately for in-domain and out-of-domain processing.
[0087] By setting an address range for an unused area where no data is stored between the address range of the area where the program and data for in-area processing are stored and the address range of the area where the program and data for out-of-area processing are stored, it becomes easier to identify the boundary between the address range for in-area processing and the address range for out-of-area processing when checking.
[0088] In the address ranges for in-domain processing and the address ranges for out-of-domain processing, programs and data are stored in different address ranges, regardless of the execution order of the processes that execute the corresponding controls. This makes it possible to efficiently perform checks that distinguish between programs and data. Furthermore, because an unused address range where no data is stored is set between the address range where the program is stored and the address range where the data is stored, it becomes easier to understand the boundary between the address ranges of the program and the data when checking.
[0089] Figure 11 is an explanatory diagram illustrating the configuration of each area in the main RAM 74. Corresponding to the distinction between in-area processing and out-of-area processing in the main MPU 72 where processing is performed using a program, the address ranges of the work area 96 and stack area 97 for in-area processing and the address ranges of the work area 98 and stack area 99 for out-of-area processing are clearly distinguished in the main RAM 74, as shown in Figure 11.
[0090] Specifically, the area of each consecutive address within the range of address Y(1) to address Y(r+2) is set as a work area 96 for in-domain processing. In addition, the addresses Y(r+3) to Y(r+5) that are consecutive to addresses Y(1) to Y(r+2) are unused area addresses, and the area of each consecutive address within the range of address Y(r+6) to address Y(s+2) is set as a stack area 97 for in-domain processing. In addition, the addresses Y(s+3) to Y(s+5) that are consecutive to addresses Y(r+6) to Y(s+2) are unused area addresses, and the area of each consecutive address within the range of address Y(s+6) to address Y(t+2) is set as a work area 98 for out-of-domain processing. Furthermore, addresses Y(t+3) to Y(t+5), which are consecutive addresses from Y(s+6) to Y(t+2), are in an unused area. Subsequently, the areas of each consecutive address within the range of Y(t+6) to Y(u+2) are set as the stack area 99 for out-of-bounds processing. Note that the relationship between each area and address as described above is set in both the physical address in the main RAM 74 and the logical address on the memory map recognized by the main MPU 72.
[0091] As described above, the work area 96 for in-area processing and the work area 98 for out-of-area processing are set up separately. This means that when the main MPU 72 performs in-area processing and when performing out-of-area processing, different areas of the main RAM 74 are used for various calculations. This makes it less likely that information in the main RAM 74 required for one of the in-area or out-of-area processing operations will be erased. Incidentally, load instructions are issued by the main MPU 72 when writing information to and reading information from each work area 96 and 98.
[0092] Because the stack area 97 for in-region processing and the stack area 99 for out-region processing are configured separately, different areas of the main RAM 74 are used when saving information stored in the main MPU 72's registers and when storing program return address information, depending on whether the main MPU 72 is performing in-region processing or out-region processing. This makes it less likely that information used in the other process will be erased when saving information stored in the main MPU 72's registers and storing program return address information while one of the in-region or out-region processing is being performed. Incidentally, a push instruction is used by the main MPU 72 when writing information to each stack area 97 and 99, and a pop instruction is used by the main MPU 72 when reading information from each stack area 97 and 99. Furthermore, when reading information from each stack area 97 and 99, the information that was written to that stack area later is read first.
[0093] Here, when the main MPU 72 performs in-region processing, the main MPU 72 can write information to the work area 96 and stack area 97 for in-region processing, and can also read information from the work area 96 and stack area 97 for in-region processing. On the other hand, when the main MPU 72 performs in-region processing, the main MPU 72 can read information from the work area 98 and stack area 99 for out-of-region processing, but cannot write information to the work area 98 and stack area 99 for out-of-region processing. This makes it possible to prevent accidentally erasing information used in out-of-region processing while in-region processing is being performed.
[0094] Furthermore, when the main MPU 72 performs out-of-bounds processing, it can write information to the work area 98 and stack area 99 for out-of-bounds processing, and can also read information from the work area 98 and stack area 99 for out-of-bounds processing. On the other hand, when the main MPU 72 performs out-of-bounds processing, it can read information from the work area 96 and stack area 97 for in-bounds processing, but it cannot write information to the work area 96 and stack area 97 for in-bounds processing. This prevents accidentally erasing information used in in-bounds processing when out-of-bounds processing is being performed.
[0095] Furthermore, backup power will be supplied to the main RAM 74 even after the slot machine 10 is powered off. This backup power will be supplied to all of the following: the work area 96 for in-area processing, the stack area 97 for in-area processing, the work area 98 for out-of-area processing, and the stack area 99 for out-of-area processing. As a result, the information stored in these work area 96, stack area 97, work area 98, and stack area 99 will be retained as long as backup power is supplied, even after the slot machine 10 is powered off.
[0096] Figure 12 is an explanatory diagram illustrating the various storage areas provided in the work area 96 for in-area processing and the various storage areas provided in the work area 98 for out-of-area processing.
[0097] The work area 96 for processing within the region is provided with a bet count setting counter 96a, a credit counter 96b, a continuous game count counter 96c, a total acquired counter 96d, an AT difference counter 96e, a standby counter 96f, a release game count counter 96g, a CZ status counter 96h, various flag areas 96i, an area for the starting status 96j, and an area for the ending status 96k. The bet count setting counter 96a is a counter used by the main MPU 72 to identify the number of bets for the game to be executed. The credit counter 96b is a counter used by the main MPU 72 to identify the number of virtual medals stored. The continuous game count counter 96c is a counter used by the main MPU 72 to identify the number of games executed from the start of the second section SC2 when the second section SC2 continues without an intervening first section SC1. The total acquisition counter 96d is a counter used by the main MPU 72 to determine the total number of game tokens acquired from the start of the second section SC2 when the second section SC2 continues without interrupting the first section SC1. The AT difference token counter 96e is a counter used by the main MPU 72 to determine the remaining number of game tokens to be awarded in the base AT state ST4.
[0098] The standby counter 96f is a counter used by the main MPU 72 to determine the number of remaining games until the base AT state ST4 or CZ state starts in the normal game state ST1. The release game count counter 96g is a counter used by the main MPU 72 to determine the maximum number of games required until the base AT state ST4 starts in the normal game state ST1. The CZ state counter 96h is a counter used by the main MPU 72 to determine the number of remaining games until the CZ state ends. The various flag areas 96i are areas with multiple flags used by the main MPU 72 to determine the game state. The start status area 96j is an area for storing the game state and game section of the current game at the start of the game. The end status area 96k is an area for storing the game state and game section of the next game at the end of the game.
[0099] The work area 98 for out-of-bounds processing is provided with a management counter group 98a, a termination determination counter 98b, and a termination flag 98c. The management counter group 98a is provided with multiple counters used to manage the game history on the main MPU 72. The termination determination counter 98b is a counter used by the main MPU 72 to identify the trigger for forcibly terminating the game due to continued gameplay. The termination flag 98c is a flag used by the main MPU 72 to identify a situation where the game should be forcibly terminated and further gameplay should not be possible.
[0100] <Main Processing> Next, we will explain the processes executed by the main MPU 72. First, we will explain the main process executed by the main MPU 72 when the supply of operating power to the main MPU 72 is started, referring to the flowchart in Figure 13. Of the processes in steps S101 to S119 in the main process, all processes except the first initialization process for out-of-bounds data, which is called and executed in step S102, and the second initialization process for out-of-bounds data, which is called and executed in step S107, are executed as in-bounds processes using programs and data for in-bounds processes. The first initialization process for out-of-bounds data and the second initialization process for out-of-bounds data are executed as out-of-bounds processes using programs and data for out-of-bounds processes.
[0101] The main processing first executes the power-on initialization process (step S101). In the power-on initialization process, interrupts are enabled by timer interrupt processing, and various initial settings are performed on the registers and I / O devices within the main MPU72.
[0102] Subsequently, the CALLI instruction executes the first initialization process for out-of-bounds processing (step S102). The first initialization process for out-of-bounds processing is included in the out-of-bounds processing. In other words, when the main processing transitions from executing in-bounds processing to executing out-of-bounds processing, the out-of-bounds processing is called by the CALLI instruction. When the first initialization process for out-of-bounds processing is executed by the CALLI instruction, the information in the flag register of the main MPU72 is first saved to the stack area 97 for in-bounds processing. The flag register includes the carry flag, zero flag, P / V flag, sign flag, and half-carry flag, and the information in the flag register changes depending on the execution results of arithmetic instructions, rotate instructions, and input / output instructions. By saving this flag register information before the program for the first initialization process for out-of-bounds processing, which is out-of-bounds processing, starts, it is possible to save the flag register information in the stack area 97 for in-bounds processing in its state before it changes after the call to the first initialization process for out-of-bounds processing or after the start of the first initialization process for out-of-bounds processing. When the CALLI instruction executes the first initialization process for out-of-bounds memory, the information in the flag register is saved to the stack area 97 for in-bounds memory, and then the timer interrupt handler (Figure 14) is disabled. This prevents the timer interrupt handler (Figure 14), which is an in-bounds process, from being interrupted and started while the first initialization process for out-of-bounds memory, which is an out-of-bounds process, is being executed. After the timer interrupt handler (Figure 14) is disabled, the program corresponding to the first initialization process for out-of-bounds memory is started. The contents of the first initialization process for out-of-bounds memory will be explained later.
[0103] Subsequently, it is determined whether the power is turned ON with the setting key inserted into the setting key insertion hole 57 and the ON operation performed (step S103). If the power is turned ON with the setting key ON operation performed (step S103: YES), and the reset button 56 was not pressed when the power was turned ON (step S104: NO), a partial clear process for the area is performed (step S105). If the reset button 56 was pressed when the power was turned ON (step S104: YES), a full clear process for the area is performed (step S106). In the partial clear process for the area, a portion of the work area 96 for area processing is initialized, and the entire area of the stack area 97 for area processing is initialized. Specifically regarding the areas to be initialized in the work area 96 for area processing, areas other than the area where the second CB winning data is stored are cleared to "0" and initialized, while the area where the second CB winning data is stored is not initialized. Furthermore, in a partial clear operation for in-domain processing, the work area 98 and stack area 99 for out-domain processing are not initialized. In a full clear operation for in-domain processing, the entire area of the work area 96 for in-domain processing is initialized, as well as the entire area of the stack area 97 for in-domain processing. Furthermore, in a full clear operation for in-domain processing, the work area 98 and stack area 99 for out-domain processing are not initialized.
[0104] After executing the processing in step S105 or step S106, the CALLI instruction executes a second initialization process for out-of-bounds memory (step S107). The second initialization process for out-of-bounds memory is included in the out-of-bounds processing. In other words, when the main processing transitions from executing in-bounds processing to executing out-of-bounds processing, the out-of-bounds processing is called by the CALLI instruction. The contents of the CALLI instruction have already been explained. The contents of the second initialization process for out-of-bounds memory will be explained later.
[0105] Subsequently, the setting value update process is executed (step S108). In the setting value update process, the current setting value is read, provided that the setting key is inserted and turned ON, and the current setting value is displayed on the credit display unit 65. When the setting value update process is executed, either a partial clear process (step S105) or a full clear process (step S106) has been performed beforehand, so when the setting value update process starts, the credit display unit 65 displays a message corresponding to the setting value being "1". In the setting value update process, the setting value is updated to "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 while 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 has been 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. After that, the process proceeds to normal operation (step S109). The normal processing will be explained in detail later.
[0106] If the setting key is not turned ON during the main process (step S103: NO), the power restoration process from step S110 onwards is executed. The power restoration process is the process of restoring the state of the slot machine 10 to the state it was in before the power was cut off. In the power restoration process, the setting value of the slot machine 10 is checked by the main RAM 74 to determine whether it is normal or not (step S110). 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 higher, 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 S111). The power outage flag is set in the main RAM 74, and if the predetermined power outage process 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 checked whether the RAM judgment value is normal or not (step S112). Specifically, the checksum value of the main RAM 74 is checked to determine whether the value is normal or not.
[0107] If all steps S110 to S112 result in a positive judgment, it means that the power outage processing during the previous power outage was executed successfully. In this case, the value of the stack pointer stored 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 registers of the main MPU 72, thereby restoring the state of the registers of the main MPU 72 to the state before the power was cut off (step S113). Also, the power outage flag in the main RAM 74 is cleared to "0" (step S114). After that, a power restoration command is sent to the production side MPU 92 to recognize the execution of the power restoration process (step S115), and then the address returns to the address before the power was cut off (step S116).
[0108] On the other hand, if a negative determination is made in any of steps S110 to S112, an operation prohibition process is executed. In the operation prohibition process, the execution of the next timer interrupt process (Figure 14) is prohibited (step S117), all output ports of the main MPU 72 are cleared to "0" to turn off all actuators connected to those output ports (step S118), and an error notification process is executed to notify the hall manager, etc., of the occurrence of an error (step S119). Then an infinite loop is created. This operation prohibition process is released when a partial clear process for the area (step S105) or a complete clear process for the area (step S106) is executed.
[0109] <Timer interrupt handling> Next, the timer interrupt processing performed on the main MPU72 will be explained with reference to the flowchart in Figure 14. The timer interrupt processing is activated, for example, every 1.49 milliseconds. Furthermore, of the processes in steps S201 to S216 of the timer interrupt processing, all processes except the management processing called and executed in step S215 are executed as in-domain processing using programs and data for in-domain processing, while the management processing is executed as out-of-domain processing using programs and data for out-of-domain processing.
[0110] In the register saving process (step S201), the values of all registers in the main MPU 72 used in the normal processing described later are saved to the work area 96 for in-area processing. In step S202, it is checked whether the power outage flag is set to "1". If the power outage flag is set to "1", the process proceeds to step S203 to execute the power outage processing. The power outage flag is set when a power outage signal from the power outage monitoring circuit of the power supply unit 54 is input to the main MPU 72. In the power outage processing, it is first determined whether the command transmission has finished. If the transmission has not finished, this process is terminated and the process returns to the timer interrupt processing to terminate the command transmission. If the command transmission has finished, the value of the stack pointer of the main MPU 72 is saved to the work area 96 for in-area processing. After that, the output state of the output ports of the main MPU 72 is cleared and all actuators (not shown) are turned off. Then, a determination value is calculated to determine whether the data in the main RAM 74 is normal when the power is restored, and this value is saved in the work area 96 for processing within the region, after which RAM access is prohibited. After performing the above processes, an infinite loop is entered in preparation for the possibility of the power being completely cut off and processing becoming impossible.
[0111] If the power outage flag is not set to "1" in step S202, various processes from step S204 onwards are performed. In step S204, a watchdog timer clear process is performed to initialize the value of the watchdog timer used to monitor for malfunctions. In step S205, an interrupt termination declaration process is performed to enable the main MPU 72 itself to set the next timer interrupt. In step S206, a stepping motor control process is performed to drive the stepping motors provided on each of the reels 32L, 32M, and 32R in order to rotate each reel 32L, 32M, and 32R.
[0112] Step S207 reads the status of various sensors connected to the input ports and performs sensor monitoring to check whether the reading results are normal or not. Step S208 performs timer subtraction processing to subtract the values of each counter and timer. Step S209 performs counter processing to output the results of counting the number of medals bet and the number of medals paid out to the outside. Step S210 performs command output processing to send various commands to the performance-side MPU92. Step S211 performs port output processing to output data corresponding to the I / O device from the input / output port.
[0113] Subsequently, it is determined whether the termination flag 98c, located in the work area 98 for out-of-bounds processing, is set to "1" (step S212). If the termination flag 98c is set to "1", processing is performed to output the corresponding signal from the slot machine 10 to the management computer of the gaming hall (step S213). If a negative determination is made in step S212, or if the processing in step S213 is performed, in step S214, the values of each register that were saved in the work area 96 for in-bounds processing in step S201 are restored to the corresponding registers in the main MPU 72.
[0114] In step S215, the CALLI instruction executes administrative processing. Administrative processing is included in out-of-bounds processing. In other words, when the main process transitions from executing in-bounds processing to executing out-of-bounds processing, that out-of-bounds processing is called by the CALLI instruction. The contents of the CALLI instruction have already been explained.
[0115] In the management process, first, a load instruction sets a fixed address in the stack pointer of the main MPU 72 at the start of out-of-bounds processing. Then, a load instruction saves information from various registers of the main MPU 72 to the work area 98 for out-of-bounds processing. Next, the management execution process is executed. In the management execution process, the ratio of the total number of games in the second section SC2 to the total number of games is calculated, and the calculated ratio is displayed in the shared 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 above ratio information which is performed for each set value. After the management execution process is executed, a load instruction sets a fixed address in the stack pointer of the main MPU 72 at the time of returning to in-bounds processing after the completion of the management process, and further load instructions restore the various information saved in the work area 98 for out-of-bounds processing to the corresponding registers of the main MPU 72.
[0116] In step S216, an interrupt enable process is performed to allow the next timer interrupt. Executing the process in step S216 completes one execution of the timer interrupt process.
[0117] <Normal processing> Next, the normal processing performed on the main MPU72 will be explained based on the flowchart in Figure 15. Of the processes in steps S301 to S316 in the normal processing, all processes except the termination monitoring process called and executed in step S311 are executed as in-area processing using programs and data for in-area processing, while the termination monitoring process is executed as out-of-area processing using programs and data for out-of-area processing.
[0118] First, an interrupt enable process is performed to allow the next timer interrupt (step S301). After that, a start waiting process is executed (step S302). In the start waiting process, if any replay win occurred in the previous game, the same number of bets as the previous game is set in the bet setting counter 96a provided in the main RAM 74. The bet setting counter 96a is a counter used by the main MPU 72 to identify the number of bets for the game to be executed. If no replay win occurred in the previous game, if the current game state is not the 2nd CB state ST3, "3" is set as the maximum bet for the current game, and if the current game state is the 2nd CB state ST3, "2" is set as the maximum bet for the current game. Provided that the value of the bet setting counter 96a is not the maximum bet for the current game, it is determined whether there is one or more stored virtual medals and whether a valid bet operation has been performed. The main RAM 74 is provided with a credit counter 96b as an area for storing the number of stored virtual medals. If a valid bet operation is performed while the value of credit counter 96b is 1 or greater, the bet setting process is executed.
[0119] In the bet setting process, when the first credit insertion button 47 is operated, if the sum of the value of the bet setting counter 96a and the value of the credit counter 96b is equal to or greater than the maximum bet, the value of the bet setting counter 96a is set to the maximum bet, and the number of virtual medals used in the setting is subtracted from the credit counter 96b. If the sum of the value of the bet setting counter 96a and the value of the credit counter 96b is less than the maximum bet, the value of the credit counter 96b is added to the bet setting counter 96a, and then the value of the credit counter 96b is cleared to "0". Furthermore, during the bet setting process, if the second credit insertion button 48 is operated, and the sum of the bet setting counter 96a and the credit counter 96b is 2 or more, the value of the bet setting counter 96a is set to "2", and the number of virtual medals used in the setting is subtracted from the credit counter 96b. If the sum of the bet setting counter 96a and the credit counter 96b is less than 2, the value of the credit counter 96b is added to the bet setting counter 96a, and then the value of the credit counter 96b is cleared to "0".
[0120] During the start-up waiting process, if one medal is detected by the inserted medal detection sensor 45a because a medal has been inserted into the medal slot 45, the value of the bet count setting counter 96a in the main RAM 74 is incremented by 1 if the value of the bet count setting counter 96a is less than the maximum bet amount. If the value of the bet count setting counter 96a is equal to or greater than the maximum bet amount, the value of the credit counter 96b in the main RAM 74 is incremented by 1. If the value of the bet count setting counter 96a is equal to or greater than the maximum bet amount and the value of the credit counter 96b is equal to or greater than the maximum storage amount (specifically "50"), the acceptance prohibition process is executed. As a result of the acceptance prohibition process being executed, even if a medal is inserted into the medal slot 45, the medal will not be detected by the inserted medal detection sensor 45a and will be discharged into the medal tray 59.
[0121] During the start-waiting process, if the settlement button 51 is pressed, the settlement process is executed. During the settlement process, if a replay has not yet been awarded, the hopper device 53 is driven and controlled so that a number of medals corresponding to the sum of the values of the bet setting counter 96a and the credit counter 96b are dispensed into the medal tray 59. In this case, both the bet setting counter 96a and the credit counter 96b are cleared to "0". On the other hand, if a replay has already been awarded, the hopper device 53 is driven and controlled so that a number of medals corresponding to the value of the credit counter 96b are dispensed into the medal tray 59. In this case, the credit counter 96b is cleared to "0".
[0122] After executing the start waiting process in step S302, it is determined whether the number of bet settings required to start the game has been completed (step S303). If the result in step S303 is negative, the process returns to step S302. If the result in step S303 is positive, it is determined whether the start lever 41 has been operated (step S304). If the start lever 41 has not been operated, the process returns to step S302.
[0123] If the start lever 41 is operated (step S304: YES), the main line ML is activated and then the acceptance prohibition process is executed (step S305). Because the acceptance prohibition process is executed, even if a medal is inserted into the medal slot 45, the medal will not be detected by the inserted medal detection sensor 45a and will be ejected into the medal tray 59.
[0124] Subsequently, in step S306, information that allows for the identification of the game state (one of the following: normal game state ST1, first CB state ST2, second CB state ST3, base AT state ST4, ending AT state ST5, and CZ state) and game section (one of the first section SC1 and the second section SC2) in the work area 96 for processing within the main RAM 74 is stored in the starting status area 96j. In step S307, a lottery process for determining the winning combinations in this game is executed, and in step S308, a reel control process is executed to drive and control each reel 32L, 32M, and 32R in a manner corresponding to the result of the lottery process for the winning combinations.
[0125] Subsequently, the media allocation process is executed (step S309). In the media allocation process, if a minor win has occurred in the current game, a process is executed to allocate a number of game media corresponding to the minor win to the player. Specifically, when virtual medals are allocated, a value corresponding to the minor win is added to the credit counter 96b of the main RAM 74, and if the value of the credit counter 96b has reached the upper limit of the stored memory, the hopper device 53 is driven and controlled so that the number of medals exceeding the upper limit of the stored memory is dispensed into the medal tray 59. In addition, the media allocation process controls the display of the multi-purpose display unit 66 so that a display corresponding to the number of game media allocated this time is shown. This display corresponding to the number of game media on the multi-purpose display unit 66 continues until a new bet of game media is made.
[0126] Subsequently, the system executes a processing step (S310) to enable the setting of the game state and game interval corresponding to the result of the current game. It also executes an end-of-game monitoring process using the CALLI instruction (S311). The end-of-game monitoring process is included in the out-of-bounds processing. In other words, when the main processing transitions from executing in-bounds processing to executing out-of-bounds processing, the out-of-bounds processing is called by the CALLI instruction. The contents of the CALLI instruction have already been explained. The contents of the end-of-game monitoring process will be explained later. Furthermore, an external output setting process is executed to output the state of the slot machine 10 to the game hall's management computer (S312).
[0127] Subsequently, an termination setting process is executed to determine whether or not to forcibly terminate the game, and if the conditions for forcibly terminating the game are met, the settings for forcibly terminating the game are configured (step S313). The details of the termination setting process will be explained later. At the end of the current game, information that allows for the identification of the game state (one of the following: normal game state ST1, first CB state ST2, second CB state ST3, base AT state ST4, ending AT state ST5, and CZ state) and game section (one of the first section SC1 and the second section SC2) for the next game is stored in the termination status area 96k of the work area 96 for processing within the main RAM 74. Furthermore, a process is executed to send a game termination command to the performance side MPU 92 to recognize that one game has ended (step S315). After that, an acceptance permission process is executed (step S316). Once the acceptance permission process is executed, the medals inserted from the medal slot 45 are detected by the inserted medal detection sensor 45a and then collected by the hopper device 53.
[0128] <Role selection process> Next, the process of drawing winning combinations, which is performed in step S307 of the normal process (Figure 15), will be explained with reference to the flowchart in Figure 16. Note that the processes in steps S401 to S411 of the winning combination drawing process are executed as in-domain processing using a program and data for in-domain processing.
[0129] In step S401, a random number is obtained to determine whether a winning combination is achieved. In this slot machine 10, when the start lever 41 is operated, the random number at that moment is latched from the random number circuit 75. The random number circuit 75 generates random numbers from "0" to "65535", and when the main MPU 72 confirms that the start lever 41 has been operated, it stores the value latched by the random number circuit 75 in a predetermined register of the main MPU 72. This configuration makes it possible to quickly obtain a random number when the start lever 41 is operated, thus avoiding synchronization and other problems. The random number circuit 75 is configured to latch the value of the free-run counter each time the start lever 41 is operated.
[0130] After obtaining a random number, the lottery table for determining whether a winning combination is achieved is read from the main ROM 73 (step S402). In this slot machine 10, six setting values from "1" to "6" are pre-set, and by inserting the setting key into the setting key insertion hole 57 and performing the ON operation, it is possible to set which setting value corresponds to the winning probability on which the winning combination lottery process will be executed. A setting value of "n+1" is more advantageous for the player than "n". Specifically, a setting value of "n+1" is more advantageous for the player than "n" because the probability of winning a certain combination is higher when the setting value is "n+1" than when it is "n". Also, even with the same setting value, it is more advantageous for the player when the number of bets on the game medium is "3" than when it is "2". In addition, there are two game states: the first CB state ST2 and the second CB state ST3. In step S402, the lottery table corresponding to the combination of the current setting value, the current number of bets, and the current game state is selected.
[0131] The lottery table in a non-CB state will be explained using the case where the setting value is "3" as an example. Figure 17 is an explanatory diagram for the lottery table for a 3-coin bet selected when the number of bets is "3", and Figure 18 is an explanatory diagram for the lottery table for a 2-coin bet selected when the number of bets is "2". In the following explanation, the explanatory diagram in Figure 19 will be referred to as appropriate.
[0132] The role lottery table has an index value IV set, regardless of whether a 3-coin bet or a 2-coin bet is made, as shown in Figures 17 and 18. Each index value IV is associated with a winning data (i.e., a role) and also has a point value PV set. The point value PV determines the probability of winning for the corresponding index value IV in relation to the maximum value of the random number circuit 75 ("65535"). Furthermore, the number of index values IV is the same for both 3-coin and 2-coin bets, and the types of winning data set for each index value IV are the same for both 3-coin and 2-coin bets, except for index value IV=17.
[0133] Specifically, for index values IV=1 to 6, the first bell winning data is set, as well as one of the first to sixth compensation winning data. When a win occurs with index value IV=1, as shown in Figure 19, if the first stop (the reel where the first stop command was issued) is the left reel 32L, the second stop (the reel where the second stop command was issued) is the middle reel 32M, and the third stop (the reel where the last stop command was issued) is the right reel 32R, a first bell win is guaranteed regardless of the timing of operation of each stop button 42 to 44, and in all other cases, a first compensation win may occur. 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 middle reel 32M, a first bell win is guaranteed regardless of the timing of operation of each stop button 42 to 44, and in all other cases, a fourth compensation win may occur. If the win occurs with index value IV=3, and 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, then regardless of the timing of operation of stop buttons 42-44, the first bell win is guaranteed, and in other cases, the third compensation win may occur. If the win occurs with index value IV=4, and the first stop is the middle reel 32M, the second stop is the right reel 32R, and the third stop is the left reel 32L, then regardless of the timing of operation of stop buttons 42-44, the first bell win is guaranteed, and in other cases, the sixth compensation win may occur. If the win occurs with 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 middle reel 32M, then regardless of the timing of operation of stop buttons 42-44, the first bell win is guaranteed, and in other cases, the second compensation win may occur. If the win occurs with an index value of 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, then regardless of the timing of operation of each stop button 42-44, the first bell win is guaranteed, and in all other cases, the fifth compensation win may occur.
[0134] As previously explained, in this slot machine 10, when not in a CB state, reel control is performed on each reel 32L, 32M, and 32R that allows the reels to slide up to 4 symbols after stop buttons 42-44 are pressed. In other words, reel control is performed on each reel 32L, 32M, and 32R that stops the reels within a specified time (190 milliseconds) after stop buttons 42-44 are pressed. This type of reel control makes it easier to achieve winning combinations and prevents winning combinations that do not correspond to winning combinations from occurring. 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 between the symbols that make up the combination of symbols necessary to achieve a win on a single reel 32L, 32M, or 32R, depending on the timing of the operation of the corresponding stop buttons 42 to 44, it is possible that the symbols in question will not stop on the main line ML (this phenomenon is also called a "missed win"). Winning the first bell, second bell, and various replay wins are winning patterns in which a missed win does not occur depending on the timing of the stop operation of the stop buttons 42 to 44 relative to the rotation position of the reels 32L, 32M, and 32R, while winning the first to ninth compensation wins, first watermelon win, second watermelon win, cherry win, first CB win, and second CB win are winning patterns in which a missed win may occur depending on the timing of the stop operation of the stop buttons 42 to 44 relative to the rotation position of the reels 32L, 32M, and 32R.
[0135] For index values IV=7 to 9, the data for the second bell win is set, as well as the data for the seventh to ninth compensation win. When a win occurs with index value IV=7, as shown in Figure 19, if the first stop is the left reel 32L, a second bell win is guaranteed regardless of the type of reels 32L, 32M, and 32R targeted for the second and third stops, and the timing of operation of each stop button 42 to 44. Otherwise, a seventh compensation win may occur. When a win occurs with index value IV=8, if the first stop is the middle reel 32M, a second bell win is guaranteed regardless of the type of reels 32L, 32M, and 32R targeted for the second and third stops, and the timing of operation of each stop button 42 to 44. Otherwise, a ninth compensation win may occur. If a win occurs with index value IV=9, and the first stop is the right reel 32R, a second bell win is guaranteed regardless of the type of the second and third stop target reels 32L, 32M, and 32R, or the timing of operation of each stop button 42-44. Otherwise, an eighth compensation win may occur.
[0136] As shown in Figures 17 and 18, the index value IV=10 is set to the data for the first bell win. When a win occurs with index value IV=10, as shown in Figure 19, the first bell win is guaranteed regardless of the stopping order of reels 32L, 32M, and 32R and the timing of operation of each stop button 42-44.
[0137] As shown in Figures 17 and 18, the index value IV=11 is set to only the data for the first watermelon win. If a win occurs with index value IV=11, the first watermelon can be awarded regardless of the stopping order of reels 32L, 32M, and 32R, as shown in Figure 19. However, depending on the timing of operation of each stop button 42 to 44, the first watermelon may not be awarded. As shown in Figures 17 and 18, the index value IV=12 is set to only the data for the second watermelon win. If a win occurs with index value IV=12, the second watermelon can be awarded regardless of the stopping order of reels 32L, 32M, and 32R, as shown in Figure 19. However, depending on the timing of operation of each stop button 42 to 44, the second watermelon may not be awarded.
[0138] As shown in Figures 17 and 18, only cherry winning data is set for index value IV=13. When a win occurs with index value IV=13, a cherry can be awarded regardless of the stopping order of reels 32L, 32M, and 32R, as shown in Figure 19. However, depending on the timing of the operation of the left stop button 42 in relation to the rotation position of the left reel 32L, a cherry may not be awarded.
[0139] As shown in Figures 17 and 18, the index value IV=14 is set to only the data for winning the first chance replay. When a win occurs with index value IV=14, as shown in Figure 19, the first chance replay is guaranteed to be awarded regardless of the stopping order of reels 32L, 32M, and 32R and the timing of operation of stop buttons 42 to 44. Similarly, as shown in Figures 17 and 18, the index value IV=15 is set to only the data for winning the second chance replay. When a win occurs with index value IV=15, as shown in Figure 19, the second chance replay is guaranteed to be awarded regardless of the stopping order of reels 32L, 32M, and 32R and the timing of operation of stop buttons 42 to 44. Furthermore, as shown in Figures 17 and 18, the index value IV=16 is set to only the data for winning a normal replay. If the index value IV=16 results in a win, as shown in Figure 19, a normal replay win is guaranteed regardless of the stopping order of reels 32L, 32M, and 32R and the timing of operation of each stop button 42-44.
[0140] For index value IV=17, if the winning combination table is set for a 3-coin bet, only the data for the 1st CB win is set, as shown in Figure 17. If the winning combination table is set for a 2-coin bet, only the data for the 2nd CB win is set, as shown in Figure 18. In other words, the data for the 1st CB win is set as a winning combination only when the number of bets on the game medium is "3", and the 1st CB win can only occur when the number of bets on the game medium is "3". Similarly, the data for the 2nd CB win is set as a winning combination only when the number of bets on the game medium is "2", and the 2nd CB win can only occur when the number of bets on the game medium is "2". If the 1st CB win data is set, and the number of bets on the game medium is "3", the 1st CB win can occur regardless of the stopping order of reels 32L, 32M, and 32R, as shown in Figure 19. However, depending on the timing of operation of each stop button 42~44, the 1st CB win may not occur. If the data for the second bonus round is set, and the number of bets on the game medium is "2", then, as shown in Figure 19, the second bonus round can be won regardless of the stopping order of reels 32L, 32M, and 32R. However, depending on the timing of operation of each stop button 42 to 44, the second bonus round may not be won.
[0141] Here, winning data other than the 1st CB winning data and the 2nd CB winning data is erased in the game in which it was won, regardless of whether the corresponding prize was achieved or not, and is not carried over to subsequent games. In contrast, the 1st CB winning data and the 2nd CB winning data are retained in memory until the corresponding prize is achieved, even in subsequent games, unless the main RAM 74 is cleared (partial clearing for the area (step S105) or full clearing for the area (step S106) for the 1st CB winning data, and full clearing for the area (step S106) for the 2nd CB winning data). In this case, in games where either the 1st CB winning data or the 2nd CB winning data is carried over, the index value IV corresponding to the 1st CB winning data and the 2nd CB winning data is excluded from the lottery.
[0142] In other words, if the game is played with a bet of "3," and as a result the first CB winning data is set in the main RAM74 but the first CB win is not achieved, and the first CB winning data is carried over, then even if the game is played again with a bet of "3," the index value IV corresponding to the first CB winning data will be excluded from the draw, and even if the game is played again with a bet of "2," the index value IV corresponding to the second CB winning data will be excluded from the draw. This makes it possible to prevent either the first or second CB winning data from being newly stored even if either of them is already stored, thus preventing multiple CB winning data from being accumulated and stored.
[0143] When the hand lottery table for a 3-coin bet shown in Figure 17 is selected, the probability of winning when index value IV=1, IV=2, IV=3, IV=4, IV=5, and IV=6 is approximately 1 / 21.8 each. The probability of winning when index value IV=7, IV=8, and IV=9 is also approximately 1 / 21.8 each. The probability of winning when index value IV=10 is approximately 1 / 9.4. The probability of winning when index value IV=11 is approximately 1 / 164. The probability of winning when index value IV=12 is approximately 1 / 146. The probability of winning when index value IV=13 is approximately 1 / 423. The probability of winning when index value IV=14 is approximately 1 / 328. Furthermore, the probability of winning when the index value IV = 15 is approximately 1 / 164. The probability of winning when the index value IV = 16 is approximately 1 / 7.3. The probability of winning when the index value IV = 17 is approximately 1 / 3.3.
[0144] On the other hand, when the two-coin betting combination table shown in Figure 18 is selected, the probability of winning at each index value IV=1 to 16 is lower than when the three-coin betting combination table is selected. Specifically, when the two-coin betting combination table is selected, the probability of winning at each index value IV=1 to 16 is less than 2 / 3 of the probability when the three-coin betting combination table is selected. As a result, when the game is played with the "3" game medium bet, the probability of winning small prizes that grant game mediums and winning replays that grant replays is higher than when the game is played with the "2" game medium bet.
[0145] However, when the winning combination table for a 2-coin bet is selected, the probability of winning when the index value IV = 17 is approximately 1 / 2.2. In contrast, as described above, when the winning combination table for a 3-coin bet is selected, the probability of winning when the index value IV = 17 is approximately 1 / 3.3. This makes it possible to make the probability of the second CB winning data being stored in the main RAM 74 in a game played with the "2" game medium bet higher than the probability of the first CB winning data being stored in the main RAM 74 in a game played with the "3" game medium bet.
[0146] In addition to the 3-coin bet and 2-coin bet draw tables, the main ROM 73 also stores a CB draw table that is referenced in the draw process for the first CB state ST2 and the second CB state ST3 (Figure 16). The CB draw table has only one index value IV set, and this single index value IV has normal replay winning data set. The probability of winning with index value IV is 3 / 10, and if index value IV is won, a normal replay will be awarded regardless of the stopping order of reels 32L, 32M, and 32R, provided that the left stop button 42 is operated at the predetermined timing. If the left stop button 42 is not operated at the predetermined timing, a normal replay will not be awarded even if normal replay winning data is stored. On the other hand, if index value IV is won but the left stop button 42 is not operated at the predetermined timing, or if index value IV is not won, a first bell may be awarded.
[0147] Here, for index values IV other than 12 and 15, the probability of winning is the same between the settings "1" and "6". This is true whether the number of bets on the game medium is "3" or "2". In contrast, the probability of winning for index values IV=12 and 15 differs between the settings "1" and "6". Specifically, the probability of winning with index value IV=12 is lowest when the setting is "1", and the probability increases with higher setting values, with the highest probability being with setting "6". Similarly, the probability of winning with index value IV=15 is lowest when the setting is "1", and the probability increases with higher setting values, with the highest probability being with setting "6". This makes it possible to create a difference in the degree of advantage between setting values "1" and "6".
[0148] Returning to the explanation of the role lottery process (Figure 16), after selecting the lottery table in step S402, the index value IV is set to "1" (step S403), and then the judgment value DV used to determine whether a role is correct or not is set (step S404). In this judgment value setting process, the current judgment value DV is set by adding the current index value IV and the corresponding point value PV. Note that in the initial judgment value setting process, the random number value obtained in step S401 is used as the current judgment value DV, and the current index value IV, which is index value IV=1, and the corresponding point value PV are added to this random number value to create a new judgment value DV.
[0149] Subsequently, the system determines whether the corresponding role is correct or incorrect based on the index value IV (step S405). In determining whether the role is correct or incorrect, it is determined whether the judgment value DV exceeds "65535". If it exceeds "65535" (step S405: YES), the system executes a process to acquire winning data in order to set the winning data corresponding to the index value IV at that time into the main RAM 74 (step S406).
[0150] If the judgment value DV does not exceed "65535" (step S405: NO), it means that the hand corresponding to the index value IV has not been determined. In this case, the index value IV is incremented by 1 (step S407), and then it is determined whether or not there is a hand corresponding to the index value IV, that is, whether or not there is a hand to be judged (step S408). Specifically, it is determined whether or not the incremented index value IV exceeds the maximum value of index value IV set in the lottery table. If there is a hand to be judged, the process returns to step S404 and the judgment of the hand continues. At this time, in step S404, the judgment value DV used in the previous judgment of the hand (i.e., the current judgment value DV) is increased by adding the point value PV corresponding to the current index value IV to create a new judgment value DV, and in step S405, the judgment of the hand is determined based on this judgment value DV.
[0151] If the process in step S406 is executed, or if a negative result is made in step S408, it means that the determination of whether a role has been won or lost has been completed. In this case, the first stop information setting process is performed to set stop information for reel stop control (step S409). After that, the game start process is executed (step S410). In the game start process, although the details will be explained later, various settings for the start of the game are made based on the result of the role lottery process. After that, the process is executed to send rotation acceptance commands A and B to the performance side MPU92 to recognize that 1 game has started (step S411).
[0152] <Game state and game section> Here, we will explain the game state and game interval. Figure 20 is an explanatory diagram for illustrating the game state and game interval present in this slot machine 10.
[0153] In this slot machine 10, there are four game states: Normal Game State ST1, First CB State ST2, Second CB State ST3, Base AT State ST4, and Ending AT State ST5. These game states ST1 to ST5 do not occur simultaneously with each other.
[0154] The normal game state ST1 is a game state that is reached when a partial clearing process for the area (step S105) or a full clearing process for the area (step S106) is executed. Furthermore, when the 1st CB state ST2 or 2nd CB state ST3 that occurred in the normal game state ST1 ends, or when the base AT state ST4 or ending AT state ST5 ends, the game state becomes the normal game state ST1. In the normal game state ST1, it is possible to play one game regardless of whether the number of bets on the game medium is "3" or "2".
[0155] In the normal game state ST1, regardless of whether a 3-coin bet or a 2-coin bet is made, the expected net increase in game currency per game (the value obtained by subtracting the number of game currency bets per game from the expected number of game currency bets per game) will be 0 or less. Furthermore, in the normal game state ST1, there are two states: a non-internal state in which neither the 1st CB winning data nor the 2nd CB winning data is stored in the main RAM 74, and an internal state in which either the 1st CB winning data or the 2nd CB winning data is stored in the main RAM 74.
[0156] The 1st CB state ST2 is a game state that is entered when the 1st CB win is achieved while the 1st CB winning data is stored in the main RAM 74. In the 1st CB state ST2, it is possible to play one game if the number of bets on the game medium is "3", but it is not possible to play one game if the number of bets on the game medium is "2". The 2nd CB state ST3 is a game state that is entered when the 2nd CB win is achieved while the 2nd CB winning data is stored in the main RAM 74. In the 2nd CB state ST3, it is possible to play one game if the number of bets on the game medium is "2", but it is not possible to bet "3" game mediums because the bet limit is set to "2".
[0157] The first CB state ST2 and the second CB state ST3 are game states in which the number of game tokens owned by the player does not increase. More specifically, both the first CB state ST2 and the second CB state ST3 are game states in which the number of game tokens owned by the player at the end of the game state is less than the number of game tokens owned by the player at the start of the game state.
[0158] Base AT state ST4 is a game state that is entered when the conditions for transitioning to Base AT state ST4 are met in the normal game state ST1. Base AT state ST4 ends when the remaining number of game media measured by the AT difference counter 96e becomes "0" or when the conditions before the ending of the second section SC2 are met. If Base AT state ST4 ends because the remaining number of game media measured by the AT difference counter 96e becomes "0", the game transitions to the normal game state ST1. Also, if Base AT state ST4 ends because the conditions before the ending are met, the game transitions to Ending AT state ST5.
[0159] Ending AT state ST5 is a game state that is entered when the pre-ending conditions are met in base AT state ST4. Ending AT state ST5 ends when the ending conditions of the second section SC2 are met. When Ending AT state ST5 ends, the game transitions to normal game state ST1.
[0160] In both the base AT state ST4 and the ending AT state ST5, it is possible to execute one game regardless of whether the number of bets on the game medium is "3" or "2". In both the base AT state ST4 and the ending AT state ST5, there is a non-internal state in which neither the 1st CB winning data nor the 2nd CB winning data is stored in the main RAM 74, and an internal state in which either the 1st CB winning data or the 2nd CB winning data is stored in the main RAM 74.
[0161] In Base AT State ST4 and Ending AT State ST5, if an index value IV=1 to 6 is won, the stopping order of reels 32L, 32M, and 32R that enables the first bell win is announced. Also, in Base AT State ST4 and Ending AT State ST5, if an index value IV=7 to 9 is won, the stopping order of reels 32L, 32M, and 32R that enables the second bell win is announced. When either the first or second bell win is achieved, "15" game tokens are awarded. This makes it possible to increase the expected number of game tokens awarded in one game in Base AT State ST4 and Ending AT State ST5. In Base AT State ST4 and Ending AT State ST5, if 3 tokens are bet, the expected net increase in game tokens in one game is greater than "0", and in Base AT State ST4 and Ending AT State ST5, if 2 tokens are bet, the expected net increase in game tokens in one game is 0 or less.
[0162] In this configuration, where various game states ST1 to ST5 exist as described above, game intervals are set separately from these game states ST1 to ST5. The game intervals are set as the first interval SC1 and the second interval SC2. In other words, in this slot machine 10, the elements that determine the game state are the number of bets for the game media "2" and "3", the setting values "1" to "6", the various game states ST1 to ST5, and the game intervals of the first interval SC1 and the second interval SC2.
[0163] Section 1 SC1 is a section in which a favorable game state (Base AT state ST4 and Ending AT state ST5) is not started, and the favorable game state described above does not continue, because the stopping order of reels 32L, 32M, and 32R, which enables the player to win a favorable prize when different prizes are won depending on the stopping order of reels 32L, 32M, and 32R, is not announced, and the expected net increase in game currency in one game (the value obtained by subtracting the number of game currency bet in one game from the expected number of game currency given in one game) can exceed "0".
[0164] In the first section SC1, a trigger for transitioning to the second section SC2 occurs based on the role lottery process (Figure 16), resulting in a transition 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 trigger for transitioning to the second section SC2 may occur, while if a game with a bet of "2" is played in the first section SC1, a trigger for transitioning to the second section SC2 will not occur. Therefore, players who expect to transition to the second section SC2 in the first section SC1 must play a game with a bet of "3", not a game with a bet of "2". The second section SC2 is a section in which the above-mentioned advantageous game state can be started and can continue. The second section SC2 ends when the base AT state ST4 or the ending AT state ST5 ends and the game transitions to the normal game state ST1. When the second section SC2 ends, the game transitions to the first section SC1.
[0165] The ending conditions for Section 2 SC2 are set as follows: either the total number of games played by Section 2 SC2 continuing without a transition to Section 1 SC1 reaches the maximum number of games (specifically 4000 games), or the total number of tokens acquired by the game media reaches the maximum number of tokens acquired (specifically 2400 tokens) by Section 2 SC2 continuing without a transition to Section 1 SC1. The total number of tokens acquired is the number of tokens added to the predetermined difference in tokens, when the predetermined difference in tokens is set as the difference between the total number of game media awarded by games played while Section 2 SC2 is continuing (0 if no game media are awarded) and the total number of game media consumed to play games while Section 2 SC2 is continuing (0 if no games are played). If either of these ending conditions is met, even if the remaining number of game tokens, measured using the AT token difference counter 96e, is 1 or more, the ending AT state ST5 will end in the game in which the ending condition was met, and the second section SC2 will also end, transitioning to the first section SC1, which is the normal game state ST1. This prevents the second section SC2 from continuing excessively.
[0166] The normal game state ST1, the first CB state ST2, and the second CB state ST3 can be experienced in either the first section SC1 or the second section SC2. On the other hand, the base AT state ST4 and the ending AT state ST5 can never be experienced in the first section SC1, and can only be experienced in the second section SC2.
[0167] In the normal game state ST1 of the second section SC2, a transition lottery process to the base AT state ST4 may be executed based on the result of the role lottery process in each game (Figure 16). However, this transition lottery process is executed in games where the number of bets is "3", but not in games where the number of bets is "2". Furthermore, in the normal game state ST1 of the second section SC2, the value of the release game counter 96g in the main RAM 74 is decremented by 1 each time a game is executed. If the value of the release game counter 96g after this decrement is "0", the transition to the base AT state ST4 is confirmed. However, this decrement of the release game counter 96g is executed in games where the number of bets is "3", but not in games where the number of bets is "2". Therefore, in the normal game state ST1 of the second section SC2, it is more advantageous for the player to have games with a bet of "3" executed than to have games with a bet of "2" executed.
[0168] Even if the configuration is such that it is advantageous to have games with a bet of "3" in the normal game state ST1, base AT state ST4, and ending AT state ST5 of the second section SC2, the number of game tokens awarded in games with a bet of "2" in any of the normal game state ST1, base AT state ST4, and ending AT state ST5 of the second section SC2 is added to the total number of game tokens acquired in the second section SC2, and games with a bet of "2" executed in any of the normal game state ST1, base AT state ST4, and ending AT state ST5 of the second section SC2 are added to the total number of games executed as the second section SC2 continues. In other words, even though games with a bet of "2" in any of the normal game state ST1, base AT state ST4, and ending AT state ST5 of the second section SC2 are disadvantageous to the player, such games end up contributing to fulfilling the ending conditions of the second section SC2. From this perspective, in the second section SC2, if the game is in the normal game state ST1, the base AT state ST4, or the ending AT state ST5, it is more advantageous for the player to have a game with a bet of "3" executed than to have a game with a bet of "2" executed.
[0169] Even in the second section SC2, just like in the first section SC1, it is possible to win the first CB and also win the second CB. If the first CB is won in the second section SC2, the second section SC2 enters the first CB state ST2, and the second section SC2 is maintained even when the first CB state ST2 is in place and after the first CB state ST2 ends. Also, if the second CB is won in the second section SC2, the second section SC2 enters the second CB state ST3, and the second section SC2 is maintained even when the second CB state ST3 is in place 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 played 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 played as the second section SC2 continues. In other words, even though games played in the first CB state ST2 and the second CB state ST3 are disadvantageous to the player, these games contribute to fulfilling the ending conditions 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 becomes more disadvantageous for the player.
[0170] <Processing at the start of gameplay> Next, the game start processing, which is executed in step S410 of the role lottery process (Figure 16), will be explained with reference to the flowchart in Figure 20. Note that the processing in steps S501 to S512 of the game start processing is executed as in-domain processing using the in-domain processing program and in-domain processing data.
[0171] If the second section flag in the various flag areas 96i of the work area 96 for processing within the region is not set to "1" and the region is in the first section SC1 (step S501: YES), the value of the bet count setting counter 96a in the work area 96 for processing within the region is determined to be "2", thereby determining whether the number of bets for the current game is "2" (step S502). If the number of bets for the current game is "2" (step S502: YES), the process to set the region to the second section SC2 is not executed. On the other hand, if the number of bets for the current game is "3" (step S502: NO), the second section transition process is executed on the condition that any index value IV is won in the draw process for the winning combination in the current game (Figure 16) (step S503: YES) (step S504). In the second section transition process, the game section is transitioned from the first section SC1 to the second section SC2 by setting the second section flag in the various flag areas 96i to "1". Additionally, the continuous game count counter 96c in the work area 96 for processing within the region is cleared to "0", and the total acquired count counter 96d is set to an initial value of "63121".
[0172] The total acquired counter 96d is a 2-byte counter and can take values from "0" to "65535". In this case, by setting the initial value of the total acquired counter 96d to "63121", the value of the total acquired counter 96d will not reach its minimum value until the number of game tokens owned by the player decreases by 63121 from the initial value. If the number of game tokens owned by the player decreases by more than 63121 from the initial value, the value of the total acquired counter 96d will reverse from the minimum value to the maximum value, but when this reversal occurs, the total acquired counter 96d will be cleared to "0". Therefore, if the number of game tokens owned by the player decreases by more than 63121 after transitioning to the second section SC2, the amount exceeding that will not be measured by the total acquired counter 96d. On the other hand, if the value of the total acquired counter 96d reaches "65521", the ending condition is met and the ending AT state ST5 ends. In other words, when the second section SC2 begins, the ending condition is met and the ending AT state ST5 ends when the increase in the player's game tokens from the initial value reaches 2400 tokens. The ending condition is also met when the value of the continuation game counter 96c reaches "4000". In other words, the ending condition is met and the ending AT state ST5 ends when the number of games played in the second section SC2 reaches 4000 games.
[0173] In the second section transition process, the release game counter 96g in the work area 96 for processing within the main RAM 74 is further set to "1000" as the ceiling game count. Whenever a game with a bet of "3" is played in the second section SC2 and the normal game state ST1, the value of the release game counter 96g is deducted by 1, and when the value of the release game counter 96g becomes "0" after this deduction, the process to transition to the base AT state ST4 is executed. Note that even in the second section SC2, if a game with a bet of "2" is played, the value of the release game counter 96g is not deducted, and the value of the release game counter 96g is not deducted when a game is played in the CB state ST2 or ST3. In addition, the section display unit 67 is switched from the off state to the on state.
[0174] If the second section flag in the various flag areas 96i is set to "1" and the second section is SC2 (step S501: NO), the value of the continuation game counter 96c is incremented by 1 (step S505). Then, it is determined whether the number of bets for this game is "2" by checking whether the value of the bet setting counter 96a is "2" (step S506), and it is also determined whether the current game state is the first CB state ST2 or the second CB state ST3 (step S507). If the number of bets for this game is "2" (step S506: YES), or if the current game state is the first CB state ST2 or the second CB state ST3 (step S507: YES), the game start processing is terminated without executing the processes from step S508 onwards.
[0175] If the number of bets in this game is "3" and the current game state is neither the 1st CB state ST2 nor the 2nd CB state ST3 (steps S506 and S507: NO), the process from step S508 onwards is executed. In step S508, it is determined whether the current game state is the normal game state ST1. If it is the normal game state ST1 (step S508: YES), the normal start process is executed (step S509). Details of the normal start process will be explained later.
[0176] If the game is not in the normal game state ST1 (Step S508: NO), it means that the current game state is either the base AT state ST4 or the ending AT state ST5. In this case, provided that the draw for winning combinations in this game (Figure 16) results in an index value IV of 1 to 9 (Step S510: YES), the stop order data setting process is executed (Step S511). In the stop order data setting process, if the draw for winning combinations (Figure 16) results in an index value IV of 1 to 6, the combined display unit 66 displays the stop order of reels 32L, 32M, and 32R that enables the first bell win. Also, if the draw for winning combinations (Figure 16) results in an index value IV of 7 to 9, the combined display unit 66 displays the stop order of reels 32L, 32M, and 32R that enables the second bell win.
[0177] If a negative result is obtained in step S510, or if the process in step S511 is executed, it is determined whether the current game state is the base AT state ST4 (step S512). If the current game state is the ending AT state ST5 (step S512: NO), the game start process ends as is. If the current game state is the base AT state ST4 (step S512: YES), the base AT start process (step S513) is executed and then the game start process ends. Details of the base AT start process will be explained later.
[0178] <Reel control processing> Next, the reel control process, which is executed in step S308 of the normal process (Figure 15), will be explained with reference to the flowchart in Figure 22. Note that the processes in steps S601 to S614 of the reel control process are executed as in-domain processing using the in-domain processing program and in-domain processing data.
[0179] First, a rotation start process is performed to begin the rotation of each reel 32L, 32M, and 32R (step S601). In the rotation start process, it is checked whether a predetermined wait time (e.g., 4.1 seconds) has elapsed since the rotation of reels 32L, 32M, and 32R started in the previous game. If it has not elapsed, the system waits until the wait time has elapsed. If the wait time has elapsed, the wait time for the next game is reset, and rotation start information is set in the motor control storage area provided in the work area 96 for processing within the main RAM 74. By performing this process, the stepping motor acceleration process is started in the stepping motor control process of step S206 in the timer interrupt process (Figure 14), and each reel 32L, 32M, and 32R begins to rotate. After that, the system waits until each reel 32L, 32M, and 32R rotates at a predetermined rotation speed, and then the rotation start process is terminated. Furthermore, when the rotation speed of each reel 32L, 32M, and 32R reaches a constant speed, the main MPU 72 illuminates the lamps (not shown) of each stop button 42-44 to inform the player that it is possible to issue a stop command.
[0180] Next, it is determined whether or not one of the stop buttons 42-44 has been operated (step S602). If none of the stop buttons 42-44 have been operated, the process in step S602 is repeated until one of the stop buttons 42-44 has been operated. If it is determined that one of the stop buttons 42-44 has been operated, it is determined whether or not the stop button 42-44 corresponding to the rotating reel 32L, 32M, or 32R has been operated, i.e., whether or not a stop command has been issued (step S603). If no stop command has been issued, the process returns to step S602 and the process in step S602 is repeated until one of the stop buttons 42-44 has been operated. If a stop command has been issued, the process of sending a stop start command is executed (step S604). The stop start command is a command to make the performance-side MPU 92 aware of which of the stop buttons 42-44 was operated to generate this stop command. When a stop start command is sent, the stop control processing shown in steps S605-S611 is performed to stop the rotating reels.
[0181] In the stop control process, the symbol number of the symbol that has reached the base position (specifically the lower row) at the time the stop buttons 42 to 44 are operated is checked (step S605). Specifically, the symbol number of the symbol that has reached the base position is checked by the number of excitation pulses output from the time the detection signal of the reel index sensor is input. Then, based on the stop information stored in the main RAM 74, the slip count of the reels 32L, 32M, and 32R that should be stopped this time is calculated (step S606).
[0182] In this slot machine 10, there are five stopping patterns for each reel 32L, 32M, and 32R when the stop buttons 42 to 44 are operated: a stopping pattern in which the reel stops as is with the symbol that has reached the base position; a stopping pattern in which the corresponding reels 32L, 32M, and 32R are stopped after sliding by one symbol; a stopping pattern in which they are stopped after sliding by two symbol; a stopping pattern in which they are stopped after sliding by three symbol; and a stopping pattern in which they are stopped after sliding by four symbol. In step S606, a value from "0" to "4" is calculated as the number of slips based on the stop information stored in the work area 96 for processing within the main RAM 74.
[0183] Next, the calculated number of slips is added to the symbol number of the reached symbol to determine the symbol number of the stopping symbol to actually stop at the base position (step S607). Then, it is determined whether the symbol number of the reached symbol and the symbol number of the stopping symbol are equal for reels 32L, 32M, and 32R that should be stopped this time (step S608). If they are equal, a reel stop process is performed to stop the rotation of reels 32L, 32M, and 32R (step S609). After that, it is determined whether all reels 32L, 32M, and 32R have stopped (step S610). If all reels 32L, 32M, and 32R have not stopped, the second stop information setting process is performed (step S611), and the process returns to step S602.
[0184] Here, stop information refers to information that corresponds to the stopping pattern of each reel 32L, 32M, and 32R in accordance with the result of the prize draw process (Figure 16). By using this stop information, it is possible to calculate the number of slips (specifically "0" to "4") for the reached symbol that has reached the base position when each stop button 42 to 44 is stopped. As this stop information, slip number data showing the correspondence between each symbol and the slip number is pre-stored in the main ROM 73 as data for in-area processing, corresponding to each draw result and the stopping order of each reel 32L, 32M, and 32R. However, it is not limited to this, and the slip number data corresponding to each draw result and the stopping order of each reel 32L, 32M, and 32R may be derived while the reels 32L, 32M, and 32R are rotating.
[0185] To set the above stop information, there are two processes: a first stop information setting process executed in step S409 of the role lottery process (Figure 16), and a second stop information setting process executed in step S611 of the reel control process (Figure 22). In the first stop information setting process, the stop information is set according to the result of the role lottery process. In the second stop information setting process, the stop information stored in the work area 96 for area processing in the main RAM 74 after the reels have stopped is modified in the first stop information setting process or the previous second stop information setting process. In the second stop information setting process, the stop information is modified based on the set winning data, the stopping order of reels 32L, 32M, and 32R, and the stopping outcomes of the stopped reels 32L, 32M, and 32R.
[0186] If it is determined in step S610 that all reels 32L, 32M, and 32R have stopped, a command to stop all reels is sent to the performance-side MPU 92 to indicate that all reels 32L, 32M, and 32R have stopped (step S612). After that, the winning determination process is executed (step S613). In the winning determination process, the types of symbols stopped on the main line ML for each reel 32L, 32M, and 32R are determined. Then, based on the contents of the winning data stored in the work area 96 for processing within the area of the main RAM 74, it is determined whether the combination of symbols stopped and displayed on the main line ML for each reel 32L, 32M, and 32R corresponds to the combination of symbols that won in the winning combination lottery process. If it is the combination of symbols that won, the winning combination is determined to have been won and the winning corresponding process is executed. In the prize-winning processing, if the prize is a minor role win, information on the number of game media to be awarded is set in the work area 96 for area processing in the main RAM 74 so that game media can be awarded in the media awarding processing. On the other hand, if the prize is a replay win, a flag setting process is executed so that the re-play setting process is executed in the next start waiting process. After executing the prize-winning determination process, a prize-winning result command is sent to the performance side MPU 92 (step S614). The prize-winning result command contains data indicating whether a prize was won in this game, and if a prize was won, it contains data indicating the type of prize. The prize-winning result command also contains data corresponding to the result of the role lottery process (Figure 16) in this game.
[0187] <Processing at the end of gameplay> Next, the processing performed at the end of the game, which is executed in step S310 of the normal processing (Figure 15), will be explained with reference to the flowchart in Figure 23. Note that the processing in step S310 of the normal processing (Figure 15) is executed after the reel control processing (step S308), so the processing at the end of the game is executed after the rotation of reels 32L, 32M, and 32R has all stopped in one game. In addition, the processing in steps S701 to S706 of the processing at the end of the game is executed as processing within a region using a program and data for processing within a region.
[0188] First, CB processing is performed to control the transition and progress between the first CB state ST2 or the second CB state ST3 (step S701). In the CB processing, if a first CB win is achieved in this game, the first CB state flag provided in the various flag areas 96i in the work area 96 for processing within the domain is set to "1", and the first CB win data stored in the work area 96 for processing within the domain is cleared. As a result, the game state becomes the first CB state ST2. In the first CB state ST2, the game will only be executed when a game medium of "3" is bet. In the CB processing, if a second CB win is achieved in this game, the second CB state flag provided in the various flag areas 96i in the work area 96 for processing within the domain is set to "1", and the second CB win data stored in the work area 96 for processing within the domain is cleared. As a result, the game state becomes the second CB state ST3. In the second CB state ST3, the game will only be executed when "2" game tokens are bet. In the first CB state ST2 or second CB state ST3, if the first bell is awarded in the current game, the value of the total award counter in the work area 96 for processing within the area is increased by 1. The total award counter is a counter used by the main MPU 72 to determine the total number of game tokens awarded in the first CB state ST2 or second CB state ST3, and is reset to "0" when the first CB state ST2 or second CB state ST3 starts. If the value of the total award counter after the increase reaches "30", which is the termination threshold for the first CB state ST2 and second CB state ST3, the CB state flag corresponding to the current CB state ST2 or ST3 is reset to "0".
[0189] In the processing at the end of the game, after executing the CB processing in step S701, if the game is not in either the first CB state ST2 or the second CB state ST3 (step S702: NO), the system jumps to the processing corresponding to the current game state (step S703). Specifically, if the game state is the normal game state ST1, the normal processing is executed (step S704); if the game state is the base AT state ST4, the base AT processing is executed (step S705); and if the game state is the ending AT state ST5, the game section control processing is executed (step S706). In addition, if a positive determination is made in step S702 due to being in CB state ST2 or ST3, if the normal processing is executed in step S704, or if the base AT processing is executed in step S705, the game section control processing is then executed (step S706).
[0190] <Normal startup processing> Next, the normal startup process, which is executed in step S509 of the game start processing (Figure 21), will be explained with reference to the flowchart in Figure 24. Note that the processing in steps S801 to S811 in the normal startup process is executed as in-domain processing using the in-domain processing program and in-domain processing data.
[0191] First, the value of the release game counter 96g is deducted by 1 (step S801). This means that if a game with a bet of "3" is executed in the second section SC2 and the normal game state ST1, the remaining ceiling game count will be deducted by 1. After that, it is determined whether or not "1" is set in the AT winning flag provided in the various flag areas 96i in the work area 96 for processing within the region (step S802). The AT winning flag is a flag used by the main MPU 72 to determine whether or not the transition to the base AT state ST4 is confirmed. If "1" is set in the AT winning flag (step S802: YES), this normal start processing is terminated without executing the processing from step S803 onwards.
[0192] If the AT winning flag is not set to "1" (step S802: NO), the AT lottery process is executed (step S803). In the AT lottery process, the AT lottery table provided as data for in-area processing in the main ROM 73 is read, and random number information at that time is read from the lottery counter provided in the work area 96 for in-area processing which is updated periodically. Using these AT lottery table and random number information, it is determined whether or not a transition to base AT state ST4 has been won. The AT lottery table contains a set of numerical information that is referenced when not in CZ state and a set of numerical information that is referenced when in CZ state. In this case, the set of numerical information that is referenced when in CZ state has a higher probability of resulting in a transition to base AT state ST4 than the set of numerical information that is referenced when not in CZ state. Furthermore, regardless of whether the numerical information set referenced is in the CZ state or not, the probability of transitioning to the base AT state ST4 is higher in games where the game in the role lottery process (Figure 16) selects index value IV, which has a relatively low probability of winning, than in games where the game in the role lottery process (Figure 16) selects index value IV, which has a relatively high probability of winning. The expected value of transitioning to the base AT state ST4 when not in the CZ state is approximately 5%, and the expected value of transitioning to the base AT state ST4 when in the CZ state is approximately 50%.
[0193] If the AT lottery process results in a transition to the base AT state ST4 (step S804: YES), the AT winning flag in the various flag area 96i is set to "1", and the CZ winning flag in the various flag area 96i in the work area 96 for processing within the area is cleared to "0" (step S805). The CZ winning flag is a flag used by the main MPU 72 to identify that a transition to the CZ state is confirmed.
[0194] Subsequently, the standby counter 96f provided in the work area 96 for processing within the region is set to "4", corresponding to the number of waiting games (step S806). When the AT winning flag is set to "1", the standby counter 96f is used by the main MPU 72 to determine the number of remaining games until the transition to the base AT state ST4 occurs. When the value of the standby counter 96f is 1 or greater, a game with a bet of "3" is executed in a game state other than CB state ST2 or ST3, the value of the standby counter 96f is deducted by 1, and when the value of the standby counter 96f after the deduction becomes "0", the transition to the base AT state ST4 occurs.
[0195] If the AT lottery process does not result in a transition to the base AT state ST4 (step S804: NO), it is determined whether or not the CZ state is in a CZ state by checking whether or not "1" is set in the CZ state flag of the various flag area 96i in the work area 96 for processing within the domain, and it is also determined whether or not "1" is set in the CZ winning flag of the various flag area 96i in the work area 96 for processing within the domain (step S807). If the CZ state is in a CZ state or if "1" is set in the CZ winning flag (step S807: YES), this normal start process is terminated.
[0196] If the CZ state is not reached and the CZ winning flag is not set to "1" (step S807: NO), the CZ lottery process is executed (step S808). In the CZ lottery process, the CZ lottery table provided as data for in-area processing in the main ROM 73 is read, and random number information for that time is read from the lottery counter provided in the work area 96 for in-area processing which is updated periodically. Using these CZ lottery table and random number information, it is determined whether or not a transition to the CZ state has been won. The CZ lottery table is set such that games in which an index value IV, which has a relatively low winning probability in the role lottery process (Figure 16), is won have a higher probability of transitioning to the CZ state than games in which an index value IV, which has a relatively high winning probability in the role lottery process (Figure 16), is won. The expected value of a transition to the CZ state is approximately 10%.
[0197] If the transition to the CZ state is selected during the CZ lottery process (step S809: YES), the CZ selection flag in the various flag areas 96i is set to "1" (step S810). Then, the standby counter 96f in the work area 96 for processing within the area is set to "4", corresponding to the number of waiting games (step S811). When the CZ selection flag is set to "1", the standby counter 96f is used by the main MPU 72 to determine the number of remaining games until the transition to the CZ state occurs. When the value of the standby counter 96f is 1 or greater, a game with a bet of "3" is executed in a game state other than CB state ST2 or ST3, the value of the standby counter 96f is deducted by 1, and when the value of the standby counter 96f after the deduction becomes "0", the transition to the CZ state occurs.
[0198] <Normal processing> Next, we will explain the normal processing performed in step S704 of the processing at the end of the game (Figure 23), referring to the flowchart in Figure 25. Note that the processing in steps S901 to S914 of the normal processing is performed as in-domain processing using the in-domain processing program and in-domain processing data.
[0199] First, it is determined whether the number of bets for the current game is "2" by checking whether the value of the bet count setting counter 96a is "2" (step S901). If the number of bets for the current game is "2" (step S901: YES), this normal processing is terminated without executing the processes from step S902 onwards. If the number of bets for the current game is "3" (step S901: NO), it is determined whether the number of games up to the ceiling has been played in the second section SC2 and normal game state ST1 by checking whether the value of the release game count counter 96g in the work area 96 for processing within the area is "0" (step S902). If the value of the release game count counter 96g is "0" (step S902: YES), it means that the number of games up to the ceiling has been played in the second section SC2 and normal game state ST1, so the processes to set the base AT state to ST4 in steps S907 and S908 are executed. These processes will be explained later.
[0200] If the value of the release game count counter 96g is not "0" (step S902: NO), it is determined whether the value of the standby counter 96f in the work area 96 for processing within the region is 1 or greater (step S903). In situations where the transition to base AT state ST4 is confirmed and the transition to base AT state ST4 has been waiting for 4 games, or in situations where the transition to CZ state is confirmed and the transition to CZ state has been waiting for 4 games, the value of the standby counter 96f is 1 or greater. If the value of the standby counter 96f is 1 or greater (step S903: YES), the value of the standby counter 96f is subtracted by 1 (step S904), and it is determined whether the value of the standby counter 96f after the subtraction of 1 is "0" (step S905).
[0201] If the value of the waiting counter 96f after subtracting 1 is "0" (step S905: YES), it is determined whether or not the AT winning flag in the various flag areas 96i in the work area 96 for processing within the domain is set to "1", thereby determining whether or not it is the last game of the 4 games in which the transition to the base AT state ST4 is waiting (step S906). If the determination in step S906 is positive, the processing to set the base AT state ST4 in steps S907 and S908 is executed. Specifically, the base AT state flag in the various flag areas 96i in the work area 96 for processing within the domain is set to "1", and the AT winning flag and CZ state flag are cleared to "0" (step S907). After that, the AT state start setting processing is executed (step S908). In the AT state start setting processing, the AT difference counter 96e in the work area 96 for processing within the domain is set to "200" as the initial number. As previously explained, the AT difference counter 96e is a counter used by the main MPU 72 to determine the remaining number of game tokens to be allocated in the base AT state ST4.
[0202] If a negative result is obtained in step S906, the process to set the CZ state in steps S909 and S910 is executed. Specifically, the CZ state flag in the various flag area 96i in the work area 96 for processing within the domain is set to "1", and the CZ winning flag is cleared to "0" (step S909). After that, the CZ state start setting process is executed (step S910). In the CZ state start setting process, the CZ state counter 96h provided in the work area 96 for processing within the domain is set to "10" as the number of games that will continue in the CZ state. As already explained, the CZ state counter 96h is a counter used by the main MPU 72 to determine the number of remaining games until the CZ state ends. When the CZ status flag is set to "1" and the CZ state is established, the AT lottery process executed in step S803 of the normal start processing (Figure 24) references the set of numerical information that is referenced when the CZ state is in the AT lottery table. Therefore, the probability of winning a transition to the base AT state ST4 is higher than when the CZ state is not in place.
[0203] If the value of the standby counter 96f is determined to be "0" in step S903, it is determined whether or not the CZ state is active by checking whether or not "1" is set in the CZ state flags of the various flag areas 96i in the work area 96 for processing within the domain (step S911). If the CZ state is active (step S911: YES), the value of the CZ state counter 96h is decremented by 1 (step S912), and if the value of the CZ state counter 96h after the decrement is "0" (step S913: YES), the CZ state is terminated by clearing the CZ state flags of the various flag areas 96i to "0" (step S914). When the CZ state flag is cleared to "0" and the CZ state is terminated, the AT lottery process executed in step S803 of the normal start processing (Figure 24) refers to the set of numerical information that is referenced in the AT lottery table when the CZ state is not active, so the probability of winning a transition to the base AT state ST4 is lower than when the CZ state is active.
[0204] <Base AT startup processing> Next, the base AT startup process, which is executed in step S513 of the game start processing (Figure 21), will be explained with reference to the flowchart in Figure 26. Note that the processing in steps S1001 to S1009 of the base AT startup process is executed as in-domain processing using the in-domain processing program and in-domain processing data.
[0205] First, the bonus lottery process is executed (step S1001). In the bonus lottery process, the bonus lottery table provided as data for processing within the area in the main ROM 73 is read, and random number information for that time is read from the lottery counter provided in the work area 96 for processing within the area and updated periodically. Using this bonus lottery table and random number information, it is determined whether or not the remaining bonus amount for the base AT state ST4 has been awarded. The bonus lottery table is set so that games in which an index value IV, which has a relatively low winning probability in the role lottery process (Figure 16), is awarded have a higher probability of awarding a bonus than games in which an index value IV, which has a relatively high winning probability in the role lottery process (Figure 16), is awarded, and the expected number of game media to be awarded when an bonus is awarded is also set to be higher.
[0206] If the bonus is awarded in the bonus lottery process (Step S1002: YES), the number of game tokens selected in the bonus lottery process is added to the AT difference token counter 96e in the work area 96 for processing within the area (Step S1003). The number of game tokens awarded when the bonus is awarded is one of 20, 50, 80, 100, or 200 tokens.
[0207] If a negative result is determined in step S1002 or the process in step S1003 is executed, it is determined whether the result of the role lottery process (Figure 16) in this game is a losing result (step S1004). If the result of the role lottery process (Figure 16) is a losing result (step S1004: YES), "3" is added to the AT difference counter 96e in the work area 96 for processing within the domain (step S1005). In a game where the number of bets is "3", if the result of the role lottery process (Figure 16) is a losing result, it means that the number of game tokens owned by the player has decreased by 3, so "3" is added to the AT difference counter 96e in order to add that amount to the remaining number of game tokens granted in base AT state ST4. Furthermore, in games where the number of bets is "2", the base AT start processing (Figure 26) is not executed. Therefore, even if the draw process for winning a role (Figure 16) is unsuccessful in games where the number of bets is "2", no addition is made to the AT difference counter 96e. Moreover, in games where the number of bets is "2", the value of the AT difference counter 96e is not updated regardless of the result of the draw process for winning a role (Figure 16) or the result of winning a prize.
[0208] If any index value IV is selected in the role selection process (Figure 16) (Step S1004: NO), it is determined whether the selected index value IV is one of "1" to "13" (Step S1006). In other words, it is determined whether or not the selected index value IV corresponds to the winning data set for the game medium. If the determination in Step S1006 is positive, the AT difference counter 96e is subtracted regardless of whether or not the winning data for that index value IV was awarded (Step S1007).
[0209] In the subtraction process for the AT difference counter 96e, the result of subtracting "3", the number of bets for the current game, from the number of game media awarded when the winning data set for the winning index value IV is awarded is subtracted from the AT difference counter 96e. This subtraction process is performed regardless of whether the winning data was awarded or not. Specifically, if the index value IV is one of "1" to "10", the winning data that awards the maximum number of game media is the 1st bell winning data or the 2nd bell winning data, so "12", which is the result of subtracting "3" from "15", the number of game media awarded when that winning data is awarded, is subtracted from the AT difference counter 96e. Furthermore, if the index value IV = "11" or "12" is selected, the winning data that will result in the maximum number of game tokens awarded is the first watermelon winning data or the second watermelon winning data. Therefore, "2", which is the result of subtracting "3" from "5", the number of game tokens awarded when that winning data is awarded, is subtracted from the AT difference counter 96e. Furthermore, if the index value IV = "13" is selected, the winning data that will result in the maximum number of game tokens awarded is the cherry winning data. Therefore, "1", which is the result of subtracting "3" from "4", the number of game tokens awarded when that winning data is awarded, is subtracted from the AT difference counter 96e. In other words, in the base AT state ST4, even if the winning data corresponding to the winning data with the largest number of game tokens awarded among the winning data set for the winning index value IV is not achieved due to a missed win, the result of subtracting the number of bets for this game, "3", from the number of game tokens awarded if the winning data corresponding to the largest number of game tokens awarded had been achieved will be subtracted from the AT difference counter 96e.
[0210] Subsequently, it is determined whether the value of the AT difference counter 96e has become "0" or less due to the subtraction process in step S1007 (step S1008). If the value of the AT difference counter 96e is "0" or less (step S1008: YES), the AT difference counter 96e is cleared to "0" (step S1009).
[0211] <Processing for base AT> Next, we will explain the base AT processing that is executed in step S705 of the processing that takes place when the game ends (Figure 23), referring to the flowchart in Figure 27. Note that the processing in steps S1101 to S1105 of the base AT processing is executed as in-domain processing using the in-domain processing program and in-domain processing data.
[0212] If the value of the AT difference counter 96e in the work area 96 for processing within the domain is "0" (step S1101: YES), it means that the termination condition for the base AT state ST4 has been met. In this case, the base AT state flag and the second section flag in the various flag areas 96i in the work area 96 for processing within the domain are cleared to "0" (step S1102). As a result, the situation of being in the second section SC2 and the base AT state ST4 ends, and the situation becomes the first section SC1 and the normal game state ST1. Also, when the second section SC2 ends, the section display unit 67 changes from lit to unlit.
[0213] However, the configuration is not limited to this, and even if the base AT state ST4 ends when the value of the AT difference counter 96e becomes "0", the second section SC2 may be maintained without ending. In this case, the second section SC2 may be configured to end when the value of the AT difference counter 96e becomes "0" and the base AT state ST4 ends when the total number of acquired coins measured by the total number of acquired coins counter 96d in the work area 96 for processing within the area is 2000 coins or more, or when the number of continuous games measured by the number of continuous games counter 96c in the work area 96 for processing within the area is 1000 games or more, or when the value of the AT difference counter 96e becomes "0" and the base AT state ST4 ends.
[0214] If the value of the AT difference counter 96e is not "0" (step S1101: NO), it is determined whether the value of the continuation game counter 96c in the work area 96 for processing within the domain is "3950" or greater, which corresponds to the fulfillment of the pre-ending condition (step S1103), and whether the value of the total acquired counter 96d in the work area 96 for processing within the domain is "65321" or greater, which corresponds to the fulfillment of the pre-ending condition (step S1104). Since the number of continuation games corresponding to the fulfillment of the ending condition in the second section SC2 is "4000", the number of continuation games corresponding to the fulfillment of the pre-ending condition is "3950", which is less than that number of games. Furthermore, the total number of points earned corresponding to the fulfillment of the ending conditions in Section 2 SC2 is "2400," which is obtained by subtracting the initial value of the total number of points earned counter 96d when Section 2 SC2 starts, "63121," from the value of the total number of points earned counter 96d corresponding to the fulfillment of the ending conditions, "65521." In contrast, the total number of points earned corresponding to the fulfillment of the conditions before the ending occurs is "2200," which is obtained by subtracting the initial value of the total number of points earned counter 96d when Section 2 SC2 starts, "63121," from the value of the total number of points earned counter 96d corresponding to the fulfillment of the conditions before the ending occurs, "65321." Therefore, the total number of points earned corresponding to the fulfillment of the conditions before the ending occurs is less than the total number of points earned corresponding to the fulfillment of the ending conditions in Section 2 SC2.
[0215] If a positive result is obtained in either step S1103 or step S1104, it means that the pre-ending condition has been met. In this case, the ending AT state flag in the various flag area 96i of the work area 96 for processing within the main RAM 74 is set to "1", and the base AT state flag in the various flag area 96i is cleared to "0" (step S1105). As a result, the game state transitions from base AT state ST4 to ending AT state ST5.
[0216] Here, in the base AT state ST4, if the number of continuous games or the total number of acquired games in the second section SC2 corresponds to the fulfillment of the pre-ending conditions, the game transitions to the ending AT state ST5, regardless of the value of the AT difference counter 96e, i.e., the number of remaining game tokens given in the base AT state ST4. The ending AT state ST5 then continues until the ending conditions of the second section SC2 are fulfilled. This ensures that when the pre-ending conditions of the second section SC2 are fulfilled, the ending conditions of the second section SC2 are reliably fulfilled.
[0217] <Game section control processing> Next, the game section control processing, which is executed in step S706 of the processing at the end of the game (Figure 23), will be explained with reference to the flowchart in Figure 28. Note that the processing in steps S1201 to S1208 of the game section control processing is executed as in-area processing using a program and data for in-area processing.
[0218] First, it is determined whether the game section is the second section SC2 by checking whether the second section flag in the various flag area 96i in the work area 96 for processing within the region is set to "1" (step S1201). If the game section is the first section SC1 (step S1201: NO), this game section control process is terminated without executing the processes from step S1202 onwards. If the game section is the second section SC2 (step S1201: YES), it is determined whether the number of continuous games in the second section SC2 has reached the number of games corresponding to the fulfillment of the ending condition by checking whether the value of the continuous game counter 96c in the work area 96 for processing within the region is "4000" or more (step S1202). If a positive result is obtained in step S1202, the initialization process for the second section SC2 is executed in step S1208. This initialization process will be explained later.
[0219] If a negative result is obtained in step S1202, it is determined whether a replay win occurred in the current game, whether it was a first chance replay win, a second chance replay win, or a normal replay win (step S1203). In this case, the determination in step S1203 applies regardless of whether the number of bets in the current game was "2" or "3", and also regardless of whether the current game was in normal game state ST1, first CB state ST2, second CB state ST3, base AT state ST4, or ending AT state ST5. If any replay win occurred (step S1203: YES), the process proceeds to step S1207 without executing steps S1204 to S1206.
[0220] If no replay wins occur (Step S1203: NO), the number of bets for this game is subtracted from the number of game tokens awarded to the player in this game, and the result of this subtraction is added to the total winnings counter 96d in the work area 96 for processing within the area (Step S1204). In this case, if no game tokens are awarded to the player in this game, the number of bets for this game, "2" or "3", will be subtracted from the value of the total winnings counter 96d. Also, even if game tokens are awarded to the player in this game, if the number of game tokens awarded is less than the number of bets for this game, the result of subtracting the number of game tokens awarded in this game from the number of bets for this game will be subtracted from the value of the total winnings counter 96d. On the other hand, if the number of game tokens awarded to the player in this game is greater than the number of bets for this game, the result of subtracting the number of bets for this game from the number of game tokens awarded will be added to the value of the total winnings counter 96d.
[0221] Next, it is determined whether the value of the total acquired counter 96d is 0 or less (step S1205). If the value of the total acquired counter 96d is 0 or less (step S1205: YES), the total acquired counter 96d is cleared to "0" (step S1206). As already explained, when transitioning to the second section SC2, the total acquired counter 96d is set to an initial value of "63121", so the value of the total acquired counter 96d will not be 0 or less until the number of game tokens owned by the player decreases by 63121 from the initial value. If the number of game tokens owned by the player decreases by more than 63121 from the initial value, the value of the total acquired counter 96d will be 0 or less, in which case the total acquired counter 96d is cleared to "0". Therefore, if the number of game tokens owned by the player decreases by more than 63121 after transitioning to the second section SC2, the amount exceeding that will not be included in the measurement of the total acquired counter 96d.
[0222] If a positive result is obtained in step S1203, if a negative result is obtained in step S1205, or if the process in step S1206 is executed, it is determined whether the value of the total acquired counter 96d exceeds "65521" (step S1207). In other words, it is determined whether the increase in the amount of game tokens owned by the player from the initial value when the second section SC2 is started exceeds 2400 tokens. If a positive result is obtained in step S1207, the initialization process for the second section SC2 is executed in step S1208, similar to the case where a positive result is obtained in step S1202. In this initialization process, the second section flag, base AT state flag, and ending AT state flag of the various flag areas 96i in the work area 96 for processing within the area are cleared to "0", and the AT difference token counter 96e in the work area 96 for processing within the area is cleared to "0". As a result, the situation becomes that of the first section SC1 and the normal game state ST1. Also, when the second section SC2 ends, the section display unit 67 changes from the lit state to the unlit state.
[0223] <Configuration regarding communication between the main MPU72 and the production MPU92> Next, the configuration regarding the communication between the main MPU 72 and the effect MPU 92 will be described. FIG. 29(a) is an explanatory diagram for explaining the electrical configuration regarding the communication between the main MPU 72 and the effect MPU 92.
[0224] The main MPU 72 and the effect MPU 92 are electrically connected by a signal path group 101. The signal path group 101 includes a first signal path group 103 provided to electrically connect the main MPU 72 and the main connector 102 on the main control board 71, a second signal path group 105 provided to electrically connect the effect MPU 92 and the effect connector 104 on the effect control board 91, and a connector unit 106 provided to be connected to each of the main connector 102 and the effect connector 104. The connector unit 106 has a first connector 106a at one end and a second connector 106b at the other end. The first connector 106a is detachably connected to the main connector 102, and the second connector 106b is detachably connected to the effect connector 104. The signal path group 101 formed by the first signal path group 103, the main connector 102, the connector unit 106, the effect connector 104, and the second signal path group 105 includes a plurality of signal paths to enable parallel communication. Note that the configuration where the signal path group 101 is parallel communication is not limited, and serial communication may also be used.
[0225] A plurality of types of commands are transmitted from the main MPU 72 to the effect MPU 92 using the signal path group 101, while no signal including a command is transmitted from the effect MPU 92 to the main MPU 72. That is, the communication between the main MPU 72 and the effect MPU 92 is one-way communication from the main MPU 72 to the effect MPU 92.
[0226] FIG. 29(b) is an explanatory diagram for explaining the commands transmitted from the main MPU 72 to the effect MPU 92.
[0227] When the supply of operating power to the main MPU 72 is started and the process returns to the pre-power failure process, a return command is sent from the main MPU 72 to the effect MPU 92. When the supply of operating power to the main MPU 72 is started and the set value update process (step S108) is started in the main process (Figure 13), a set change start command is sent from the main MPU 72 to the effect MPU 92, and when the set value update process ends, a set change end command is sent from the main MPU 72 to the effect MPU 92.
[0228] When the bet setting of the game medium is performed, a bet setting command is sent from the main MPU 72 to the effect MPU 92. When the start lever 41 is operated and the game is started in a situation where a predetermined number of game media are bet, a rotation reception command A and a rotation reception command B are sent from the main MPU 72 to the effect MPU 92. When the game is started and the rotation of the reels 32L, 32M, 32R is started, a rotation start command is sent from the main MPU 72 to the effect MPU 9, and when the acceleration period of the reels 32L, 32M, 32R is completed and the constant speed rotation is achieved and the stop of the reels 32L, at which point the stop of the reels 32L, 32M, 32R becomes possible, a stop enable command is sent from the main MPU 72 to the effect MPU 92.
[0229] When all reels 32L, 32M, and 32R are rotating, if a stop command is issued for any of the reels 32L, 32M, or 32R, the main MPU 72 sends a first stop start command to the performance MPU 92. When two reels 32L, 32M, or 32R are rotating, if a stop command is issued for the rotating reel 32L, 32M, or 32R, the main MPU 72 sends a second stop start command to the performance MPU 92. When one reel 32L, 32M, or 32R is rotating, if a stop command is issued for that reel 32L, 32M, or 32R, the main MPU 72 sends a third stop start command to the performance MPU 92. These first to third stop start commands contain information corresponding to the type of reel 32L, 32M, or 32R that was the target of the stop command. When all reels 32L, 32M, and 32R have stopped rotating, the main MPU 72 sends a command to stop all reels to the performance MPU 92. When the operation of stop buttons 42-44 corresponding to the last rotating reel 32L, 32M, and 32R is completed, the main MPU 72 sends a symbol command to the performance MPU 92. When the prize determination process (step S613) in the reel control process (Figure 22) is completed, the main MPU 72 sends a prize result command to the performance MPU 92. The prize result command includes information on whether or not a prize occurred in this game, and if a prize occurred, it includes information on the details of that prize. When all processing for one game is completed, the main MPU 72 sends game end command A and game end command B to the performance MPU 92.
[0230] When a predetermined error occurs in the slot machine 10, an error occurrence command is sent from the main MPU 72 to the performance MPU 92, and when the predetermined error is cleared, an error clearing command is sent from the main MPU 72 to the performance MPU 92. When the front door 12 changes from a closed state to an open state, and when it changes from an open state to a closed state, a door open / close command is sent from the main MPU 72 to the performance MPU 92.
[0231] <Rotation acceptance commands A and B, and game end commands A and B> Figure 30(a) is an explanatory diagram for explaining the information contained in rotation acceptance command A, Figure 30(b) is an explanatory diagram for explaining the information contained in rotation acceptance command B, Figure 31(a) is an explanatory diagram for explaining the information contained in game termination command A, and Figure 31(b) is an explanatory diagram for explaining the information contained in game termination command B.
[0232] As shown in Figure 30(a), the spin acceptance command A includes information in the command header that allows the performance-side MPU92 to identify it as a spin acceptance command A, information in the setting value set as the target for use, information in the number of bets for the current game, information in the type of lottery result corresponding to the result of the role lottery process (Figure 16), information in the stop order when the index value IV=1 to 9 is selected in the base AT state ST4 or ending AT state ST5 and the stop order of reels 32L, 32M, 32R is notified, and information in the current game This includes information on the current game state (either normal game state ST1, 1st CB state ST2, 2nd CB state ST3, base AT state ST4, ending AT state ST5, or CZ state), information on the game state for the next game (either normal game state ST1, 1st CB state ST2, 2nd CB state ST3, base AT state ST4, ending AT state ST5, or CZ state), information on the game section for the current game (either 1st section SC1 or 2nd section SC2), and information on the game section for the next game (either 1st section SC1 or 2nd section SC2).
[0233] At the start of the game, prior to the timing of setting the spin acceptance command A, information that allows the game state and game section at that time to be identified is stored in the start status area 96j of the work area 96 for processing within the area. Similarly, at the end of the game, prior to the timing of setting the game end command A, information that allows the game state and game section at that time to be identified is stored in the end status area 96k of the work area 96 for processing within the area. Information on the game state of the current game is read from the start status area 96j, and information on the game state of the next game is read from the end status area 96k. However, at the start of the game, the end status area 96k stores information on the game state and game section at the end of the previous game. Therefore, the information on the game state of the current game and the information on the game state of the next game in the spin acceptance command A are the same, and the information on the game section of the current game and the information on the game section of the next game in the spin acceptance command A are the same. Furthermore, if the stopping order of reels 32L, 32M, and 32R is not announced, the stopping order information will be set to indicate that the stopping order will not be announced.
[0234] As information regarding the type of lottery result corresponding to the result of the role lottery process (Figure 16), the winning index value IV is not transmitted as is. Instead, if the winning index value IV includes data for the first bell, information corresponding to the first bell is transmitted; if the winning index value IV includes data for the second bell, information corresponding to the second bell is transmitted; if the winning index value IV includes data for the first watermelon, information corresponding to the first watermelon is transmitted; if the winning index value IV includes data for the second watermelon, information corresponding to the second watermelon is transmitted; and if the winning index value IV includes data for the cherry, If the result is a cherry, information corresponding to the cherry is transmitted. If the index value IV, which includes data for the first chance replay, is selected, information corresponding to the first chance replay is transmitted. If the index value IV, which includes data for the second chance replay, is selected, information corresponding to the second chance replay is transmitted. If the index value IV, which includes data for the normal replay, is selected, information corresponding to the normal replay is transmitted. If the index value IV, which includes data for the first CB, is selected, information corresponding to the first CB is transmitted. If the index value IV, which includes data for the second CB, is selected, information corresponding to the second CB is transmitted. Because the index value IV is not transmitted as is, even if the rotation acceptance command A is illegally read in a situation that is neither the base AT state ST4 nor the ending AT state ST5, it is possible to prevent the determination of the stopping order of reels 32L, 32M, and 32R that would enable the first bell or second bell to be awarded in a game in which index value IV = 1 to 9 is selected.
[0235] In a configuration where the information for the spin acceptance command A is set as described above, the game end command A is set with the same information as the spin acceptance command A, as shown in Figure 31(a). However, the contents of the command header information differ between the spin acceptance command A and the game end command A. In addition, the information of the game state for the current game is read from the start status area 96j, and the information of the game state for the next game is read from the end status area 96k. However, at the end of the game, the end status area 96k stores information about the game state or game section after any transition in the game state or game section during the current game. Therefore, the information of the game state for the current game and the information of the game state for the next game in the game end command A may be different, and the information of the game section for the current game and the information of the game section for the next game in the game end command A may be different.
[0236] When sending either the spin acceptance command A or the game end command A, first the command header information corresponding to each command is set. Then, in the work area 96 for area processing in the main RAM 74, the setting value information is read from the area where the setting value to be used is stored, the bet count information is read from the bet count setting counter 96a in the work area 96 for area processing, the type of lottery result information corresponding to the winning index value IV stored in the work area 96 for area processing is read from the data for area processing in the main ROM 73, the stop order information is read from the area where the stop order information is stored in the work area 96 for area processing, the game state and game section information stored in the start situation area 96j in the work area 96 for area processing is read, and the game state and game section information stored in the end situation area 96k in the work area 96 for area processing is read. Then, the read information is set in the spin acceptance command A and the game end command A that are the target of the setting.
[0237] As shown in Figure 30(b), the rotation acceptance command B includes information in the command header that allows the performance-side MPU 92 to identify it as rotation acceptance command B, information in the continuous game count counter 96c in the work area 96 for processing within the region, information in the total acquired count counter 96d in the work area 96 for processing within the region, information in the release game count counter 96g in the work area 96 for processing within the region, information in the standby counter 96f in the work area 96 for processing within the region, information in the CZ state counter 96h in the work area 96 for processing within the region, information in the AT difference counter 96e in the work area 96 for processing within the region, information in the number of added bonuses if an additional bonus is won in the bonus lottery processing of the base AT start processing (Figure 26) at the start of the current game, and information in the termination judgment counter 98b in the work area 98 for processing outside the region. In a configuration where the information for rotation acceptance command B is set as described above, the game termination command B is set with the same information as rotation acceptance command B, as shown in Figure 31(b). However, the information in the command header differs between the rotation acceptance command B and the game termination command B.
[0238] When sending either the rotation acceptance command B or the game end command B, the command header information corresponding to each command is first set. Then, information is read from the following areas in the main RAM 74: the continuous game count counter 96c, the total acquired count counter 96d, the release game count counter 96g, the standby counter 96f, the CZ status counter 96h, the AT difference counter 96e, and the area that stores the information on the number of added bonuses in the work area 96 for in-area processing. Information is also read from the termination judgment counter 98b in the work area 98 for out-of-area processing. Finally, the read information is set in the command that is the target of the rotation acceptance command B or game end command B, respectively.
[0239] As described above, the rotation acceptance command A and rotation acceptance command B are set in step S411 of the role lottery process (Figure 16) and sent from the main MPU 72 to the performance side MPU 92. In other words, rotation acceptance command A and rotation acceptance command B are sent from the main MPU 72 to the performance side MPU 92 when each game starts and the role lottery process is executed. Also, game end command A and game end command B are set in step S315 of the normal process (Figure 15) and sent from the main MPU 72 to the performance side MPU 92. In other words, game end command A and game end command B are sent from the main MPU 72 to the performance side MPU 92 when each game ends.
[0240] <Command setting process> Next, the command setting process, which is commonly called to set rotation acceptance command A, rotation acceptance command B, game end command A, and game end command B, will be explained with reference to the flowchart in Figure 32. Note that the processing in steps S1301 to S1315 of the command setting process is executed as in-domain processing using a program and data for in-domain processing.
[0241] The command setting process is called and executed as a subroutine when setting rotation acceptance command A in step S411 of the role lottery process (Figure 16), and also when setting rotation acceptance command B. Furthermore, the command setting process is called and executed as a subroutine when setting game end command A in step S315 of the normal process (Figure 15), and also when setting game end command B.
[0242] If the command to be set this time is either rotation acceptance command A or game termination command A (step S1301: YES), if it is rotation acceptance command A (step S1302: YES), the command header information corresponding to rotation acceptance command A is read from the data for area processing (step S1303). If it is game termination command A (step S1302: NO), the command header information corresponding to game termination command A is read from the data for area processing (step S1304). If the processing in step S1303 or step S1304 is executed, "8" is set as the number of reads in a predetermined register of the main MPU 72 (step S1305). The read count information is used by the main MPU 72 to identify the number of times to read information in order to set the command and the address of the area where the information to be read is stored.
[0243] Subsequently, information corresponding to the number of reads stored in a predetermined register is read (step S1306). If the number of reads is "8", information on the setting value is read from the area where the setting value to be used is stored in the work area 96 for area processing. If the number of reads is "7", information on the number of bets is read from the bet count setting counter 96a in the work area 96 for area processing. If the number of reads is "6", information on the type of lottery result corresponding to the winning index value IV stored in the work area 96 for area processing is read from the data for area processing in the main ROM 73. If the number of reads is "5", information on the stop order is read from the area where the stop order information is stored in the work area 96 for area processing. If the number of reads is "4", information on the game state stored in the starting status area 96j is read. If the number of reads is "3", information on the game state stored in the ending status area 96k is read. If the read count information is "2", the game section information stored in the starting status area 96j is read. If the read count information is "1", the game section information stored in the ending status area 96k is read.
[0244] Subsequently, the value of the read count stored in a predetermined register is deducted by 1 (step S1307), and it is determined whether the value of the read count after the deduction is "0" (step S1308). If the value of the read count is not "0" (step S1308: N0), the processes in steps S1306 and S1307 are executed. In other words, the processes in steps S1306 and S1307 are repeated until the value of the read count becomes "0". If the value of the read count is "0" (step S1308: YES), this command setting process is terminated.
[0245] If the command to be set this time is either rotation acceptance command B or game termination command B (step S1301: NO), if it is rotation acceptance command B (step S1309: YES), the command header information corresponding to rotation acceptance command B is read from the data for area processing (step S1310). If it is game termination command B (step S1309: NO), the command header information corresponding to game termination command B is read from the data for area processing (step S1311). If the processing in step S1310 or step S1311 is executed, the read count "8" is set in a predetermined register of the main MPU 72 (step S1312).
[0246] Subsequently, information corresponding to the number of reads stored in a predetermined register is read (step S1313). If the number of reads is "8", the information of the continuous game counter 96c in the work area 96 for processing within the region is read. If the number of reads is "7", the information of the total acquired counter 96d in the work area 96 for processing within the region is read. If the number of reads is "6", the information of the release game counter 96g in the work area 96 for processing within the region is read. If the number of reads is "5", the information of the standby counter 96f in the work area 96 for processing within the region is read. If the number of reads is "4", the information of the CZ state counter 96h in the work area 96 for processing within the region is read. If the number of reads is "3", the information of the AT difference counter 96e in the work area 96 for processing within the region is read. If the number of reads is "2", information is read from the area that stores the information of the number of added bonuses in the work area 96 for processing within the region. If the read count is "1", the information of the termination determination counter 98b in the work area 98 for out-of-bounds processing is read.
[0247] Thereafter, the value of the number of read operations stored in a predetermined register is decremented by 1 (step S1314), and it is determined whether the value of the number of read operations after the decrement by 1 is "0" (step S1315). If the value of the number of read operations is not "0" (step S1315: N0), the processes of step S1313 and step S1314 are executed. That is, the processes of step S1313 and step S1314 are repeated until the value of the number of read operations becomes "0". If the value of the number of read operations is "0" (step S1315: YES), this command setting process is terminated.
[0248] In step S411 of the role lottery process (FIG. 16), when the command setting process is executed once, the rotation reception command A is set, and when the command setting process is executed one more time, the rotation reception command B is set. Then, the set rotation reception command A and rotation reception command B are transmitted to the production side MPU92. Also, in step S315 of the normal process (FIG. 15), when the command setting process is executed once, the game end command A is set, and when the command setting process is executed one more time, the game end command B is set. Then, the set game end command A and game end command B are transmitted to the production side MPU92.
[0249] <Continuous display effect> Next, the content of the display effect executed by the image display device 63 in a situation where the transition to the base AT state ST4 is determined and the transition to the AT state ST 4 is being awaited in the normal game state ST1 will be described. FIGS. 33(a) to 33(d) are explanatory diagrams for explaining the content of the display effect executed by the image display device 63 in a situation where the transition to the AT state ST4 is being awaited.
[0250] In the second section SC2, if the transition to the base AT state ST4 is confirmed in the normal game state ST1, the waiting counter 96f in the work area 96 for processing within the area is set to "4". If the waiting counter 96f is set to a value of 1 or more, the value of the waiting counter 96f is deducted by 1 each time a game is executed. When the value of the waiting counter 96f after the deduction becomes "0", the transition from the normal game state ST1 to the base AT state ST4 occurs. In other words, the transition to the base AT state ST4 is waited for for 4 games after the transition to the base AT state ST4 is confirmed.
[0251] In a situation where the transition to the base AT state ST4 is pending, the image display device 63 executes a continuous display animation that makes the player anticipate the transition to the base AT state ST4. Furthermore, even in the second section SC2, when the transition to the base AT state ST4 is not yet confirmed in the normal game state ST1, the image display device 63 may execute the above continuous display animation. In other words, the continuous display animation is executed whether or not the transition to the base AT state ST4 occurs afterward. In the case where the transition to the base AT state ST4 occurs, the continuous display animation ends with a transition-corresponding animation indicating that the transition to the base AT state ST4 will occur. In the case where the transition to the base AT state ST4 does not occur, the continuous display animation ends with a non-transition-corresponding animation indicating that the transition to the base AT state ST4 will not occur. Therefore, when the continuous display animation occurs, the player will pay attention to it while expecting the transition-corresponding animation to occur at the end.
[0252] Furthermore, when a continuous display effect is being executed, the upper lamp 61 and speaker 62 will perform an effect corresponding to that continuous display effect. In addition, the number of games in which the continuous display effect is executed is not limited to 4 games, but may be 2, 3, 5, or 6 or more games, and the number of games may not be fixed but may vary as it is determined by a lottery.
[0253] The continuous display animation progresses through different stages each time a game is completed. Specifically, the first game executes the opening stage, which indicates that the confrontation animation is about to begin. In the opening stage, the opening corresponding image G11 is displayed, as shown in Figure 33(a). The second game executes the first half confrontation stage of the confrontation animation. In the first half confrontation stage, the first half confrontation image G12 is displayed, which corresponds to the first half of the scene where the two character images are confronting each other, as shown in Figure 33(b). The third game executes the second half confrontation stage of the confrontation animation. In the second half confrontation stage, the second half confrontation image is displayed, which corresponds to the second half of the scene where the two character images are confronting each other.
[0254] In the fourth game, the confrontation sequence's outcome determination is executed. In the confrontation outcome determination, a confrontation result image G13 corresponding to the outcome of the confrontation between the two character images is displayed, as shown in Figure 33(c). The confrontation result image G13 in Figure 33(c) is the victory image displayed in the continuous display sequence when a transition to the base AT state ST4 occurs. In the continuous display sequence when a transition to the base AT state ST4 does not occur, a defeat image such as "Too bad!" is displayed as the confrontation result image G13. In the continuous display sequence when a transition to the base AT state ST4 occurs, after the confrontation result determination, an AT start image G14 is displayed, as shown in Figure 33(d), indicating that the base AT state ST4 has started. The AT start image G14 displays that the base AT state ST4 has started and the initial number of game tokens allocated in that base AT state ST4.
[0255] The display of the AT start image G14 is executed when game end commands A and B are received from the main MPU 72 in the fourth game while awaiting a transition to the base AT state ST4. In other words, if the information on the current game's state included in game end command A is normal game state ST1 and the information on the next game's state is base AT state ST4, the performance-side MPU 92 can determine that base AT state ST4 will start from the next game. Furthermore, the performance-side MPU 92 can determine the initial number of tokens to be awarded from the value of the AT difference counter 96e included in game end command B. In this case, the performance-side MPU 92 controls the display of the image display device 63 so that the AT start image G14 is displayed with the determined initial number of tokens to be awarded. Note that in the continuous display sequence when a transition to base AT state ST4 does not occur, the base sequence, which is not a continuous display sequence in normal game state ST1, resumes after the confrontation result section.
[0256] The continuous display animation described above is executed even when the transition to the CZ state is confirmed in the normal game state ST1 and the transition to the CZ state is in a waiting state. Furthermore, the continuous display animation may be executed even when the transition to the CZ state is not confirmed in the normal game state ST1. Therefore, when a player sees the continuous display animation, they will expect to transition to the base AT state ST4, or even if they do not transition to the base AT state ST4, they will expect to transition to the CZ state.
[0257] <Normal performance control processing> Next, the normal performance control processing executed by the performance-side MPU92 will be explained with reference to the flowchart in Figure 34. Note that the normal performance control processing is repeatedly executed at a relatively short cycle (for example, 2 milliseconds) in the normal game state ST1.
[0258] If rotation acceptance commands A and B are received from the main MPU 72 (step S1401: YES), the performance adjustment process is executed (step S1402). The performance adjustment process is performed to resolve any discrepancies between the game progress controlled by the main MPU 72 and the performance execution control by the performance-side MPU 92. Details of the performance adjustment process will be explained later.
[0259] Subsequently, the system determines whether the current game is in a CZ state based on the game state information included in the spin acceptance command A (step S1403). If the current game is in a CZ state (step S1403: YES), the system determines the remaining number of games in the CZ state based on the CZ state counter 96h information included in the spin acceptance command B, and sets data to execute the CZ state effects corresponding to that remaining number of games (step S1404). As a result, the image display device 63 executes a display effect corresponding to the remaining number of games in the CZ state, and the upper lamp 61 and speaker 62 execute a light emission effect and a sound output effect corresponding to that display effect.
[0260] If the current game is not in a CZ state (Step S1403: NO), it is determined whether the current game is in a pre-announcement state (Step S1405). A pre-announcement state is a state in which the transition to the base AT state ST4 is confirmed and the transition to the base AT state ST4 is pending, or a state in which the transition to the CZ state is confirmed and the transition to the CZ state is pending. The pre-announcement state continues for 4 games regardless of whether the transition to the base AT state ST4 is pending or the transition to the CZ state is pending, however the number of games in which the pre-announcement state continues may differ between the former and the latter. The determination of whether or not it is a pre-announcement state is made by checking whether the value of the waiting counter 96f included in the spin acceptance command B is 1 or greater.
[0261] If the game is in a pre-announcement state (step S1405: YES), the update process for the pre-announcement effect corresponding to the value of the standby counter 96f included in the rotation acceptance command B is executed (step S1406). Specifically, if the value of the standby counter 96f is "4", it means that the pre-announcement state has started in this game. In this case, the display effects of the image display device 63 are set to execute the opening section of the continuous display effects. As a result, the opening corresponding image G11 shown in Figure 33(a) is displayed on the image display device 63. In addition, the upper lamp 61 and speaker 62 are set to execute the light emission effect and sound output effect corresponding to the display effect. If the value of the standby counter 96f is "3", the display effects of the image display device 63 are set to execute the first half confrontation section of the continuous display effects. As a result, the first half confrontation image G12 shown in Figure 33(b) is displayed on the image display device 63. In addition, the upper lamp 61 and speaker 62 are set to execute the light emission effect and sound output effect corresponding to the display effect.
[0262] If the value of the standby counter 96f is "2", the image display device 63 is configured to execute the second half of the continuous display sequence, specifically the confrontation section. This causes the second half confrontation image to be displayed on the image display device 63. Additionally, data is set to enable the upper lamp 61 and speaker 62 to execute the corresponding light emission and sound output effects. If the value of the standby counter 96f is "1", the image display device 63 is configured to execute the confrontation result section of the continuous display sequence. This causes the confrontation result image G13, as shown in Figure 33(d), to be displayed on the image display device 63. Additionally, data is set to enable the upper lamp 61 and speaker 62 to execute the corresponding light emission and sound output effects.
[0263] In addition, the system is configured such that the processing of step S1406 is executed in the same manner regardless of whether it is the pre-announcement state when transitioning to the base AT state ST4 or the pre-announcement state when transitioning to the CZ state, and the continuous display effect is executed in the same manner regardless of which pre-announcement state is being performed. However, the system is not limited to this, and the system may be configured such that the execution manner of the continuous display effect differs depending on whether it is the pre-announcement state when transitioning to the base AT state ST4 or the pre-announcement state when transitioning to the CZ state. In this case, the content of the continuous display effect may be completely different depending on whether it is the pre-announcement state when transitioning to the base AT state ST4 or the pre-announcement state when transitioning to the CZ state, and the continuous display effect may be the same in each pre-announcement state, but the pre-announcement state when transitioning to the base AT state ST4 may have an effect with a higher expectation level than the pre-announcement state when transitioning to the CZ state. Furthermore, in a configuration where the content of the presentation may differ between the pre-announcement state when transitioning to the base AT state ST4 and the pre-announcement state when transitioning to the CZ state, it is necessary to set information for at least one of the AT winning flag and the CZ winning flag in either the spin reception command A or the spin reception command B.
[0264] If it is not a genuine pre-announcement state (Step S1405: NO), it is determined whether it is a false pre-announcement state (Step S1407). A false pre-announcement state is a state in which a continuous display effect is executed on the image display device 63 in a state in which neither a transition to the base AT state ST4 nor a transition to the CZ state is confirmed. If it is a false pre-announcement state (Step S1407: YES), the false pre-announcement effect update process is executed (Step S1408). The false pre-announcement effect is executed when the lottery executed by the effect-side MPU 92 results in an occurrence win, as will be described in detail later. The effect-side RAM 94 is equipped with a counter for the false pre-announcement effect, and when the lottery process for the occurrence of the false pre-announcement effect results in an occurrence win, the false pre-announcement effect counter is set to "4", and each time the rotation acceptance commands A and B are received, that is, each time a game is executed, the value of the false pre-announcement effect counter is decremented by 1. The process of decrementing the value of the false pre-announcement effect counter by 1 is executed when the false pre-announcement effect update process is completed.
[0265] In the false premonition effect update process, if the value of the false premonition effect counter is "4", data settings are made for the display effects of the image display device 63 so that the opening section of the continuous display effects is executed. As a result, the opening corresponding image G11 shown in Figure 33(a) is displayed on the image display device 63. In addition, data settings are made for the upper lamp 61 and speaker 62 to execute the light emission effect and sound output effect corresponding to the display effect. If the value of the false premonition effect counter is "3", data settings are made for the display effects of the image display device 63 so that the first half confrontation section of the continuous display effects is executed. As a result, the first half confrontation image G12 shown in Figure 33(b) is displayed on the image display device 63. In addition, data settings are made for the upper lamp 61 and speaker 62 to execute the light emission effect and sound output effect corresponding to the display effect.
[0266] If the value of the counter for false premonition effects is "2", data settings are made for the display effects of the image display device 63 so that the second half confrontation section of the continuous display effects is executed. As a result, the second half confrontation image is displayed on the image display device 63. Data settings are also made for the upper lamp 61 and speaker 62 to execute the light emission effect and sound output effect corresponding to the display effect. If the value of the counter for false premonition effects is "1", data settings are made for the display effects of the image display device 63 so that the confrontation result section of the continuous display effects is executed. As a result, the confrontation result image is displayed on the image display device 63. In this case, an effect indicating that the confrontation was lost is executed. Data settings are also made for the upper lamp 61 and speaker 62 to execute the light emission effect and sound output effect corresponding to the display effect.
[0267] If the game is not in a false premonition state (Step S1407: NO), the false premonition effect occurrence lottery process is executed (Step S1409). In the false premonition effect occurrence lottery process, the lottery table for the false premonition effect set in the effect-side ROM 93 is read, and numerical information is read from the lottery counter that is periodically updated in the effect-side RAM 94, and this read numerical information is compared with the lottery table for the false premonition effect. The probability of winning the false premonition effect occurrence is set to 10%. If the false premonition effect occurrence is won (Step S1410: YES), the false premonition effect setting process is executed (Step S1411). In the false premonition effect setting process, the false premonition effect counter is set to "4". As a result, the false premonition effect will start from the next game.
[0268] If the process in step S1404 is executed, the process in step S1406 is executed, the process in step S1408 is executed, a negative determination is made in step S1410, or the process in step S1411 is executed, other processing is performed in response to the reception of rotation acceptance commands A and B. This other processing includes controlling the illumination of the bet lamps according to the number of bets.
[0269] If either a stop start command or a full reel stop command is received from the main MPU 72 (step S1413: YES), the performance update process is executed (step S1414). In the performance update process, settings are made to advance the performance content in response to the receipt of either a stop start command or a full reel stop command. In this case, if a stop start command corresponding to the first stop is received, settings are made to advance the performance content in response to a stop command being issued for the first reels 32L, 32M, 32R and the start of stop control for those reels 32L, 32M, 32R. If a stop start command corresponding to the second stop is received, settings are made to advance the performance content in response to a stop command being issued for the second reels 32L, 32M, 32R and the start of stop control for those reels 32L, 32M, 32R. Furthermore, when a stop start command corresponding to the third stop is received, a stop command is issued for the third reels 32L, 32M, and 32R, and the settings are configured so that the execution of the performance proceeds in accordance with the start of stop control for those reels 32L, 32M, and 32R. Also, when a command to stop all reels is received, the settings are configured so that the execution of the performance proceeds in accordance with the stopping of all reels 32L, 32M, and 32R.
[0270] In the continuous display sequence, the opening sequence, the first half confrontation sequence, the second half confrontation sequence, and the confrontation result sequence all proceed with the execution of the sequence when a stop start command corresponding to the first stop is received, when a stop start command corresponding to the second stop is received, when a stop start command corresponding to the third stop is received, and when a command to stop all reels is received. For example, when the display sequence of the opening sequence is being executed on the image display device 63, when a stop start command corresponding to the first stop is received, the execution of the display sequence of the opening sequence proceeds accordingly, when a stop start command corresponding to the second stop is received, when a stop start command corresponding to the third stop is received, and when a command to stop all reels is received, the execution of the display sequence of the opening sequence proceeds accordingly. Furthermore, for example, when the display animation for the second half of the showdown is being executed on the image display device 63, if a stop start command corresponding to the first stop is received, the content of the display animation for the second half of the showdown will proceed accordingly; if a stop start command corresponding to the second stop is received, the content of the display animation for the second half of the showdown will proceed accordingly; if a stop start command corresponding to the third stop is received, the content of the display animation for the second half of the showdown will proceed accordingly; and if a command to stop all reels is received, the content of the display animation for the second half of the showdown will proceed accordingly.
[0271] When game termination commands A and B are received from the main MPU 72 (step S1415: YES), the system determines whether the CZ state will start from the next game by checking whether the information on the current game's state included in game termination command A corresponds to the CZ state, and whether the information on the next game's state included in game termination command A corresponds to the CZ state (step S1416). In other words, because game termination command A is configured to include not only information on the current game's state but also information on the next game's state, the performance-side MPU 92 can determine that a transition to the CZ state has occurred in the current game and that the CZ state will start from the next game simply by checking the contents of game termination command A.
[0272] If it is determined that the CZ state will start from the next game (step S1416: YES), the CZ performance setting process is executed (step S1417). In the CZ performance setting process, data is set so that the performance corresponding to the CZ state is executed. As a result, the display device 63 starts the display performance corresponding to the CZ state, and the upper lamp 61 and speaker 62 execute the light emission performance and sound output performance corresponding to the said display performance.
[0273] If the situation does not result in the CZ state starting from the next game (step S1416: NO), the system determines whether the base AT state ST4 will start from the next game by checking whether the information on the current game's state included in the game end command A corresponds to the base AT state ST4, and whether the information on the next game's state included in the game end command A corresponds to the base AT state ST4 (step S1418). In other words, because the game end command A is configured to include not only the information on the current game's state but also the information on the next game's state, the performance-side MPU92 can determine that a transition to the base AT state ST4 will occur in the current game and that the base AT state ST4 will start from the next game simply by checking the contents of the game end command A.
[0274] If it is determined that the base AT state ST4 will start from the next game (step S1418: YES), the AT state flag on the performance side RAM 94 is set to "1" (step S1419). The AT state flag on the performance side is a flag used by the performance side MPU 92 to determine whether or not the base AT state ST4 is in effect. If the AT state flag on the performance side is not set to "1", the normal performance control process (Figure 34) is executed, and if the AT state flag on the performance side is set to "1", the AT performance control process (Figure 42) described later is executed.
[0275] Subsequently, the value of the AT difference counter 96e included in the game termination command B is set to the display target remaining count counter 94a (see Figure 41) provided in the performance-side RAM 94 (step S1420). In base AT state ST4, the remaining number of game tokens until the termination condition of base AT state ST4 is met is displayed on the image display device 63, and the number of tokens corresponding to the value of the display target remaining count counter 94a is displayed on the image display device 63 as the remaining number of game tokens. When base AT state ST4 is started, "200" is set as the initial number of tokens to be awarded in the AT difference counter 96e, so the value of the AT difference counter 96e included in the game termination command B when transitioning to base AT state ST4 is this initial number of tokens, "200". Therefore, in step S1420, "200" is set in the display target remaining count counter 94a, and 200 tokens are displayed on the image display device 63 as the remaining number of game tokens to be awarded.
[0276] Subsequently, the AT performance setting process is executed (step S1421). In the AT performance setting process, data is set so that the performance corresponding to the base AT state ST4 is executed. As a result, the display performance corresponding to the base AT state ST4 is started on the image display device 63, and the light emission performance and sound output performance corresponding to the said display performance are executed on the upper lamp 61 and speaker 62.
[0277] If the process in step S1412 is executed, if the process in step S1414 is executed, if a negative result is made in step S1415, if the process in step S1417 is executed, if a negative result is made in step S1418, or if the process in step S1421 is executed, other processes are executed (step S1422). In the other processes, processes are executed to ensure that an effect or notification corresponding to the receipt of a command other than the rotation acceptance command A, B, stop start command, all reel stop command, and game end command A, B is executed.
[0278] <Performance adjustment processing> Next, the performance adjustment process, which is performed in step S1402 of the normal performance control process (Figure 34), will be explained with reference to the flowchart in Figure 35. As previously explained, the performance adjustment process is performed when rotation acceptance commands A and B are received from the main MPU 72.
[0279] First, it is determined whether or not information about the CZ state is set as information about the game state of the current game included in the rotation acceptance command A (step S1501). If information about the CZ state is set (step S1501: YES), it is determined whether or not an effect corresponding to the CZ state has already started by checking the data for the effect to be executed set in the effect-side RAM 94 (step S1502). If an effect corresponding to the CZ state has not yet started (step S1502: NO), the CZ effect setting process is executed (step S1503). In the CZ effect setting process, data is set so that an effect corresponding to the CZ state is executed. As a result, the display effect corresponding to the CZ state is started on the image display device 63, and the light emission effect and sound output effect corresponding to the said display effect are executed on the upper lamp 61 and speaker 62.
[0280] If the information regarding the CZ state is not set as the game state information for the current game included in the spin acceptance command A (step S1501: NO), it is determined whether or not the information regarding the base AT state ST4 is set as the game state information for the current game included in the spin acceptance command A (step S1504). As already explained, if the performance-side MPU92 does not have "1" set in the performance-side AT state flag of the performance-side RAM94, it assumes that the game state is the normal game state ST1 and executes the normal performance control process (Figure 34), and in the said normal performance control process it executes the performance adjustment process (Figure 35). In this case, if the said performance adjustment process determines that the information regarding the base AT state ST4 is set as the game state information for the current game included in the spin acceptance command A (step S1504: YES), it means that even though the actual state is the base AT state ST4, the performance-side MPU92 was performing performance control corresponding to the normal game state ST1. Therefore, in such cases, in steps S1505 to S1510, the performance control corresponding to the base AT state ST4 is started.
[0281] Specifically, first, the AT state flag on the RAM 94 is set to "1" (step S1505). As previously explained, the AT state flag on the RAM 94 is used by the MPU 92 to determine whether or not the base AT state is ST4. If the AT state flag on the RAM 94 is not set to "1", the normal performance control process (Figure 34) is executed, and if the AT state flag on the RAM 94 is set to "1", the AT performance control process (Figure 42), which will be described later, is executed.
[0282] Subsequently, the value of the AT difference counter 96e included in the rotation acceptance command B is set to the display target remaining counter 94a (see Figure 41) of the performance-side RAM 94 (step S1506). In base AT state ST4, the number of units to be allocated corresponding to the value of the display target remaining counter 94a is displayed on the image display device 63 as the remaining number of game units to be allocated until the termination condition of base AT state ST4 is met. When base AT state ST4 is started, "200" is set in the AT difference counter 96e as the initial number of units to be allocated. However, the situation in which a value is set in the display target remaining counter 94a in step S1506 of the performance adjustment process (Figure 35) is actually a situation in which the performance-side MPU 92 was controlling the execution of performances corresponding to the normal game state ST1, even though it is base AT state ST4. Therefore, it is possible that the remaining number of game units to be allocated in base AT state ST4 is already less than the initial number of units to be allocated when the process in step S1506 is executed. In step S1506, the value of the AT difference counter 96e is set to the display target remaining counter 94a, and the remaining number of game tokens currently allocated in the base AT state ST4 is displayed on the image display device 63.
[0283] Subsequently, the AT performance setting process is executed (step S1507). In the AT performance setting process, data is set so that the performance corresponding to the base AT state ST4 is executed. As a result, the display performance corresponding to the base AT state ST4 is started on the image display device 63, and the light emission performance and sound output performance corresponding to the said display performance are executed on the upper lamp 61 and speaker 62.
[0284] Subsequently, it is determined whether the information in the stop order included in the rotation acceptance command A contains information indicating that the stop order of reels 32L, 32M, and 32R should be announced in this game (step S1508). If the draw process for winning a role in the base AT state ST4 or the ending AT state ST5 results in an index value IV=1 to 9, the stop order of reels 32L, 32M, and 32R that enables the first bell win or the second bell win will be announced by the image display device 63 and the combined display unit 66. If the main MPU 72 decides to announce the stop order, the information corresponding to that stop order is set in the rotation acceptance command A as stop order information. If the main MPU 72 does not decide to announce the stop order, information corresponding to not announcing the stop order is set in the rotation acceptance command A as stop order information. If the rotation acceptance command A contains information indicating that the stopping order of reels 32L, 32M, and 32R should be notified (step S1508: YES), the information of the stopping order is stored in the performance-side RAM 94 (step S1509). Subsequently, data is set so that the notification corresponding to the information of the stopping order is executed on the image display device 63 (step S1510). As a result, the image display device 63 starts notifying the stopping order of reels 32L, 32M, and 32R that enables the first bell win or the second bell win. This notification of the stopping order continues until the main-side MPU 72 receives game end commands A and B.
[0285] As described above, since the rotation acceptance command A contains information about the game state of the current game, even if the base AT state is actually ST4, if the performance-side MPU92 is controlling the execution of the performance corresponding to the normal game state ST1, the performance-side MPU92 can then control the execution of the performance corresponding to the base AT state ST4. Here, the situation in which the performance-side MPU92 controls the execution of the performance corresponding to the normal game state ST1 even though the base AT state is actually ST4 can occur if there is an abnormality in the signal path group 101 between the main-side MPU72 and the performance-side MPU92.
[0286] For example, if the connection between the main connector 102 of the main control board 71 and the first connector 106a of the connector unit 106 is insufficient and temporarily disconnected, or if the connection between the performance-side connector 104 of the performance control board 91 and the second connector 106b of the connector unit 106 is insufficient and temporarily disconnected, an abnormality occurs in the signal path group 101, preventing the transmission of commands from the main MPU 72 to the performance-side MPU 92. As a result, even though the system is actually in base AT state ST4, the performance-side MPU 92 may perform execution control of performances corresponding to normal game state ST1. Furthermore, during the execution of a continuous display performance while waiting for a transition to base AT state ST4, an abnormality in the signal path group 101 as described above may occur, preventing the transmission of commands from the main MPU 72 to the performance-side MPU 92. Furthermore, not only when a transition to the base AT state ST4 is pending, but also when a transition to the CZ state is pending, an abnormality in the signal path group 101 as described above may occur during the execution of a continuous display effect, which may result in the transmission of commands from the main MPU 72 to the effect-side MPU 92 not being performed properly.
[0287] Figures 36(a) to 36(c) are explanatory diagrams illustrating the execution of the continuous display animation when an abnormality in the signal path group 101 occurs after the opening section of the continuous display animation has started while the transition to base AT state ST4 is pending, and the abnormality in the signal path group 101 is resolved when the confrontation result section starts.
[0288] As shown in Figure 36(a), an abnormality occurs in the signal path group 101 while the opening sequence display animation is being executed on the image display device 63. In this case, the animation-side MPU 92 cannot receive commands from the main-side MPU 72, and the opening sequence display animation on the image display device 63 is maintained without progressing its animation content. Subsequently, in the second and third games while waiting for the transition to the base AT state ST4, the abnormality in the signal path group 101 continues, and the opening sequence display animation on the image display device 63 is maintained without progressing its animation content.
[0289] Subsequently, the abnormality in the signal path group 101 is resolved just before the start of the fourth game while the transition to the base AT state ST4 is pending. In this case, as already explained, in step S1406 of the normal performance control processing (Figure 34), processing is performed to ensure that a continuous display of performance content corresponding to the value of the waiting counter 96f included in the rotation acceptance command B is executed. As a result, the image display device 63 skips the display of the first half confrontation section and the display of the second half confrontation section, skipping from the display of the opening section as shown in Figure 36(a) to the display of the confrontation result section as shown in Figure 36(b). Then, when the game end commands A and B for this game are received, the AT start image G14 indicating that the base AT state ST4 is started is displayed as shown in Figure 36(c).
[0290] Figures 37(a) and 37(b) are explanatory diagrams illustrating the execution of the continuous display animation when an abnormality in the signal path group 101 occurs after the opening section of the continuous display animation has started while the transition to base AT state ST4 is pending, and the abnormality in the signal path group 101 is resolved just before the end of the last game in the pending state.
[0291] As shown in Figure 37(a), an abnormality occurs in the signal path group 101 while the opening sequence display animation is being executed on the image display device 63. In this case, the animation-side MPU 92 cannot receive commands from the main-side MPU 72, and the opening sequence display animation on the image display device 63 is maintained without progressing its animation content. Subsequently, in the second and third games while waiting for a transition to the base AT state ST4, the abnormality in the signal path group 101 continues, and the opening sequence display animation on the image display device 63 is maintained without progressing its animation content.
[0292] Subsequently, just before the end of the fourth game while the transition to the base AT state ST4 is pending, the abnormality in the signal path group 101 is resolved, and the game end commands A and B for the fourth game are received by the performance-side MPU 92. In this case, as already explained in step S1421 of the normal performance control processing (Figure 34), the AT performance setting process is executed, and the image display device 63 displays the AT start image G14, which indicates that the base AT state ST4 has started, as shown in Figure 37(b).
[0293] Figures 38(a) and 38(b) are explanatory diagrams illustrating the execution of the continuous display animation when an abnormality in the signal path group 101 occurs after the opening section of the continuous display animation has started while the transition to base AT state ST4 is pending, and the abnormality in the signal path group 101 is resolved in a game later than the game in which the control of the pending state ends and the control of base AT state ST4 begins in the main MPU 72.
[0294] As shown in Figure 38(a), an abnormality occurs in the signal path group 101 while the opening sequence display animation is being executed on the image display device 63. In this case, the animation-side MPU 92 cannot receive commands from the main-side MPU 72, and the opening sequence display animation on the image display device 63 is maintained without progressing its animation content. Subsequently, the abnormality in the signal path group 101 continues not only in the second, third, and fourth games while waiting for the transition to base AT state ST4, but also in games after base AT state ST4 has started, so the opening sequence display animation on the image display device 63 is maintained without progressing its animation content.
[0295] Subsequently, after the start of the base AT state ST4, the abnormality in the signal path group 101 is resolved after the end of the second game, and the rotation acceptance commands A and B for the third game after the start of the base AT state ST4 are received by the performance-side MPU 92. In this case, as already explained in step S1507 of the performance adjustment process (Figure 35), the AT performance setting process is executed, and the image display device 63 displays the AT start image G14, which indicates that the base AT state ST4 has started, as shown in Figure 38(b). Furthermore, in the base AT state ST4, as already explained, even if the winning data corresponding to the winning data with the largest number of game media awarded among the winning data set for the winning index value IV is not achieved due to a missed win, the result of subtracting the number of bets for this game, "3", from the number of game media awarded if the winning data corresponding to the largest number of game media awarded had been achieved will be subtracted from the AT difference counter 96e. Therefore, the number of remaining game tokens awarded in the AT start image G14 is not the initial number of tokens awarded, which is 200, but rather a number less than 200 (for example, 188 tokens), which corresponds to the number of tokens that have been played in the games played so far in the base AT state ST4. Also, in the current game in the base AT state ST4, the player has won one of the index values IV=1 to 9 in the role lottery process (Figure 16), so the process in step S1510 is executed in the performance adjustment process (Figure 35), and the stop order notification image G15 is displayed as shown in Figure 38(b).
[0296] Next, we will explain the progress of the display animation when a temporary abnormality occurs in the signal path group 101 while the continuous display animation is being executed on the image display device 63, referring to the time charts in Figures 39(a) to 39(i). Figure 39(a) shows the period during which the abnormality in the signal path group 101 occurs, Figure 39(b) shows the period in base AT state ST4, Figure 39(c) shows the execution period of one game, Figure 39(d) shows the timing when the start lever 41 is operated, Figure 39(e) shows the timing when the third stop operation of reels 32L, 32M, and 32R is performed, Figure 39(f) shows the period during which the opening section of the continuous display animation is being executed, Figure 39(g) shows the period during which the first half confrontation section or the second half confrontation section of the continuous display animation is being executed, Figure 39(h) shows the period during which the confrontation result section of the continuous display animation is being executed, and Figure 39(i) shows the period during which the AT start image G14 is displayed on the image display device 63.
[0297] First, we will explain the case where an abnormality in the signal path group 101 does not occur during the continuous display animation that is being executed while the transition to the base AT state ST4 is pending.
[0298] At timing t1, the start lever 41 is operated as shown in Figure 39(d), and a new game is started as shown in Figure 39(c). At the start of this game, if the AT lottery process (step S803) results in an AT win, the opening sequence of the continuous display sequence is started as shown in Figure 39(f). Then, at timing t2, the rotation of all reels 32L, 32M, and 32R stops as shown in Figure 39(e), and the game ends as shown in Figure 39(c).
[0299] Subsequently, at timing t3, the start lever 41 is operated as shown in Figure 39(d), and a new game is started as shown in Figure 39(c). Since this game is the second game in a state where the transition to base AT state ST4 is pending, the confrontation segment of the continuous display animation is started at timing t3, as shown in Figure 39(g). This confrontation segment animation is performed over two games. Then, at timing t4, the rotation of all reels 32L, 32M, and 32R is stopped as shown in Figure 39(e), and the game ends as shown in Figure 39(c).
[0300] Subsequently, at timing t5, the start lever 41 is operated as shown in Figure 39(d), and a new game is started as shown in Figure 39(c). Since this game is the fourth game in a state where the transition to base AT state ST4 is pending, the confrontation result classification in the continuous display animation is started at timing t5, as shown in Figure 39(h). Subsequently, at timing t6, the rotation of all reels 32L, 32M, and 32R is stopped as shown in Figure 39(e), and the game ends as shown in Figure 39(c). In this case, since the fourth game in a state where the transition to base AT state ST4 is pending ends, base AT state ST4 is started at timing t6, as shown in Figure 39(b). In addition, the game end command A transmitted from the main MPU 72 to the animation MPU 92 at the end of this game contains information on the normal game state ST1 as the game state information for the current game, and information on base AT state ST4 as the game state information for the next game. Therefore, as shown in Figure 39(i), the display of the AT start image G14 is started on the image display device 63 at the timing t6.
[0301] Subsequently, at timing t7, the start lever 41 is operated as shown in Figure 39(d), and a new game is started as shown in Figure 39(c). This game is the first game in base AT state ST4.
[0302] Next, we will explain the case where an abnormality occurs in the signal path group 101 during a continuous display animation that is being executed while the transition to base AT state ST4 is pending.
[0303] At timing t9, the start lever 41 is operated as shown in Figure 39(d), and a new game is started as shown in Figure 39(c). If the AT is won in the AT lottery process (step S803) at the start of this game, the opening sequence of the continuous display sequence is started as shown in Figure 39(f).
[0304] Subsequently, at timing t10, which is in the middle of the game, an abnormality occurs in the signal path group 101 as shown in Figure 39(a). In this case, even if the main MPU 72 executes a process to send a command, the command is not received by the performance MPU 92. Therefore, even if the game ends at timing t11 as shown in Figure 39(c) and a new game is executed between timings t12 and t13, the opening sequence performance continues as shown in Figure 39(f). Also, as shown in Figure 39(c), even if the fourth game is executed between timings t14 and t15 while the transition to base AT state ST4 is pending, the opening sequence performance continues. In this case, base AT state ST4 is started at timing t15 as shown in Figure 39(b). Furthermore, even if a game is executed in base AT state ST4 between timings t16 and t17 and between timings t18 and t19, the opening sequence performance continues.
[0305] Subsequently, at timing t20, the abnormality in the signal path group 101 is resolved as shown in Figure 39(a). Then, with the signal path group 101 functioning normally, the start lever 41 is operated at timing t21 as shown in Figure 39(d), and a new game is started as shown in Figure 39(c). In this case, although the information on the game state of the current game included in the rotation acceptance command A transmitted from the main MPU 72 to the performance MPU 92 corresponds to the base AT state ST4, the performance AT state flag in the performance RAM 94 is not set to "1", so the normal performance control process (Figure 34) is executed. As a result, a positive judgment is made in step S1504 of the performance adjustment process (Figure 35), and the process to start the performance of the base AT state ST4 in steps S1505 to S1510 is executed. Therefore, at timing t21, the display of the AT start image G14 is started on the image display device 63 as shown in Figure 39(i).
[0306] As described above, if an abnormality occurs in the signal path group 101 during the execution of a continuous display animation while the transition to base AT state ST4 is pending, and the abnormality in the signal path group 101 is subsequently resolved, the continuous display animation will not be restarted from the animation content immediately before the abnormality occurred. Instead, the animation content will be adjusted to match the progress of the game as controlled by the main MPU 72. This makes it possible to ensure that even if an abnormality occurs in the signal path group 101 temporarily, after the abnormality is resolved, an animation will be executed that corresponds to the remaining number of games until base AT state ST4 starts or the progress of base AT state ST4.
[0307] Next, we will explain the case in which an abnormality occurs in the signal path group 101 during the continuous display sequence in the false premonition state.
[0308] At timing t23, the start lever 41 is operated as shown in Figure 39(d), and a new game is started as shown in Figure 39(c). In this game, the continuous display animation in the false premonition state begins, and the opening section of the continuous display animation begins as shown in Figure 39(f).
[0309] Subsequently, at timing t24, which is in the middle of the game, an abnormality occurs in the signal path group 101 as shown in Figure 39(a). In this case, even if the main MPU 72 executes a process to send a command, the command is not received by the performance MPU 92. Therefore, even if the game ends at timing t25 and a new game starts at timing t26, as shown in Figure 39(c), the opening sequence performance continues as shown in Figure 39(f).
[0310] Subsequently, at timing t27, the abnormality in the signal path group 101 is resolved as shown in Figure 39(a). Then, with the signal path group 101 functioning normally, the game ends at timing t28, and at timing t29, the start lever 41 is operated as shown in Figure 39(d), and a new game begins as shown in Figure 39(c). In this case, during the continuous display animation in the false premonition state, the animation-side MPU 92, in the update process of the false premonition animation (step S1408) in the normal animation control process (Figure 34), ensures that the animation corresponding to the value of the false premonition animation counter in the animation-side RAM 94 is executed. At timing t29, the value of the false premonition animation counter is "3," which corresponds to the second game of the continuous display animation, so the confrontation animation in the continuous display animation begins as shown in Figure 39(g). The animation for this confrontation animation is executed over two games. Subsequently, at timing t30, the rotation of all reels 32L, 32M, and 32R stops as shown in Figure 39(e), and the game ends as shown in Figure 39(c).
[0311] Thereafter, at the timing of t31, as shown in FIG. 39(d), when the start lever 41 is operated, a new game is started as shown in FIG. 39(c). In this case, since the value of the pseudo-precursor effect counter is "1" and it corresponds to the 4th game of the continuous display effect, as shown in FIG. 39(h), the effect of the confrontation result classification in the continuous display effect is started. Thereafter, at the timing of t6, as shown in FIG. 39(e), the rotation of all the reels 32L, 32M, 32R stops and the game ends as shown in FIG. 39(c). Since it is in the pseudo-precursor state this time, the transition to the base AT state ST4 or the CZ state does not occur.
[0312] As described above, when an abnormality occurs in the signal path group 101 during the execution of the continuous display effect in the pseudo-precursor state and the abnormality of the signal path group 101 is then resolved, even if a game has been completed before the abnormality is resolved, the effect of the classification corresponding to the value of the pseudo-precursor effect counter immediately before the occurrence of the abnormality is executed. Thereby, even if an abnormality occurs in the signal path group 101, it is possible to execute the effects of each classification of the continuous display effect in the pseudo-precursor state.
[0313] <Effect in the AT state> Next, the display contents of the image display device 63 in the base AT state ST4 and the ending AT state ST5 will be described. FIG. 40(a) is an explanatory diagram for explaining the display contents of the image display device 63 in the base AT state ST4, and FIG. 40(b) is an explanatory diagram for explaining the display contents of the image display device 63 in the ending AT state ST5.
[0314] In the base AT state ST4, as shown in Figure 40(a), the image display device 63 displays the remaining number of tokens image G21, the number of tokens acquired image G22, and the number of games played image G23. The remaining number of tokens image G21 is an image that notifies the remaining number of game tokens in the base AT state ST4. However, the remaining number of tokens stored in the AT difference counter 96e of the main RAM 74 is not always displayed as the remaining number of tokens image G21; sometimes a smaller number than the remaining number of tokens stored in the AT difference counter 96e is displayed as the remaining number of tokens image G21. The number of tokens acquired image G22 is an image that notifies the total number of game tokens acquired by the player since transitioning to the current base AT state ST4. The number of games played image G23 is an image that notifies the total number of games played since transitioning to the current base AT state ST4.
[0315] In the ending AT state ST5, as shown in Figure 40(b), the image display device 63 displays the acquired amount image G22 and the number of games played image G23, while the remaining amount image G21 is not displayed. As explained earlier, the ending AT state ST5 continues until the ending condition of the second section SC2 is met, regardless of the value of the AT difference counter 96e of the main RAM 74, so there is no need to display the remaining amount of game tokens as the remaining amount image G21. In addition, the acquired amount image G22 is an image to notify the total number of game tokens acquired by the player since transitioning to the previous base AT state ST4. The number of games played image G23 is an image to notify the total number of games played since transitioning to the previous base AT state ST4.
[0316] Figure 41 is an explanatory diagram illustrating the contents of the memory area of the performance-side RAM 94, which stores information for displaying the various images G21 to G23 in the base AT state ST4 and the ending AT state ST5.
[0317] In the performance-side RAM 94, a display target remaining number counter 94a, a non-display target remaining number counter 94b, an AT acquisition number counter 94c, and an AT consumption number counter 94d are provided. The display target remaining number counter 94a is a counter for storing information on the number of grants that are the display targets for the grant number image G21 of the image display device 63 among the remaining number of grants of the game media in the base AT state ST4. The non-display target remaining number counter 94b is a counter for storing information on the number of grants that are not the display targets for the grant number image G21 of the image display device 63 among the remaining number of grants of the game media in the base AT state ST4. The sum of the value of the display target remaining number counter 94a and the value of the non-display target remaining number counter 94b will match the value of the AT difference number counter 96e in the main-side RAM 74. The AT acquisition number counter 94c is a counter for storing the total number of game media acquired by the player since the transition to the immediately preceding base AT state ST4. The acquisition number corresponding to the value of the AT acquisition number counter 94c is displayed on the image display device 63 as the acquisition number image G22. The AT consumption number counter 94d is a counter for storing the total number of games consumed since the transition to the immediately preceding base AT state ST4, and the number of games corresponding to the value of the AT consumption number counter 94d is displayed on the image display device 63 as the consumed game number image G23.
[0318] <AT Performance Control Process> Next, the AT performance control process executed by the performance-side MPU 92 will be described while referring to the flowchart of FIG. 42. Note that the AT performance control process is repeatedly executed at a relatively short cycle (for example, 2 milliseconds) in the base AT state ST4 or the ending AT state ST5.
[0319] If the main MPU 72 has received rotation acceptance commands A and B (step S1601: YES), it is determined whether the information in the stop order included in rotation acceptance command A contains information indicating that the stop order of reels 32L, 32M, and 32R should be announced in this game (step S1602). In the base AT state ST4 or ending AT state ST5, if the draw process for winning a role (Figure 16) results in an index value IV=1 to 9, the stop order of reels 32L, 32M, and 32R that enables the first bell win or the second bell win will be announced on the image display device 63 and the combined display unit 66. If the main MPU 72 decides to announce the stop order, the information corresponding to that stop order is set as the stop order information in rotation acceptance command A. If the main MPU 72 does not decide to announce the stop order, the information corresponding to not announcing the stop order is set as the stop order information in rotation acceptance command A. If the rotation acceptance command A is set with information indicating that the stopping order of reels 32L, 32M, and 32R should be notified (step S1602: YES), the information of the stopping order is stored in the performance-side RAM 94 (step S1603). Subsequently, data is set so that the notification corresponding to the information of the stopping order is executed on the image display device 63 (step S1604). As a result, the image display device 63 starts notifying the stopping order of reels 32L, 32M, and 32R that enables the first bell win or the second bell win. This notification of the stopping order continues until the main-side MPU 72 receives game end commands A and B.
[0320] Figure 44(a) is an explanatory diagram showing how the stopping order of reels 32L, 32M, and 32R is displayed on the image display device 63 in the base AT state ST4. When the remaining number of spins image G21, the number of spins acquired image G22, and the number of games played image G23 are displayed on the image display device 63, the stopping order image G24 is displayed to notify the stopping order of reels 32L, 32M, and 32R.
[0321] Returning to the explanation of the AT performance control process (Figure 42), if a negative determination is made in step S1602 or if the process in step S1604 is executed, the value of the AT consumption counter 94d in the performance-side RAM 94 is incremented by 1 (step S1605). Also, the number of bets for the current game is read from the spin acceptance command A received this time, and the read number of bets is subtracted from the value of the AT acquisition counter 94c in the performance-side RAM 94 (step S1606). After that, the remaining counter adjustment process is executed (step S1607). Figure 43 is a flowchart of the remaining counter adjustment process.
[0322] The value of the AT difference counter 96e included in the rotation acceptance command B received this time is read. The sum of the value of the display target remaining counter 94a and the value of the hidden target remaining counter 94b in the performance-side RAM 94 is calculated. Then, it is determined whether the calculated sum matches the value of the AT difference counter 96e (step S1701). If it is determined in step S1701 that the calculated sum does not match the value of the AT difference counter 96e (step S1701: YES), the difference is calculated (step S1702). Specifically, the calculated sum is subtracted from the value of the AT difference counter 96e. Then, the value of the result of the subtraction is added to the hidden target remaining counter 94b (step S1703). In this case, if the value calculated in step S1702 is a positive value, the value of the hidden target remaining counter 94b increases, so that the sum of the value of the display target remaining counter 94a and the value of the hidden target remaining counter 94b matches the value of the AT difference counter 96e. Furthermore, if the value calculated in step S1702 is negative, the value of the hidden remaining counter 94b decreases, so that the sum of the value of the displayable remaining counter 94a and the value of the hidden remaining counter 94b matches the value of the AT difference counter 96e.
[0323] As described above, by performing the adjustment process for the remaining counter (Figure 43), even if an abnormality occurs in the signal path group 101 between the main MPU 72 and the performance MPU 92, causing the sum of the value of the remaining counter for display 94a and the value of the remaining counter for non-display 94b to not match the value of the AT difference counter 96e, it becomes possible to make the sum match the value of the AT difference counter 96e.
[0324] Returning to the explanation of the AT performance control process (Figure 42), after executing the process in step S1607, the AT performance update process is executed (step S1608). In the AT performance update process, a process is executed to update the content of the performance in the base AT state ST4 or ending AT state ST5 to match the start of a new game. As a result, the content of the performance in the base AT state ST4 or ending AT state ST5 on the upper lamp 61, speaker 62, and image display device 63 is updated to match the start of a new game.
[0325] Subsequently, based on the information of the number of additional bonuses included in the rotation acceptance command B received this time, it is determined whether or not an additional bonus was awarded for the remaining number of game media in the base AT state ST4 during this game (step S1609). If an additional bonus was awarded for the remaining number of bonuses (step S1609: YES), the hidden lottery process is executed (step S1610). In the hidden lottery process, the hidden lottery table set in the performance side ROM 93 is read, and numerical information is read from the lottery counter which is periodically updated in the performance side RAM 94, and the read numerical information is compared with the hidden lottery table. The probability of a hidden win in the hidden lottery process is set to 40%.
[0326] If a hidden win occurs (step S1611: YES), the distribution process to the remaining number counter 94b for hidden items is executed (step S1612). Specifically, the value of the number of added items is added to the remaining number counter 94b for hidden items. As a result, the number of added items this time is not included in the remaining number of added items image G21 on the image display device 63, but is stored in the performance-side RAM 94 as the remaining number of added items for the game medium that is to be hidden. Also, if a hidden win occurs, the performance indicating that the remaining number of added items for the base AT state ST4 has been added in this game is not executed. Therefore, even though an increase in the remaining number of added items for the base AT state ST4 has actually occurred, the performance corresponding to this increase is not executed.
[0327] If the hidden win does not occur (Step S1611: NO), the sum of the number of added items this time and the value stored in the hidden item remaining counter 94b of the performance-side RAM 94 is added to the display item remaining counter 94a of the performance-side RAM 94 (Step S1613). This notifies the player that an increase has occurred this time and the number of added items, and if the value of the hidden item remaining counter 94b is 1 or greater, the value of the hidden item remaining counter 94b is also included, indicating that the remaining number of added items for the game medium in base AT state ST4 has been increased. By configuring the number of added items to be notified including the value of the hidden item remaining counter 94b in this way, it is possible to increase the number of added items notified at once. In addition, when an increase in the number of added items occurs in this way, the corresponding increase animation is executed by the upper lamp 61, speaker 62 and image display device 63.
[0328] If a negative result is obtained in step S1609, or if the process in step S1612 or step S1613 is executed, it is determined whether the current state is base AT state ST4 based on the game state information of the current game included in the spin acceptance command A received this time (step S1614). If it is base AT state ST4 (step S1614: YES), it is determined whether the current game can be the final game of base AT state ST4 based on the lottery result type information included in the spin acceptance command A received this time and the value of the AT difference counter 96e included in the spin acceptance command B received this time (step S1615). If an affirmative result is obtained in step S1615, the LAST display setting process is executed (step S1616). In the LAST display setting process, the image display device 63 is controlled to display the word "LAST" to inform the player that this will be the final game of base AT state ST4. This makes it possible for the player to understand that base AT state ST4 will end with this game.
[0329] On the other hand, if the game is in Ending AT state ST5, a negative determination is made in step S1614, and the setting process for displaying LAST (step S1616) is not executed. Therefore, in the final game of Ending AT state ST5, the word "LAST" is not displayed on the image display device 63. Ending AT state ST5 basically ends when the value of the total acquired counter 96d exceeds "65521", which corresponds to the fulfillment of the ending condition. However, if a so-called missed win occurs in the role lottery process (Figure 16) when an index value IV=1 to 13 is won, the value of the total acquired counter 96d is not updated, so it is unclear whether it is the final game until all the reels 32L, 32M, and 32R have stopped spinning. Therefore, in Ending AT state ST5, the word "LAST" is not displayed on the image display device 63, which prevents the player from becoming confused.
[0330] In the AT performance control process, if any stop start command is received from the main MPU 72 (step S1617: YES), it is determined whether or not the stopping order of reels 32L, 32M, and 32R is being announced in the current game (step S1618). If the stopping order of reels 32L, 32M, and 32R is being announced (step S1618: YES), it is determined whether or not the stopping order of reels 32L, 32M, and 32R included in the stop start command received this time matches the stopping order data stored in the performance RAM 94 in step S1603 at the start of the current game (step S1619). If they do not match (step S1619: NO), a setting process to handle the mismatch is executed (step S1620). In the setting process to handle the mismatch, an effect corresponding to the mismatch in the stopping order of reels 32L, 32M, and 32R is executed. Specifically, the display color of the image display device 63 is made darker than before. This makes it possible to make the player aware that they have made a mistake in the stopping order of reels 32L, 32M, and 32R.
[0331] Figure 44(b) is an explanatory diagram illustrating the display content of the image display device 63 when the stopping order of reels 32L, 32M, and 32R is inconsistent in the base AT state ST4. In a situation where the remaining number of points image G21, the number of points acquired image G22, and the number of games played image G23 are displayed on the image display device 63, the blackout image G25 is displayed, corresponding to the inconsistent stopping order of reels 32L, 32M, and 32R.
[0332] Furthermore, if step S1619 determines that the stopping order of reels 32L, 32M, and 32R is inconsistent at the first stopping stage of reels 32L, 32M, and 32R, then step S1619 will also determine that the stopping order of reels 32L, 32M, and 32R is inconsistent at the second and third stopping stages, regardless of the actual stopping order of those reels. Additionally, the animation corresponding to the inconsistent stopping order will continue until the end of the game in which the animation began.
[0333] On the other hand, if the stopping order of reels 32L, 32M, and 32R matches (step S1619: YES), it is determined whether the stop start command received corresponds to the third stop (step S1621). If it corresponds to the third stop (step S1621: YES), the GET effect setting process is executed (step S1622). In the GET effect setting process, an effect corresponding to the fact that the stopping order of reels 32L, 32M, and 32R matched until the end is executed. Specifically, the text image "GET!" is displayed on the image display device 63. This makes it possible to let the player know that the stopping order of reels 32L, 32M, and 32R was correct.
[0334] Figure 44(c) is an explanatory diagram illustrating the display content of the image display device 63 when the stopping order of reels 32L, 32M, and 32R is correct in the base AT state ST4. In a situation where the remaining number of points image G21, the number of points acquired image G22, and the number of games played image G23 are displayed on the image display device 63, the GET image G26 is displayed, which corresponds to the correct stopping order of reels 32L, 32M, and 32R.
[0335] If the process in step S1620 is executed, if a negative determination is made in step S1621, or if the process in step S1622 is executed, the AT performance update process is executed (step S1623). In the AT performance update process, settings are made to advance the performance content in response to the reception of a stop start command. In this case, if a stop start command corresponding to the first stop is received, settings are made so that the performance content advances in response to a stop command being issued for the first reels 32L, 32M, 32R and the start of stop control for those reels 32L, 32M, 32R. Also, if a stop start command corresponding to the second stop is received, settings are made so that the performance content advances in response to a stop command being issued for the second reels 32L, 32M, 32R and the start of stop control for those reels 32L, 32M, 32R. Furthermore, when a stop start command corresponding to the third stop is received, a stop command is issued for the third reels 32L, 32M, and 32R, and the settings are configured so that the execution of the performance proceeds in accordance with the start of stop control for those reels 32L, 32M, and 32R.
[0336] In the AT performance control process, if a winning result command is received from the main MPU 72 (step S1624: YES), the process of updating the remaining display target counter 94a in the performance RAM 94 is executed (step S1625). This update process ends without any execution if the number of bets in the current game is "2", and if the number of bets in the current game is "3", the process to update the value of the remaining display target counter 94a is executed. If the number of bets in the current game is "3", and the draw process for the winning combination in the current game (Figure 16) results in an index value IV=1~6 or 10, regardless of the winning result, "12", which is the result of subtracting the bet number "3" from "15", which corresponds to the establishment of the first bell win, is subtracted from the value of the remaining display target counter 94a. Furthermore, if the index value IV=7 to 9 is selected, regardless of the winning result, "12" is subtracted from the remaining count counter 94a by subtracting the bet amount "3" from "15", which corresponds to the successful placement of the second bell. Furthermore, if the index value IV=11 is selected, regardless of the winning result, "2" is subtracted from the remaining count counter 94a by subtracting the bet amount "3" from "5", which corresponds to the successful placement of the first watermelon. Furthermore, if the index value IV=12 is selected, regardless of the winning result, "2" is subtracted from the remaining count counter 94a by subtracting the bet amount "3" from "5", which corresponds to the successful placement of the second watermelon. Furthermore, if the index value IV=13 is selected, regardless of the winning result, "1" is subtracted from the remaining count counter 94a by subtracting the bet amount "3" from "4", which corresponds to the successful placement of the cherry.
[0337] Here, when the base AT state is ST4, the remaining number image G21 corresponding to the value of the remaining number counter 94a is displayed on the image display device 63, whereas when the ending AT state is ST5, the remaining number image G21 corresponding to the value of the remaining number counter 94a is not displayed on the image display device 63. In other words, in the ending AT state ST5, although the remaining number image G21 is not displayed on the image display device 63, the update process for the remaining number counter 94a is executed. This eliminates the need to switch whether or not to execute the update process for the remaining number counter 94a depending on whether the state is base AT state ST4 or ending AT state ST5, thus reducing the processing load. However, this is not the only option, and the system may be configured so that the update process for the remaining number counter 94a is not executed in the ending AT state ST5.
[0338] Furthermore, in step S1625, if the value of the displayable remaining counter 94a becomes 0 or less as a result of the above-described subtraction being performed on the number of remaining game tokens 94a that exceeds the number of bets "3", it is determined whether the value of the hidden remaining counter 94b is 1 or greater. If the value of the hidden remaining counter 94b is 1 or greater, the value of the hidden remaining counter 94b is added to the displayable remaining counter 94a. This makes it possible to reflect the value of the hidden remaining counter 94b in the remaining token count image G21 when the value of the displayable remaining counter 94a becomes 0 or less while the value of the hidden remaining counter 94b is 1 or greater.
[0339] Subsequently, the AT acquisition counter 94c update process is executed in the RAM 94 on the production side (step S1626). If the number of bets in the current game is "2", this update process ends without any further processing, and if the number of bets in the current game is "3", a process to update the value of the AT acquisition counter 94c is executed. If the number of bets in the current game is "3", and if game media have been awarded in the current game, the number of awarded game media is added to the AT acquisition counter 94c. In other words, in the update process of the remaining display target counter 94a, regardless of whether a so-called missed opportunity has occurred, the maximum number of game media set for the winning index value IV is assumed to have been awarded to the player, and the remaining display target counter 94a is subtracted, whereas in the update process of the AT acquisition counter 94c, the number of game media corresponding to the actual winning result is added to the AT acquisition counter 94c.
[0340] For example, in a game where the index value IV=1 to 6 is won, if the stopping order of reels 32L, 32M, and 32R matches, the image display device 63 will display the GET image G26 as shown in Figure 44(c), and the remaining number of tokens image G21 will be reduced by "12" from the remaining number of tokens to be awarded, resulting in "88 tokens remaining," while the acquired number image G22 will be reduced by "12" from the number of tokens acquired, resulting in "112 tokens acquired." On the other hand, if the stopping order of reels 32L, 32M, and 32R does not match in that game, the image display device 63 will display the blackout image G25 as shown in Figure 44(b), and the remaining number of tokens image G21 will be reduced by "12" from the remaining number of tokens to be awarded, resulting in "88 tokens remaining," while the acquired number image G22 will remain unchanged at "100 tokens acquired."
[0341] In the AT performance control process, if game end commands A and B are received from the main MPU 72 (step S1627: YES), it is determined whether a transition to the ending AT state ST5 has occurred by checking whether the information on the current game's play state included in game end command A corresponds to the base AT state ST4 and whether the information on the next game's play state included in game end command A corresponds to the ending AT state ST5 (step S1628). If a transition to the ending AT state ST5 has occurred (step S1628: YES), the ending AT performance setting process is executed (step S1629). In the ending AT performance setting process, data is set so that the performance corresponding to the ending AT state ST5 is executed. As a result, the display device 63 starts the display performance corresponding to the ending AT state ST5, and the upper lamp 61 and speaker 62 execute the light emission performance and sound output performance corresponding to the display performance.
[0342] If a transition to the ending AT state ST5 has not occurred (step S1628: NO), it is determined whether the information on the current game's play state included in the game termination command A received corresponds to the base AT state ST4 or the ending AT state ST5, and whether the information on the next game's play state included in the game termination command A corresponds to the normal play state ST1. This determines whether the base AT state ST4 or the ending AT state ST5 has ended and a transition to the normal play state ST1 has occurred (step S1630). If a transition to the normal play state ST1 has occurred (step S1630: YES), the performance-side AT state flag in the performance-side RAM 94 is cleared to "0" (step S1631). This switches the state from one in which the AT performance control process (Figure 42) is executed to one in which the normal performance control process (Figure 34) is executed.
[0343] Subsequently, the result presentation setting process is executed (step S1632). In the result presentation setting process, an image is displayed on the image display device 63 to inform the player of the total number of game tokens acquired by the player in the current AT state (base AT state ST4 or ending AT state ST5) and the total number of games played in the current AT state. In this case, the total number of game tokens acquired by the player is displayed as a number corresponding to the value of the AT acquisition counter 94c in the presentation-side RAM 94, and the total number of games played is displayed as a number corresponding to the value of the AT play count counter 94d in the presentation-side RAM 94. In addition, in the result presentation setting process for ending AT state ST5, the ending establishment image G32, which will be described later, is displayed on the image display device 63.
[0344] In addition to the above processes, the AT performance control process executes other processes in step S1633. These other processes execute to ensure that performances or notifications corresponding to the reception of commands other than the rotation acceptance commands A and B, the stop start command, the winning result command, and the game end commands A and B are executed.
[0345] Next, we will explain the progress of the display effects when a temporary abnormality occurs in the signal path group 101 while the stopping order of reels 32L, 32M, and 32R is being announced, referring to the time charts in Figures 45(a) to 45(g). Figure 45(a) shows the period during which the abnormality in the signal path group 101 occurs, Figure 45(b) shows the execution period of one game, Figure 45(c) shows the timing when the start lever 41 is operated, Figure 45(d) shows the timing when the rotation of reels 32L, 32M, and 32R is stopped, Figure 45(e) shows the period during which the stopping order of reels 32L, 32M, and 32R is being announced, Figure 45(f) shows the period during which the GET image G26 is displayed on the image display device 63, and Figure 45(g) shows the period during which the blackout image G25 is displayed on the image display device 63.
[0346] First, we will explain the case where no abnormality occurs in the signal path group 101 while the stopping order of reels 32L, 32M, and 32R is being announced, and the rotation of reels 32L, 32M, and 32R is stopped according to the announced stopping order.
[0347] At timing t1, the start lever 41 is operated as shown in Figure 45(c), and a new game is started as shown in Figure 45(b). This game is played in either the base AT state ST4 or the ending AT state ST5. In the role lottery process in this game (Figure 16), if an index value IV=1 to 6 is selected, the stopping order of reels 32L, 32M, and 32R is announced at timing t1, as shown in Figure 45(e). Subsequently, at timings t2, t3, and t4, the reels 32L, 32M, and 32R are stopped as shown in Figure 45(d), and stop commands are issued for the reels 32L, 32M, and 32R corresponding to the stop operations. In this case, all of these stop operations follow the announced stopping order. Therefore, if the third stop occurs at timing t4, the first bell win is achieved. Furthermore, as shown in Figure 45(f), a GET image G26 corresponding to the correct stopping order of reels 32L, 32M, and 32R at timing t4 is displayed on the image display device 63. This GET image G26 is displayed until the next game starts.
[0348] Next, we will explain the case where, while the stopping order of reels 32L, 32M, and 32R is being announced, no abnormality occurs in the signal path group 101, and the rotation of reels 32L, 32M, and 32R stops in an order different from the announced stopping order.
[0349] At timing t5, the start lever 41 is operated as shown in Figure 45(c), and a new game is started as shown in Figure 45(b). This game is played in either the base AT state ST4 or the ending AT state ST5. In the role lottery process in this game (Figure 16), if an index value IV=1 to 6 is selected, the notification of the stopping order of reels 32L, 32M, and 32R begins at timing t5, as shown in Figure 45(e). Subsequently, at timings t6, t7, and t8, the stopping operations of reels 32L, 32M, and 32R are performed as shown in Figure 45(d), and stop commands are issued for the reels 32L, 32M, and 32R corresponding to the stopping operations. In this case, the reels 32L, 32M, and 32R that are the targets of the second stop are different from the stopping order that is being notified. Therefore, at timing t7, a blackout image G25 corresponding to the mismatch in the stopping order of reels 32L, 32M, and 32R, as shown in Figure 45(g), is displayed on the image display device 63. This blackout image G25 persists until the next game starts.
[0350] Next, we will explain the case in which an abnormality occurs in the signal path group 101 while the stopping order of reels 32L, 32M, and 32R is being announced, and the abnormality in the signal path group 101 is resolved within one game.
[0351] At timing t9, the start lever 41 is operated as shown in Figure 45(c), and a new game is started as shown in Figure 45(b). This game is played in either the base AT state ST4 or the ending AT state ST5. In the role lottery process (Figure 16) of this game, if an index value IV=1 to 6 is selected, the notification of the stopping order of reels 32L, 32M, and 32R begins at timing t9, as shown in Figure 45(e).
[0352] Subsequently, at timing t10, which is partway through the game, an anomaly occurs in the signal path group 101 as shown in Figure 45(a). In this case, even if the main MPU 72 executes a process to send a command, the command is not received by the performance MPU 92. Therefore, even if a stop operation is performed at timings t11 and t12, as shown in Figure 45(d), the performance MPU 92 does not receive a stop start command.
[0353] Subsequently, at timing t13, which is before the timing of the third stop, the abnormality in the signal path group 101 is resolved as shown in Figure 45(a). Then, at timing t14, the third stop is performed as shown in Figure 45(d). In this case, the performance-side MPU 92 receives the stop start command corresponding to the third stop while the stop start command corresponding to the first stop and the stop start command corresponding to the second stop have not been received, so it is determined that the stop order of reels 32L, 32M, and 32R is inconsistent. Therefore, at timing t14, a blackout image G25 corresponding to the inconsistent stop order of reels 32L, 32M, and 32R is displayed on the image display device 63 as shown in Figure 45(g). This blackout image G25 continues until the next game starts. Note that the notification of the stop order of reels 32L, 32M, and 32R is terminated when game end commands A and B are received, even if the stop start command corresponding to the first stop and the stop start command corresponding to the second stop have not been received.
[0354] With the above configuration, even if the reels 32L, 32M, and 32R are stopped according to the notified stopping order, if the performance-side MPU 92 determines that the stopping order of reels 32L, 32M, and 32R is inconsistent due to an abnormality in the signal path group 101, a blackout image G25 corresponding to the inconsistent stopping order of reels 32L, 32M, and 32R will be displayed on the image display device 63. This makes it possible to inform the administrator of the gaming hall that there may be some kind of abnormality in the signal path group 101 through information provided by the player.
[0355] However, the configuration is not limited to the above. Even if a stop start command corresponding to a third stop is received when a stop start command corresponding to a first stop and a stop start command corresponding to a second stop have not been received, if the types of reels 32L, 32M, and 32R targeted for stop command included in the stop start command corresponding to the third stop match the stop order data stored in the performance-side RAM 94, a GET image G26 corresponding to the correct stop order of reels 32L, 32M, and 32R may be displayed on the image display device 63. Furthermore, even if a stop start command corresponding to a first stop is not received when a stop start command corresponding to a second stop is received, if the types of reels 32L, 32M, and 32R targeted by the stop command included in the stop start command corresponding to the second stop match the stop order data stored in the performance-side RAM 94, and if the types of reels 32L, 32M, and 32R targeted by the stop command included in the stop start command corresponding to a third stop received thereafter also match the stop order data stored in the performance-side RAM 94, then a GET image G26 corresponding to the correct stop order of reels 32L, 32M, and 32R may be displayed on the image display device 63.
[0356] Next, we will explain the case where an abnormality occurs in the signal path group 101 while the stopping order of reels 32L, 32M, and 32R is being announced, and the abnormality in the signal path group 101 is not resolved within one...
Claims
[Claim 1] A main control means for controlling the progress of the game, A performance control means that controls the execution of the performance based on the transmission information transmitted by the main control means, Equipped with, The main control means includes a predetermined transmission means that transmits predetermined transmission information in a predetermined game, which includes both specific information that allows the performance control means to identify the game state in the predetermined game, and predetermined information that allows the performance control means to identify the game state in the next game relative to the predetermined game. The performance control means includes means for executing a specific process corresponding to the predetermined game state when the specific information in the predetermined transmission information is not information corresponding to a predetermined game state, but rather information corresponding to a predetermined game state. The gaming machine is characterized in that the main control means includes means for transmitting specific transmission information, which enables the performance control means to identify the game state in the predetermined game, at a timing different from the timing at which the predetermined transmission information is transmitted in the predetermined game.