Gaming Machines
The gaming machine's performance control system addresses the challenge of managing performance execution in gaming machines, providing enhanced control and player experience through a trigger-based control mechanism.
Patent Information
- Application Number
- JP2023078982
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-05-12
- Publication Date
- 2025-04-22
- Estimated Expiration
- 2039-04-16
AI Technical Summary
Existing gaming machines lack effective control mechanisms for managing the execution of performances, leading to suboptimal player experiences.
A gaming machine equipped with a performance control system that includes multiple triggers and corresponding control mechanisms to manage the execution of different performances based on specific conditions and opportunities.
The system enables precise control over performance execution, enhancing the overall gaming experience by ensuring timely and appropriate performance delivery.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Pachinko machines, slot machines, and the like are known as types of gaming machines. These gaming machines are known to be configured so that a lottery is held when predetermined lottery conditions are met, and a prize is awarded to the player depending on the result of the lottery. Furthermore, they are generally configured to provide effects that allow the player to predict or recognize the result of the lottery. These gaming machines are equipped with display devices, speakers, light-emitting devices, movable objects, and the like, and execute visual effects, sound effects, light effects, movable object effects, and the like depending on the progress of the game.
[0003] Specifically, in a slot machine, when a start lever is operated, a presentation selected by lottery is executed. Also, when a predetermined game state starts, an opening presentation is executed, and when a predetermined ending trigger occurs, an ending presentation is executed (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-192800 Summary of the Invention [Problem to be solved by the invention]
[0005] Here, in gaming machines such as those exemplified above, it is necessary to appropriately control the execution of presentations, and there is still room for improvement in this regard.
[0006] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that is capable of suitably controlling the execution of presentations. [Means for solving the problem]
[0007] In order to solve the above problem, the invention of claim 1 is a gaming machine equipped with a performance control means for controlling the execution of performance, The performance control means a first performance control means for controlling the execution of the first performance in accordance with the first performance information based on the occurrence of a first execution opportunity during the execution of the performance; A second performance control means for controlling the execution of the second performance in accordance with the second performance information when a second execution trigger occurs during the execution of the performance and a predetermined start trigger occurs thereafter; A means for controlling the execution of a specific effect in accordance with specific effect information based on the occurrence of a specific trigger; a means for reading out the first effect information and the specific effect information into separate storage areas in a predetermined situation in which the second effect is not executed; A means for reading out the first performance information, the specific performance information, and the second performance information into the same storage area in a specific situation where the second performance is executed; Equipped with The second performance control means controls the first performance and a different performance. specific The execution status of a predetermined effect, which is one of the effects, is execution When the second execution trigger occurs in the above situation, the predetermined start trigger occurs after that. The relevant specified execution The second performance is initiated based on the completion of the situation. [Effects of the Invention]
[0008] According to the present invention, it is possible to suitably control the execution of performances. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. 1 is a front view of a slot machine according to a first embodiment. [Figure 2] 1 is a perspective view of the slot machine with the front door open. FIG. [Figure 3] FIG. [Figure 4] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 5] 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the combination lines. FIG. [Figure 6] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 7] FIG. 10A is a front view of the common display area, and FIG. 10B is an explanatory diagram for explaining the contents of information corresponding to the stop order displayed on the common display section. [Figure 8] 10A and 10B are explanatory diagrams for explaining the relationship between the notification content of the stop order in the image display device and the display content of the stop order in the multi-purpose display unit. [Figure 9] FIG. [Figure 10] FIG. 2 is an electrical configuration diagram of the slot machine. [Figure 11] 10 is a flowchart showing main processing executed by a main MPU. [Figure 12] 10 is a flowchart showing a timer interrupt process executed by the main MPU. [Figure 13] 10 is a flowchart showing normal processing executed by the main MPU. [Figure 14] 10 is a flowchart showing the lottery process for determining winning combinations executed by the main MPU. [Figure 15] FIG. 10 is an explanatory diagram for explaining a lottery table for a normal mode. [Figure 16] FIG. 10 is an explanatory diagram for explaining the relationship between the stopping order of the reels and the winning patterns that are achieved when the lottery table for the normal mode is selected. [Figure 17] FIG. 10 is an explanatory diagram for explaining a lottery table for the first RT mode. [Figure 18] FIG. 10 is an explanatory diagram for explaining the relationship between the stop order of the reels and the winning patterns that are achieved when the lottery table for the first RT mode is selected. [Figure 19]FIG. 10 is an explanatory diagram for explaining a lottery table for the second RT mode. [Figure 20] FIG. 10 is an explanatory diagram for explaining the relationship between the stop order of the reels and the winning patterns that are achieved when the lottery table for the second RT mode is selected. [Figure 21] 10A to 10C are explanatory diagrams for explaining index values with different winning probabilities among the set values of "1" to "6." [Figure 22] FIG. 10 is an explanatory diagram for explaining an offset table. [Figure 23] 10 is a flowchart showing the winning data acquisition process executed by the main MPU. [Figure 24] 10 is a flowchart showing a reel control process executed by the main MPU. [Figure 25] 10 is a flowchart showing a stop operation response process executed by the main MPU. [Figure 26] 1 is an explanatory diagram for explaining the game states and game zones that exist in a slot machine. FIG. [Figure 27] 10 is a flowchart showing the first control processing of the gaming area executed by the main MPU. [Figure 28] 10 is a flowchart showing the response process executed by the main MPU when a game ends. [Figure 29] 10 is a flowchart showing the second control processing of the gaming area executed by the main MPU. [Figure 30] 10 is a flowchart showing normal processing executed by the main MPU. [Figure 31] 10 is a flowchart showing the top-up processing executed by the main MPU. [Figure 32] 10 is a flowchart showing a preparation state process executed by the main MPU. [Figure 33] 10 is a flowchart showing the ART state processing executed by the main MPU. [Figure 34] 10 is a flowchart showing a bonus process executed by the main MPU. [Figure 35]10 is a flowchart showing a bonus process executed by the main MPU at the start of a game. [Figure 36] 10 is a flowchart showing an ending handling process executed by the main MPU. [Figure 37] 10 is a flowchart showing a freeze setting process executed by a main MPU. [Figure 38] FIG. 2 is an explanatory diagram for explaining the configuration of a display layer. [Figure 39] 10(a) to 10(h) are explanatory diagrams for explaining the contents of various effects executed in the normal gaming state. [Figure 40] (a) to (e) are explanatory diagrams for explaining the contents of the first expected effect and the second expected effect, and (f) is an explanatory diagram for explaining the correspondence between the type of the first expected effect and the expected degree of winning a bonus, and the correspondence between the type of the second expected effect and the expected degree of winning a BB when a bonus is won. [Figure 41] (a) An explanatory diagram for explaining the configuration of the presentation side ROM for executing various presentations in normal game mode, and (b) an explanatory diagram for explaining the configuration of the presentation side RAM for executing various presentations. [Figure 42] (a) An explanatory diagram for explaining the configuration of each layer, (b) An explanatory diagram for explaining the configuration of the sound output setting area, and (c) An explanatory diagram for explaining the configuration of the display setting area. [Figure 43] 10A to 10D are explanatory diagrams for explaining how the effect table is read out when neither the bonus announcement effect nor the re-variation effect is executed in the target game. [Figure 44] 10A and 10B are explanatory diagrams for explaining how the effect table is read out in the case of a game in which a bonus announcement effect or a re-variation effect is executed. [Figure 45] FIG. 10 is an explanatory diagram for explaining the contents of the second synthesis effect table. [Figure 46] 10 is a time chart showing how a second expected effect is started based on the second composite effect table. [Figure 47]10 is a flowchart showing the performance execution process executed by the performance side MPU. [Figure 48] 10 is a flowchart showing a pointer update process executed by the production-side MPU. [Figure 49] 10 is a flowchart showing a display control process executed by a production-side MPU. [Figure 50] 10 is a flowchart showing a bonus notification process executed by the main MPU. [Figure 51] 10 is a flowchart showing a process for determining the content of a presentation executed by the main MPU. [Figure 52] 10 is a flowchart showing normal performance control processing executed by the performance side MPU. [Figure 53] 10 is a flowchart showing a first performance information setting process executed by a performance-side MPU. [Figure 54] 10 is a flowchart showing a second performance information setting process executed by the performance-side MPU. [Figure 55] 10 is a flowchart showing a readout process executed by the production-side MPU. [Figure 56] 10A is a flowchart showing the winning result response processing executed by the effect-side MPU, and FIG. 10B is a flowchart showing the effect setting processing executed by the effect-side MPU at the start of a bonus. [Figure 57] An explanatory diagram for explaining the display contents of the image display device in the base performance for ART and the normal performance for ART. [Figure 58] (a) to (c) are explanatory diagrams for explaining the display contents of the image display device in the additional main performance and additional sub-performance in the ART state. [Figure 59] (a) to (c) are explanatory diagrams for explaining the display contents of the image display device in the additional main performance and additional sub-performance in the ART state. [Figure 60] (a) An explanatory diagram to explain the configuration of the performance-side ROM for executing various performances in the ART state, and (b) an explanatory diagram to explain the configuration of the performance-side RAM for executing various performances in the ART state. [Figure 61] This is an explanatory diagram to explain the high-speed first added sub-performance table. [Figure 62] 10 is a flowchart showing the non-normal performance control processing executed by the performance side MPU. [Figure 63] (a) is a flowchart showing the effect setting process at the start of ART executed by the effect side MPU, and (b) is a flowchart showing the game start process during ART executed by the effect side MPU. [Figure 64] 10 is a flowchart showing the performance adjustment process executed by the performance side MPU. [Figure 65] This is a flowchart showing the processing for additional effects executed by the effect-side MPU. [Figure 66] 10A is a flowchart showing the flag clearing process executed by the production side MPU, and FIG. 10B is a flowchart showing the number of games updated process executed by the production side MPU. [Figure 67] (a) to (g) are time charts showing how the additional main effects and additional sub-effects are executed in the ART state. [Figure 68] This is a flowchart showing the reel management process executed by the production side MPU. [Figure 69] This is a flowchart showing the reel initialization process executed by the production side MPU. [Figure 70] 10 is a flowchart showing an origin setting process executed by the production-side MPU. [Figure 71] This is a flowchart showing the origin return process for reels executed by the production side MPU. [Figure 72] 10 is a flowchart showing the start setting process for the correction operation executed by the production side MPU. [Figure 73] 10A is a flowchart showing the standby setting process executed by the production-side MPU, and FIG. 10B is a flowchart showing the standby management process executed by the production-side MPU. [Figure 74](a) to (f) are time charts showing how the correction operation standby state and the accessory error state are set. [Figure 75] FIG. 10 is an explanatory diagram for explaining the contents of a bonus notification drive table. [Figure 76] (a) is a flowchart showing the setting process for driving the reels executed by the production-side MPU, and (b) is a flowchart showing the reels drive control process executed by the production-side MPU. [Figure 77] 10 is a flowchart showing the reel flag setting process executed by the production side MPU. [Figure 78] 10 is a flowchart showing the role setting process executed by the performance-side MPU when a bonus is won. [Figure 79] (a) to (i) are time charts showing how the reel error state is released and the reel operation performance is executed. [Figure 80] FIG. 10A is an explanatory diagram illustrating an example of a history image displayed on an image display device, and FIG. 10B is an explanatory diagram illustrating the correspondence between the trigger for generating history configuration data and the type of image included in the history image. [Figure 81] (a) is an explanatory diagram for explaining the configuration of the production-side RAM for displaying history images, and (b) is an explanatory diagram for explaining the configuration of the configuration data storage area. [Figure 82] 10 is a flowchart showing a history image process executed by the production-side MPU. [Figure 83] 10 is a flowchart showing the history information storage process executed by the production side MPU. [Figure 84] 10 is a flowchart showing the update process of the number information executed by the production side MPU. [Figure 85] 10 is a flowchart showing the history configuration data generation process executed by the production-side MPU. [Figure 86](a) An explanatory diagram for explaining the correspondence between the types of selection condition tables and the wording designation data set in the selection condition tables, and (b) an explanatory diagram for explaining the history storage area set as a reference destination in each selection condition table. [Figure 87] This is an explanatory diagram for explaining the second selection condition table at the end of ART. [Figure 88] 10 is a flowchart showing a text selection process executed by the production-side MPU. [Figure 89] 10 is a flowchart showing the heading setting process executed by the production side MPU. [Figure 90] 10 is a flowchart showing a point calculation process executed by a production-side MPU. [Figure 91] FIG. 10A is an explanatory diagram for explaining a heading point table, and FIG. 10B is an explanatory diagram for explaining an additional point table. [Figure 92] 10 is a flowchart showing the plate setting process executed by the production side MPU. [Figure 93] 10(a) to 10(c) are explanatory diagrams for explaining the contents of the plate lottery table. [Figure 94] 10 is a flowchart showing a game start response process executed by the production side MPU. [Figure 95] 10 is a flowchart showing a historical image management process executed by the production-side MPU. [Figure 96] 10 is a flowchart showing the end effect response processing executed by the effect side MPU. [Figure 97] FIG. 10 is an explanatory diagram for explaining the display contents of a history menu screen displayed on the image display device. [Figure 98] 10 is a flowchart showing a display operation response process executed by the production-side MPU. [Figure 99] 10 is a flowchart showing a selection response process executed by the production-side MPU. [Figure 100] 10 is a flowchart showing the processing during mode selection executed by the production side MPU. [Figure 101] 10 is a flowchart showing a past history selection process executed by the production side MPU. [Figure 102] 10 is a flowchart showing a management process executed by the main MPU. [Figure 103] (a) An explanatory diagram for explaining the display contents of the image display device in the base performance for ART and the normal performance for ART in the second embodiment, and (b) and (c) are explanatory diagrams for explaining the display contents of the image display device in the additional performance in the ART state. [Figure 104] (a) and (b) are explanatory diagrams for explaining the display contents of the image display device in the reduced-addition effect. [Figure 105] (a) An explanatory diagram to explain the configuration of the performance-side ROM for executing various performances in the ART state, and (b) an explanatory diagram to explain the configuration of the performance-side RAM for executing various performances in the ART state. [Figure 106] This is a flowchart showing the processing for starting a game during ART executed by the production side MPU. [Figure 107] (a) is a flowchart showing the effect adjustment processing executed by the effect side MPU, and (b) is a flowchart showing the additional effect processing executed by the effect side MPU. [Figure 108] 10 is a flowchart showing a flag clearing process executed by the production side MPU. [Figure 109] 10 is a flowchart showing the game count update process executed by the production side MPU. [Figure 110] (a) to (g) are time charts showing how additional effects are executed in the ART state. [Figure 111] 11 is a flowchart showing a past history selection process executed by the production-side MPU in the third embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0010] First Embodiment A first embodiment of the present invention applied to a slot machine 10, which is a type of gaming machine, will be described in detail below with reference to the drawings. Fig. 1 is a front view of the slot machine 10, Fig. 2 is a perspective view of the slot machine 10 with the front door 12 open, and Fig. 3 is a front view of the cabinet 11.
[0011] 2 and 3, the slot machine 10 has a housing 11 that forms its outer shell. The housing 11 is formed by fixing a plurality of wooden panels so that the overall shape is a box that is open to the front.
[0012] 1 and 2, a front door 12 is attached to the front side of the housing 11. The front door 12 is supported by the housing 11 around a pivot 12a provided on the left side of the front door 12 so that the interior space of the housing 11 can be opened and closed. The front door 12 is locked so that it cannot be opened by a locking device 13 provided on the back side of the front door 12, and this locked state can be released by unlocking the key cylinder 14 with a predetermined key.
[0013] 1, a gaming panel 20 is provided near the upper center of the front door 12. Three vertically long display windows 21L, 21M, and 21R are formed side by side on the gaming panel 20. The display windows 21L, 21M, and 21R are made of a transparent or translucent material, and the interior of the slot machine 10 can be seen through each of the display windows 21L, 21M, and 21R.
[0014] As shown in FIGS. 2 and 3, the interior of the housing 11 is divided into two sections, upper and lower, by a partition plate 11a, and a reel unit 31 is attached to the upper part of the partition plate 11a. The reel unit 31 includes a left reel 32L, a center reel 32M, and a right reel 32R, each of which is cylindrical. Each reel 32L, 32M, and 32R is rotatably supported so that its central axis coincides with the rotation axis of the reel 32L, 32M, and 32R. The rotation axes of the reels 32L, 32M, and 32R are arranged on the same axis extending substantially horizontally, and each reel 32L, 32M, and 32R corresponds one-to-one to each display window 21L, 21M, and 21R. Therefore, a portion of the surface of each reel 32L, 32M, and 32R is visible through the corresponding display window 21L, 21M, and 21R. Furthermore, when the reels 32L, 32M, and 32R rotate forward, the surfaces of the reels 32L, 32M, and 32R are projected through the display windows 21L, 21M, and 21R as if they are moving from top to bottom.
[0015] 1, a start lever 41 that is operated to start the rotation of each of the reels 32L, 32M, and 32R is provided on the lower left side of the game panel 20. When this start lever 41 is operated after gaming media such as medals and virtual medals have been bet, each of the reels 32L, 32M, and 32R starts to rotate all at once.
[0016] Stop buttons 42, 43, and 44 are provided on the right side of the start lever 41. These stop buttons 42, 43, and 44 are operated to individually stop the spinning reels 32L, 32M, and 32R. Each stop button 42, 43, and 44 is located directly below the display window 21L, 21M, and 21R corresponding to the reel 32L, 32M, and 32R to be stopped. Each stop button 42, 43, and 44 is ready to stop the left reel 32L after a predetermined time has elapsed since the reel started spinning.
[0017] One game (playing session) corresponds to the time when each reel 32L, 32M, 32R starts to rotate based on the operation of the start lever 41, and when each reel 32L, 32M, 32R stops to rotate based on the operation of each stop button 42, 43, 44, and when various processes such as the awarding of game media and management of the game status are completed.
[0018] A medal insertion slot 45 for inserting medals as investment value is provided on the right side below the display windows 21L, 21M, and 21R. As shown in FIG. 2, medals inserted through the medal insertion slot 45 are guided by a selector 52 provided on the back of the front door 12 to a hopper device 53 if reception is permitted, or to a medal receiving tray 59 from a medal discharge port 58 provided at the bottom front of the front door 12 if reception is prohibited (see FIG. 1). Note that the hopper device 53 has the function of paying out medals stored in a storage tank through the medal discharge port 58 to the medal receiving tray 59 when a winning combination corresponding to the award of gaming media is achieved on an active line.
[0019] 1, provided below the medal insertion slot 45 is a return button 46 that is pressed when medals inserted into the medal insertion slot 45 become stuck in the selector 52. Also provided below the display window portions 21L, 21M, 21R on the left side are a first credit insertion button 47 for inserting the maximum number of credited virtual medals that can be bet at one time, a second credit insertion button 48 for inserting two virtual medals at a time, and a third credit insertion button 49 for inserting one virtual medal at a time.
[0020] A settlement button 51 is provided on the left side of the start lever 41. That is, the slot machine 10 has a credit function that stores and stores, as virtual medals, any surplus medals inserted up to a predetermined maximum value (equivalent to 50 medals) and medals paid out when a prize is won, and when the settlement button 51 is operated while virtual medals are stored and stored, the virtual medals are paid out from the medal outlet 58 as real medals.
[0021] 2 and 3, a power supply unit 54 is provided inside the cabinet 11 to the left of the hopper unit 53. The power supply unit 54 is provided with a power switch 55 that is operated when powering on or off, a reset button 56 for resetting various states of the slot machine 10, and a setting key insertion hole 57 that is operated to change the setting state of the slot machine 10 within the range from "Setting 1" to "Setting 6."
[0022] Next, the symbols on the reels 32L, 32M, and 32R will be described.
[0023] 4 shows the arrangement of symbols on the left reel 32L, center reel 32M, and right reel 32R. As shown in the figure, 21 symbols are arranged in a row on each of the reels 32L, 32M, and 32R. Furthermore, numbers ranging from "0" to "20" are assigned to correspond to the reels 32L, 32M, and 32R. However, these numbers are used by the main control device 70 (described later) to identify the symbols visible through the display windows 21L, 21M, and 21R, and are not actually assigned to the reels 32L, 32M, and 32R. However, these numbers will be used in the following explanation.
[0024] There are seven types of symbols: "Bell" symbol (for example, the 20th symbol on the left reel 32L), "Replay" symbol (for example, the 19th symbol on the left reel 32L), "Watermelon" symbol (for example, the 18th symbol on the left reel 32L), "Red 7" symbol (for example, the 15th symbol on the left reel 32L), "BAR" symbol (for example, the 10th symbol on the left reel 32L), "Cherry" symbol (for example, the 9th symbol on the left reel 32L), and "White 7" symbol (for example, the 5th symbol on the left reel 32L). The number and arrangement order of each symbol differs on each of the reels 32L, 32M, and 32R.
[0025] 5 is a front view of the display window portions 21L, 21M, and 21R. Each display window portion 21L, 21M, and 21R is formed so that only three of the 21 symbols on the corresponding reel 32L, 32M, and 32R are visible in their entirety. Therefore, when each reel 32L, 32M, and 32R is stopped, 3 x 3 = 9 symbols are visible through the display window portion 21L, 21M, and 21R.
[0026] In the slot machine 10, one main line ML is set so as to connect positions where symbols on each of the reels 32L, 32M, and 32R are visible. The main line ML is a line connecting the middle symbols on the left reel 32L, the middle symbols on the middle reel 32M, and the middle symbols on the right reel 32R. When a predetermined number of gaming media have been bet, the reels 32L, 32M, and 32R start to spin, and a winning combination is achieved on the main line ML, one of the following is awarded: a benefit in the form of gaming media, a benefit in the form of a replay, or a transition to a gaming state.
[0027] In other words, in the slot machine 10, only one main line ML is set as a line on which a win can be achieved. The main line ML is set as a line extending in a straight line. Therefore, even if a winning combination of symbols is achieved on a line extending in a straight line, such as a subline SL1 connecting the upper symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the lower symbol on the right reel 32R, a subline SL2 connecting the upper symbol on the left reel 32L, the upper symbol on the middle reel 32M, and the upper symbol on the right reel 32R, a subline SL3 connecting the lower symbol on the left reel 32L, the lower symbol on the middle reel 32M, and the lower symbol on the right reel 32R, and a subline SL4 connecting the lower symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the upper symbol on the right reel 32R, no winning combination will be achieved.
[0028] The following describes the relationship between winning symbol combinations and the benefits that will be awarded when a prize is won, with reference to Figure 6. Figure 6 is an explanatory diagram for explaining the relationship between winning symbol combinations and the benefits that will be awarded when a prize is won.
[0029] The minor winning combinations that award gaming media include the first supplementary winning combination, the second supplementary winning combination, the third supplementary winning combination, the first bell winning combination, the second bell winning combination, the first watermelon winning combination, the second watermelon winning combination, and the cherry winning combination. Specifically, the first supplementary winning combination occurs when the stopped symbol on the left reel 32L on the main line ML is a "watermelon" symbol, the stopped symbol on the center reel 32M is a "replay" symbol, and the stopped symbol on the right reel 32R is a "bell" symbol. The second supplementary winning combination occurs when the stopped symbol on the left reel 32L on the main line ML is a "watermelon" symbol, the stopped symbol on the center reel 32M is a "bell" symbol, and the stopped symbol on the right reel 32R is a "bell" symbol. If the stopped symbols on the left reel 32L on the main line ML are a "replay" symbol, the stopped symbols on the middle reel 32M are a "bell" symbol, and the stopped symbols on the right reel 32R are a "bell" symbol, the third supplementary win will be awarded. If any of the first to third supplementary wins is awarded, the number of gaming media to be awarded will be "1".
[0030] If the stopped symbol on the left reel 32L, the stopped symbol on the center reel 32M, and the stopped symbol on the right reel 32R on the main line ML are a "bell" symbol, a first bell win will occur. If the stopped symbol on the left reel 32L, the stopped symbol on the center reel 32M, and the stopped symbol on the right reel 32R are a "bell" symbol, a second bell win will occur. If either the first or second bell win occurs, the number of gaming media to be awarded will be "11".
[0031] If the stopped symbol on the left reel 32L, the stopped symbol on the middle reel 32M, and the stopped symbol on the right reel 32R on the main line ML are a "watermelon" symbol, the first watermelon win will be awarded. If the stopped symbol on the left reel 32L, the stopped symbol on the middle reel 32M, and the stopped symbol on the right reel 32R are a "watermelon" symbol on the main line ML, the second watermelon win will be awarded. If either the first or second watermelon win is awarded, the number of game media to be awarded will be "5". If the stopped symbol on the left reel 32L on the main line ML is a "cherry" symbol, a cherry win will be awarded regardless of the stopped symbol on the middle reel 32M and the right reel 32R. If a cherry win is awarded, the number of game media to be awarded will be "2".
[0032] The winning combinations that grant the player the privilege of replaying the next game without having to bet gaming media include the regular replay winning combination, the first special replay winning combination, the second special replay winning combination, the first RT replay winning combination, the second RT replay winning combination, the first fall replay winning combination, and the second fall replay winning combination. In detail, if the stopping pattern on the left reel 32L on the main line ML is a "replay" pattern, the stopping pattern on the middle reel 32M is a "replay" pattern, and the stopping pattern on the right reel 32R is a "replay" pattern, if the stopping pattern on the left reel 32L on the main line ML is a "bell" pattern, the stopping pattern on the middle reel 32M is a "cherry" pattern, and the stopping pattern on the right reel 32R is a "bell" pattern, or if the stopping pattern on the left reel 32L on the main line ML is a "watermelon" pattern, the stopping pattern on the middle reel 32M is a "cherry" pattern, and the stopping pattern on the right reel 32R is a "bell" pattern, a regular replay will be won.
[0033] If the stopped symbol on the left reel 32L on the main line ML is a "replay" symbol, the stopped symbol on the middle reel 32M is a "cherry" symbol, and the stopped symbol on the right reel 32R is a "bell" symbol, the first special replay win will be awarded. If the stopped symbol on the left reel 32L on the main line ML is a "watermelon" symbol, the stopped symbol on the middle reel 32M is a "bell" symbol, and the stopped symbol on the right reel 32R is a "replay" symbol, the second special replay win will be awarded.
[0034] If the stopped symbol on the left reel 32L on the main line ML is a "bell" symbol, the stopped symbol on the middle reel 32M is a "replay" symbol, and the stopped symbol on the right reel 32R is a "replay" symbol, the first RT replay win will be awarded. If the stopped symbol on the left reel 32L on the main line ML is a "watermelon" symbol, the stopped symbol on the middle reel 32M is a "replay" symbol, and the stopped symbol on the right reel 32R is a "replay" symbol, the second RT replay win will be awarded.
[0035] If the stopped symbols on the left reel 32L on the main line ML are "replay" symbols, the stopped symbols on the middle reel 32M are "cherry" symbols, and the stopped symbols on the right reel 32R are "replay" symbols, the first fall replay win will be awarded.If the stopped symbols on the left reel 32L on the main line ML are "replay" symbols, the stopped symbols on the middle reel 32M are "replay" symbols, and the stopped symbols on the right reel 32R are "bell" symbols, the second fall replay win will be awarded.
[0036] If any of the above replay wins are achieved, a replay benefit will be awarded, which will allow you to play the next game without having to bet any gaming media. Specifically, if any of the replay wins is achieved in a game where you bet "3" gaming media, you will be able to start playing the next game with "3" gaming media betted, without having to bet any gaming media.
[0037] Of the various replay wins mentioned above, the first RT replay win, second RT replay win, first fall replay win, and second fall replay win not only trigger the award of the replay win bonus, but also trigger a transition to a lottery mode. In this slot machine 10, multiple lottery modes are set in the role lottery process (Figure 14) so that the types of roles to be drawn and the winning probability of each role differ, and a transition between these lottery modes occurs when a replay win, which triggers a transition to a lottery mode, is achieved. The contents of each lottery mode and the conditions for transitioning to each lottery mode will be explained in detail later.
[0038] State transition winnings that only result in a transition of the game state include the 1st BB winning, the 2nd BB winning, the 3rd BB winning, the 4th BB winning, the 1st RB winning, and the 2nd RB winning. In detail, when the stopped symbol on the left reel 32L, the stopped symbol on the center reel 32M, and the stopped symbol on the right reel 32R on the main line ML are a "red 7" symbol, the 1st BB winning occurs. When the stopped symbol on the left reel 32L, the stopped symbol on the center reel 32M, and the stopped symbol on the right reel 32R on the main line ML are a "white 7" symbol, the 2nd BB winning occurs. If the stopping symbol on the left reel 32L 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 "white 7" symbol on the main line ML, the third BB win will be awarded. If the stopping symbol on the left reel 32L is a "white 7" 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 "red 7" symbol on the main line ML, the first RB win will be awarded. If the stopping pattern on the left reel 32L on the main line ML is a "white 7" pattern, the stopping pattern on the middle reel 32M is a "white 7" pattern, and the stopping pattern on the right reel 32R is a "BAR" pattern, the second RB will be won.
[0039] When the first BB win, second BB win, third BB win, or fourth BB win is achieved, the game state transitions to the BB state. Furthermore, when the first RB win or second RB win is achieved, the game state transitions to the RB state. Both the BB state and the RB state are considered bonus states. The bonus state is a game state in which the expected number of game media awarded per unit game is higher than in game states other than the bonus state. Specifically, a combination that enables the first bell win is won with a higher probability (e.g., approximately 1 / 1.5) than in other game states, and when this combination is won, the first bell win is achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of the stop operation of the stop buttons 42 to 44 relative to the rotation positions of the reels 32L, 32M, and 32R. Meanwhile, the number of game media required to start one game in the bonus state is the same as in other game states. Therefore, in the bonus state, the expected net increase in gaming media per unit number of games is higher than in gaming states other than the bonus state. Note that the number of gaming media required to start one game in the bonus state may be configured to be smaller than in other gaming states, and the number of gaming media required to start one game in the bonus state may be configured to be greater than in other gaming states if the expected net increase in gaming media per unit number of games is higher in the bonus state than in gaming states other than the bonus state.
[0040] Among the bonus states, the BB state continues over multiple games and ends when a termination condition is met based on the occurrence of an event corresponding to the execution of the game. The termination condition is arbitrary, but in this slot machine 10, the termination condition is set to be that the total number of game media awarded since the start of the BB state is equal to or greater than the BB termination reference number (specifically, "350"). Note that the termination condition may also be met when the number of games executed in the BB state reaches the BB termination reference number.
[0041] Among the bonus states, the RB state continues over multiple games and ends when a termination condition is met based on the occurrence of an event corresponding to the execution of the game. The termination condition is arbitrary, but in the slot machine 10, the termination condition is set to be that the total number of gaming media awarded since the start of the RB state is equal to or greater than the RB termination reference number (specifically, "150"). This RB termination reference number is smaller than the BB termination reference number. Therefore, the BB state is a gaming state that is more advantageous to the player than the RB state. Alternatively, the termination condition may be met when the number of games executed in the RB state reaches the RB termination reference number. In this case, by setting the RB termination reference number to be smaller than the BB termination reference number, the BB state can be made a gaming state that is more advantageous to the player than the RB state.
[0042] Next, the devices for executing various notifications and various effects will be described.
[0043] As shown in FIG. 1 , an upper lamp 61, an image display device 63, and a gadget 75 are provided at the top of the front door 12, and a speaker 62 is provided at the bottom of the front door 12. When an abnormality occurs in the slot machine 10, the upper lamp 61 is controlled to emit light in a manner corresponding to the abnormality, and is also controlled to emit light in a manner corresponding to the winning result. Furthermore, the upper lamp 61 is controlled to emit light so as to produce a light-emitting effect corresponding to the display effect on the image display device 63. The speakers 62 are provided as a pair on the left and right, and are controlled to output sound or audio corresponding to the abnormality when an abnormality occurs in the slot machine 10, and are also controlled to output sound or audio corresponding to the winning result. Furthermore, the speakers 62 are controlled to output sound so as to produce a sound output effect corresponding to the display effect on the image display device 63.
[0044] The image display device 63 has a display surface and is configured as a liquid crystal display device equipped with a liquid crystal display, but is not limited to a liquid crystal display device and may be another display device having a display surface such as a plasma display device, an organic EL display device, or a CRT, or may be a dot matrix display device. If an abnormality occurs in the slot machine 10, display control is performed so that an image corresponding to the abnormality is displayed on the display surface. Furthermore, the image display device 63 is display controlled so that images corresponding to the winning combination results in the internal lottery and the winning results in each game are displayed on the display surface. In other words, a display effect is executed on the image display device 63.
[0045] As shown in Fig. 1, the role 75 includes a role main body 76 fixed to the front side of the game panel 20, and a role movable part 77 that protrudes downward from the role main body 76 and is movable up and down. The role main body 76 is a hollow housing, and a role drive part 78 that moves the role movable part 77 up and down is housed inside the role main body 76. The role drive part 78 is electrically connected to a performance control device 90 (described later), and moves the role movable part 77 up and down based on drive data output from the performance control device 90.
[0046] The reel movable part 77 is provided with a rod-shaped support part 77a extending vertically downward from the lower end of the reel drive part 78. A through-hole (not shown) that passes through the bottom part from top to bottom is provided at the bottom of the reel main body part 76. The support part 77a is inserted into the through-hole and extends to below the bottom part. The reel movable part 77 is provided with a spherical performance part 77b that is provided at the free end (lower end) of the support part 77a on the opposite side to the reel drive part 78.
[0047] The outer peripheral surface of the support part 77a is provided with a detection protrusion 79 that can detect the position of the prop movable part 77. The prop movable part 77 can move up and down from a state in which the spherical performance part 77b stays in an initial position, which is the upper end of the movable range of the spherical performance part 77b, to a state in which the spherical performance part 77b stays in a displaced position, which is the lower end of the movable range. The prop main body 76 is provided with an initial position sensor 75a for detecting the detection protrusion 79 when the spherical performance part 77b stays in the initial position, and a displaced position sensor 75b for detecting the detection protrusion 79 when the spherical performance part 77b stays in the displaced position.
[0048] The reel drive unit 78 moves the reel movable part 77 upward when it receives first drive data from the performance control device 90, which will be described later, and moves the reel movable part 77 downward when it receives second drive data from the performance control device 90. The first drive data is output to the reel drive unit 78 on the condition that the initial position sensor 75a is in the OFF state. If the reel movable part 77 is already staying at the initial position, the initial position sensor 75a is in the ON state. In this case, the output of the first drive data is canceled, so no additional first drive data is output. In addition, the second drive data is output to the reel drive unit 78 on the condition that the displacement position sensor 75b is in the OFF state. If the reel movable part 77 is already staying at the displacement position, the displacement position sensor 75b is in the ON state. In this case, the output of the second drive data is canceled, so no additional second drive data is output.
[0049] The spherical presentation part 77b is located in front of the gaming panel 20 and is exposed to the outside, allowing the player to touch the spherical presentation part 77b. When an upward external force is applied to the spherical presentation part 77b, the spherical presentation part 77b can move upward to an initial position, which is the upper end of the movable range of the spherical presentation part 77b. When a downward external force is applied to the spherical presentation part 77b, the spherical presentation part 77b can move downward to a displacement position, which is the lower end of the movable range of the spherical presentation part 77b.
[0050] As shown in Fig. 1, to the right of the return button 46 on the front door 12 is provided a performance operation device 64 that is manually operated by the player to change the display content on the image display device 63. The performance operation device 64 has a center button 64a, as well as an up button 64b located above the center button 64a and a down button 64c located below the center button 64a. By performing predetermined operations on the center button 64a, the up button 64b, and the down button 64c, the display content on the image display device 63 is changed. The relationship between the operation of the performance operation device 64 and the display content on the image display device 63 will be explained in detail later.
[0051] The gaming panel 20 of the front door 12 is provided, below the display windows 21L, 21M, and 21R, with a credit display unit 65 that displays the number of stored virtual medals, a dual-purpose display unit 66 that displays the number of gaming media that will be awarded when a small winning combination is achieved and, when the stopping order of the reels 32L, 32M, and 32R is notified on the image display device 63, displays information corresponding to the notified content, and an advantageous zone display unit 67 that displays information corresponding to the fact that the gaming zone is an advantageous zone. The credit display unit 65 is made up of a 7-segment display, and each segment uses a single-color LED that emits light in green or other color.
[0052] Fig. 7(a) is a front view of a common display area 68 provided with a combined display section 66 and a favorable zone display section 67. The common display area 68 aggregates the combined display section 66, which is provided by arranging two 7-segment displays 66a, 66b side by side in the horizontal direction, and the favorable zone display section 67, which is made up of one light-emitting section, as shown in Fig. 7(a).
[0053] When any of the small winning combinations (first to third supplementary winning combinations, first to second bell winning combinations, first to second watermelon winning combinations, or cherry winning combinations) corresponding to the awarding of game media is achieved, the number of game media awarded corresponding to that small winning combination is displayed on the dual-purpose display unit 66 at the end of the game in which that small winning combination was achieved. Specifically, when any of the first to third supplementary winning combinations is achieved, the left 7-segment display 66a becomes non-displayable and the right 7-segment display 66b displays "1," thereby indicating that "1" game media has been awarded. When any of the first to second bell winning combinations is achieved, the left 7-segment display 66a and the right 7-segment display 66b both display "1," thereby indicating that "11" game media have been awarded. Furthermore, when either the first or second watermelon win is achieved, the left 7-segment display 66a goes dark and the right 7-segment display 66b displays "5," indicating that "5" gaming media have been awarded. When a cherry win is achieved, the left 7-segment display 66a goes dark and the right 7-segment display 66b displays "2," indicating that "2" gaming media have been awarded. On the other hand, even if a win that does not award gaming media, such as a replay win, a BB win, or a RB win, is achieved, the dual-purpose display unit 66 does not display a corresponding win. In this case, the 7-segment displays 66a and 66b remain in a non-display state. The display of the number of awarded gaming media on the dual-purpose display unit 66 ends when a gaming media bet is made to start the game following the game for which the display was made. At the time of this bet, the 7-segment displays 66a and 66b go non-display.
[0054] When the stop order of the reels 32L, 32M, and 32R is notified on the image display device 63, information corresponding to the notified stop order is displayed on the combined display unit 66. FIG. 7(b) is an explanatory diagram for explaining the contents of the information corresponding to the stop order displayed on the combined display unit 66. As shown in FIG. 7(b), in the slot machine 10, the stop order of the reels 32L, 32M, and 32R notified on the image display device 63 includes a stop order in which the first stop is on the left reel 32L, the second stop is on the center reel 32M, and the third stop is on the right reel 32R, a stop order in which the first stop is on the left reel 32L, the second stop is on the right reel 32R, and the third stop is on the center reel 32M, a stop order in which the first stop is on the center reel 32M, the second stop is on the left reel 32L, and the third stop is on the right reel 32R, and a stop order in which the first stop is on the center reel 32M, the second stop is on the left reel 32L, and the third stop is on the right reel 32R. There are stop orders in which the second stop is on the right reel 32R and the third stop is on the left reel 32L, a stop order in which the first stop is on the right reel 32R, the second stop is on the left reel 32L and the third stop is on the center reel 32M, a stop order in which the first stop is on the right reel 32R, the second stop is on the center reel 32M and the third stop is on the left reel 32L, a stop order in which the first stop is on the left reel 32L and the rest are optional, a stop order in which the first stop is on the center reel 32M and the rest are optional, and a stop order in which the first stop is on the right reel 32R and the rest are optional.
[0055] The notification of the stop order on the image display device 63 may be executed when a combination including the first bell winning data is won in the combination lottery process, when a combination including the first real-time replay winning data is won, when a combination including the second real-time replay winning data is won, when a combination including the first fall replay winning data is won, or when a combination including the second fall replay winning data is won. Specifically, when a combination including the first bell winning data is won, the first bell win is achieved if the reels 32L, 32M, and 32R stop in the stop order corresponding to the winning combination of the current combination among the above-mentioned stop orders. When the first bell win is achieved, the game medium "11" is awarded to the player, as already explained.
[0056] If a winning combination including the first RT replay winning data is achieved, the first RT replay winning combination will be achieved if the reels 32L, 32M, and 32R stop in the stopping order corresponding to the winning combination of the current combination among the above-mentioned stopping orders. If the first RT replay winning combination is achieved, the lottery mode will shift to the first RT mode, in which it is easier to win a combination including any of the replay winning data (i.e., it is easier to win any of the replay winning combinations) than in the normal mode. If a winning combination including the second RT replay winning data is achieved, the second RT replay winning combination will be achieved if the reels 32L, 32M, and 32R stop in the stopping order corresponding to the winning combination of the current combination among the above-mentioned stopping orders. If the second RT replay winning combination is achieved, the lottery mode will shift to the second RT mode, in which it is easier to win a combination including any of the replay winning data (i.e., it is easier to win any of the replay winning combinations) than in the first RT mode.
[0057] If a winning combination including the first fall replay winning data is achieved, the first fall replay winning is avoided if the reels 32L, 32M, and 32R stop in the stopping order corresponding to the winning combination among the above-mentioned winning sequences. If the first fall replay winning is achieved, the lottery mode transitions from the first replay time mode to the normal mode, but this transition can be avoided by avoiding the first fall replay winning. Also, if a winning combination including the second fall replay winning data is achieved, the second fall replay winning is avoided if the reels 32L, 32M, and 32R stop in the stopping order corresponding to the winning combination among the above-mentioned winning sequences. If the second fall replay winning is achieved, the lottery mode transitions from the second replay time mode to the first replay time mode, but this transition can be avoided by avoiding the second fall replay winning.
[0058] When any of the above stop orders is notified by the image display device 63, the left 7-segment display 66a of the dual-purpose display unit 66 remains in a non-display state, while the right 7-segment display 66b displays a message corresponding to the stop order of the item to be notified. This display content is as shown in Fig. 7(b), and the display content of the stop order on the dual-purpose display unit 66 is set in a one-to-one correspondence with the notification content of the stop order on the image display device 63. However, this is not limitative, and a configuration may be adopted in which multiple types of display content on the dual-purpose display unit 66 are set in correspondence with some or all of the notification content of the stop order on the image display device 63.
[0059] The display content of the stop order on the dual-purpose display unit 66 is different from the display content that is displayed when a display corresponding to the awarding of game media is made on the dual-purpose display unit 66. This makes it easier to distinguish whether the content displayed on the dual-purpose display unit 66 corresponds to the number of game media awarded or the stop order of the reels 32L, 32M, and 32R.
[0060] 8(a) and 8(b) are explanatory diagrams for explaining the relationship between the notification content of the stop order on the image display device 63 and the display content of the stop order on the multi-purpose display unit 66. FIG.
[0061] 8(a), when the stopping order of the reels 32L, 32M, and 32R is notified on the image display device 63, the same number of unit display images G1 to G3 as the number of stopping operations required to end the game are displayed on the image display device 63, and an image display corresponding to the stopping order of the reels 32L, 32M, and 32R is performed on each of the unit display images G1 to G3. Specifically, a left unit display image G1 corresponding to the left reel 32L, a middle unit display image G2 corresponding to the center reel 32M, and a right unit display image G3 corresponding to the right reel 32R are displayed. 8(a) shows the notification of the stop order when the first stop is the center reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R. Therefore, the left unit display image G1 displays an image of "2" corresponding to the stop order of the left reel 32L, the middle unit display image G2 displays an image of "1" corresponding to the stop order of the center reel 32M, and the right unit display image G3 displays an image of "3" corresponding to the stop order of the right reel 32R. The unit display images G1 to G3 are set in the second notification display layer 108 (FIG. 38) described later, and are displayed in a manner that they are located closer to the screen than the images for the effect. The unit display images G1 to G3 are displayed in a transparent manner. This makes it possible to view images set further back on the screen than the unit display images G1 to G3 even when the unit display images G1 to G3 are displayed.
[0062] As described above, the image display device 63 displays an image notifying the stop order of the reels 32L, 32M, and 32R, whereas the combined display unit 66 displays "L" corresponding to the stop order of the reels 32L, 32M, and 32R, as shown in FIG. 8(b). That is, the image display device 63 displays unit display images G1 to G3 corresponding to the number of reels 32L, 32M, and 32R, and displays an image corresponding to the stop order of the corresponding reels 32L, 32M, and 32R in each unit display image G1 to G3, whereas the combined display unit 66 displays an image unrelated to the number of reels 32L, 32M, and 32R. This makes it possible to draw the player's attention to the display content on the image display device 63, even if the combined display unit 66 displays a display corresponding to the notification content of the stop order of the reels 32L, 32M, and 32R.
[0063] The display range of the dual-purpose display unit 66 is narrower than that of the image display unit 63. This also makes it possible to reduce the player's attention to the dual-purpose display unit 66 compared to the image display unit 63. Furthermore, the dual-purpose display unit 66 is located on the opposite side of the display windows 21L, 21M, and 21R, which allow the reels 32L, 32M, and 32R to be viewed, from the image display unit 63. This means that the dual-purpose display unit 66 is disposed at a distance from the image display unit 63, which also makes it possible to reduce the player's attention to the dual-purpose display unit 66.
[0064] When the stop order of reels 32L, 32M, and 32R is notified, the display corresponding to the stop order of reels 32L, 32M, and 32R on the combined display unit 66 and the display corresponding to the stop order of reels 32L, 32M, and 32R on the image display unit 63 start after the lottery process for winning combinations has been performed and before the stop operation for reels 32L, 32M, and 32R is validated. In this case, the display corresponding to the stop order of reels 32L, 32M, and 32R on the combined display unit 66 starts before the display corresponding to the stop order of reels 32L, 32M, and 32R on the image display unit 63, but these displays may be configured to start simultaneously or approximately simultaneously, or the display start order may be reversed. Furthermore, the display corresponding to the stop order of reels 32L, 32M, and 32R on the combined display unit 66 and the image display unit 63 ends when a stop command is issued for all of the reels 32L, 32M, and 32R in the game in which the display is executed.
[0065] The dual-purpose display unit 66 is disposed in the center of the common display area 68, whereas the advantageous zone display unit 67 is disposed in a corner of the common display area 68. The advantageous zone display unit 67 is a display unit for notifying that the gaming zone is an advantageous zone between the normal zone and the advantageous zone. The advantageous zone is a zone in which the stopping order of the reels 32L, 32M, and 32R is notified, which allows for the establishment of an advantageous winning for the player when the winning combination to be established is different depending on the stopping order of the reels 32L, 32M, and 32R, and a zone in which the probability of transitioning to the ART state, which is a gaming state advantageous to the player, is higher than in the normal zone. On the other hand, the normal section is a section in which the stopping order of reels 32L, 32M, and 32R is not announced, which allows for a winning combination that is advantageous to the player when different winning combinations are achieved depending on the stopping order of reels 32L, 32M, and 32R, and is a section in which the probability of transitioning to the ART state, which is a game state that is advantageous to the player, is lower than in the advantageous section, or a section in which transition to the ART state does not occur.
[0066] When the conditions for transitioning to the advantageous zone are met in the normal zone and the game transitions to the advantageous zone, the advantageous zone display unit 67 turns on, thereby initiating notification that the game is in the advantageous zone. Furthermore, when the conditions for transitioning to the normal zone are met in the advantageous zone and the game transitions to the normal zone, the advantageous zone display unit 67 turns off, thereby terminating notification that the game is in the advantageous zone. This makes it possible to notify the manager of the gaming hall, etc., that the game is in the advantageous zone. Furthermore, the dual-purpose display unit 66, which is provided in the common display area 68, turns on when a gaming medium is awarded and turns off when the next game starts, and turns on when the stop order of the reels 32L, 32M, and 32R is displayed on the image display device 63 and turns off when the game ends. Therefore, in a configuration in which the advantageous zone display unit 67 is placed within the common display area 68 to prevent it from being too noticeable to players, it is possible to actively create a situation in which only the advantageous zone display unit 67 is lit in the common display area 68 when the advantageous zone is in a favorable zone, making it easier for the manager of the gaming hall to check the advantageous zone display unit 67.
[0067] In addition, instead of the configuration in which the advantageous zone display unit 67 is kept lit during the advantageous zone, the advantageous zone display unit 67 may be configured to flash at a predetermined cycle during the advantageous zone. Also, other displays such as a liquid crystal display device may be used as the combined display unit 66 and the advantageous zone display unit 67.
[0068] The slot machine 10 is provided with various control devices. Specifically, as shown in FIG. 3, a main control device 70 is provided above the reel unit 31. The main control device 70 is attached to a back panel 11b that forms the back surface of the cabinet 11. The main control device 70 is configured by housing a main control board 71 in a board box 81. An MPU 72 and a ratio display 85 that displays information to notify the management results of game history are mounted on one of the board surfaces of the main control board 71, which is the element mounting surface. The board box 81 is formed transparently so that the MPU 72 and the ratio display 85 housed therein can be visually observed from outside the board box 81. Note that although the board box 81 is formed colorless and transparent, it may be formed colored and transparent as long as the MPU 72 and the ratio display 85 housed therein can be visually observed from outside the board box 81. The main control device 70 is mounted on the back plate 11b of the cabinet 11 so that an opposing wall 82 of the board box 81 that faces the element mounting surface of the main control board 71 faces the front of the slot machine 10. Therefore, by opening the front door 12 toward the front of the slot machine 10 relative to the cabinet 11 and exposing the internal space of the cabinet 11, it becomes possible to visually observe the opposing wall 82 of the board box 81, and also to visually observe the MPU 72 and the ratio display 85 through the opposing wall 82.
[0069] FIG. 9 is a front view of the ratio display 85. As shown in FIG. 9, an identifier display unit 86 and a ratio display unit 87 are arranged side by side on the display surface of the ratio display 85. The identifier display unit 86 includes a 7-segment display unit 86a on the left, a 7-segment display unit 86b on the right, and an auxiliary display unit 86c for the identifier. The ratio display unit 87 includes a 7-segment display unit 87a on the left, a 7-segment display unit 87b on the right, and an auxiliary display unit 87c for the ratio. Each of the 7-segment displays 86a, 86b, 87a, and 87b displays not only the numbers "0" through "9" but also various characters, including alphabetic characters. In the slot machine 10, the ratio display 85 is used to notify the results of game history management; the details of this notification will be described later. The display of the game history management results on the display surface of the ratio display 85 is visible through the opposing wall 82 of the board box 81. The ratio display 85 may be a liquid crystal display device or an organic EL display.
[0070] As shown in FIG. 3 , the board box 81 is formed by combining multiple case bodies. These multiple case bodies are provided with connecting portions 83 that prevent separation of the case bodies and leave traces of separation. The connecting portions 83 are arranged side by side along one side of the roughly rectangular board box 81. As a result, even if some connecting portions 83 are used to prevent separation of the case bodies and some of the case bodies are separated by destroying those connecting portions 83, separation of the case bodies can be prevented again by subsequently connecting other connecting portions 83. Furthermore, because the connecting portions 83 are destroyed during separation of the case bodies and leave traces, visually inspecting the connecting portions 83 allows for the determination of whether the case bodies have been separated fraudulently. Furthermore, a sealing sticker 84 is affixed to another side of the board box 81, other than the side along which the connecting portions 83 are arranged, spanning the boundary between the case bodies. When the sealing sticker 84 is peeled off, its adhesive layer remains on the case body. This makes it possible to leave a trace if the sealing seal 84 is peeled off when the case body is separated.
[0071] As shown in Fig. 2, the slot machine 10 is provided with a performance control device 90 in addition to the main control device 70. The performance control device 90 is arranged behind the image display device 63 and stacked on the front door 12. The performance control device 90 controls the upper lamp 61, speaker 62, image display device 63, and accessory 75 based on commands received from the main control device 70. Note that, like the main control device 70, the performance control device 90 is configured by housing a control board in a board box.
[0072] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagram of FIG.
[0073] As shown in Fig. 10, the main control board 71 of the main control device 70 is equipped with an MPU 72, as already explained. The MPU 72 incorporates a ROM 73 that stores various control programs and fixed value data to be executed by the MPU 72, a RAM 74 that is a memory for temporarily storing various data and the like when the control programs stored in the ROM 73 are executed, a clock circuit that outputs a rectangular wave of a predetermined frequency, an interrupt circuit, a data input / output circuit, a random number generating circuit, etc. It is not essential that the ROM 73 and RAM 74 be integrated into a single chip for the MPU 72; they may each be integrated into a separate chip.
[0074] The MPU 72 is provided with an input port and an output port. Connected to the input side of the MPU 72 are various sensors, such as the reel unit 31, a start detection sensor 41a that detects operation of the start lever 41, stop detection sensors 42a, 43a, and 44a that individually detect operation of each stop button 42, 43, and 44, an inserted medal detection sensor 45a that detects medals inserted through a medal insertion slot 45, credit insertion detection sensors 47a, 48a, and 49a that individually detect operation of each credit insertion button 47, 48, and 49, a settlement detection sensor 51a that detects operation of the settlement button 51, a payout detection sensor of the hopper device 53, a reset detection sensor that detects operation of a reset button 56 provided on the power supply device 54, and a setting key detection sensor that detects insertion of a setting key into the setting key insertion hole 57. Signals from each of these sensors are input to the MPU 72.
[0075] The output side of the MPU 72 is connected to the reel unit 31, the selector drive unit 52a provided in the selector 52, the payout motor of the hopper device 53, the credit display unit 65, the dual-purpose display unit 66, the advantageous zone display unit 67, the performance control device 90, and the like. In each game, the rotation drive control of each of the reels 32L, 32M, and 32R of the reel unit 31 is performed by the MPU 72. The selector 52 has the function of detecting a medal inserted through the medal insertion slot 45 with the inserted medal detection sensor 45a and then guiding it to the hopper device 53 if acceptance is permitted, or discharging it to the medal tray 59 without being detected by the inserted medal detection sensor 45a if acceptance is prohibited. The selector drive unit 52a has the function of switching the state of the selector 52 between an acceptance permit state and an acceptance prohibit state, specifically by operating a path switching piece provided in the selector 52 between an acceptance permit position and an acceptance prohibit position. The MPU 72 switches the state of the selector 52 between an acceptance permission state and an acceptance prohibition state by switching between an output state and a stop state of the drive signal to the selector drive unit 52a.
[0076] In addition, the MPU 72 executes drive control of the hopper device 53 when a small winning combination is achieved and medals are paid out. The MPU 72 also controls the display of the credit display unit 65 to display the number of gaming media stored as virtual medals. In addition, the MPU 72 also controls the display of the dual-purpose display unit 66 to display the number of gaming media that have been awarded when gaming media are awarded. The MPU 72 also controls the display of the advantageous zone display unit 67 to notify players that the advantageous zone is in an advantageous zone. The MPU 72 also controls the display of the dual-purpose display unit 66 to display a display corresponding to the game management results. The MPU 72 also transmits commands to the effect control device 90 at each timing of each game, and when transmitting a command to the effect control device 90 to notify the image display device 63 of the stop order of the reels 32L, 32M, and 32R, it also controls the display of the dual-purpose display unit 66 to display a display corresponding to the content of the notification. In this case, direct display control of image display device 63 is performed by the performance control device 90, while direct display control of combined display unit 66 is performed by MPU 72. In other words, direct display control is performed in performance control device 90 for image display device 63, which is the target of relatively complex display control, and direct display control is performed in MPU 72 for combined display unit 66, which is the target of relatively simple display control. This makes it possible to perform both a display that emphasizes increasing attention to the performance and a display that emphasizes reliability, while reducing the processing load on MPU 72.
[0077] A power outage monitoring circuit (not shown) provided in the power supply 54 is connected to the input side of the MPU 72. The power supply 54 is equipped with a power supply unit and a power outage monitoring circuit that supply drive power to the main control unit 70 and other electronic devices in the slot machine 10. The power outage monitoring circuit monitors the voltage applied to the power supply unit from an external power source and outputs a power outage signal to the MPU 72 when the voltage drops below a reference voltage. The MPU 72 executes power outage processing upon receiving the power outage signal and enables the device to return to the processing state before the power outage after power is restored. The power supply 54 also includes a power outage power supply unit that supplies backup power to the RAM 74 as power during power outage when the supply of operating power from the external power source is interrupted. This allows data to be stored and maintained in the RAM 74 even when the supply of operating power from the external power source is interrupted as long as the power outage power supply unit can supply backup power (e.g., for one or two days). However, by turning on the power supply of the slot machine 10 while pressing the reset button 56 provided on the power supply device 54, the data stored and held in the RAM 74 is initialized.
[0078] The performance control device 90 is equipped with a performance control board 91 for controlling the execution of various notifications and various performances. The performance control board 91 is equipped with an MPU 92. The MPU 92 has built-in ROM 93 that stores various control programs and fixed value data executed by the MPU 92, and RAM 94, which is memory for temporarily storing various data when the control programs stored in the ROM 93 are executed, as well as a clock circuit that outputs a rectangular wave of a predetermined frequency, an interrupt circuit, a data input / output circuit, a random number generating circuit, and the like.
[0079] It is not essential that the ROM 93 and RAM 94 be integrated into a single chip for the MPU 92, and each may be integrated into a separate chip. Furthermore, although backup power is not supplied to the RAM 94 from the power-off power supply unit of the power supply device 54 when the supply of operating power from the external power source is cut off, backup power may be supplied to the RAM 94.
[0080] The MPU 92 is provided with an input port and an output port. As already explained, the MPU 72 (FIG. 10) of the main control device 70 is connected to the input side of the MPU 92, and various commands are received from the MPU 72. The input side of the MPU 92 is connected to an initial position sensor 75a that detects the detection protrusion 79 of the prop 75 located in the initial position described above, a displacement position sensor 75b that detects the detection protrusion 79 that has moved to the displacement position described above, a central operation sensor 64d that detects operation of the central button 64a of the performance operation device 64, an upper operation sensor 64e that detects operation of the upper button 64b, and a lower operation sensor 64f that detects operation of the lower button 64c, and signals from each of these sensors are input to the MPU 92. The output side of the MPU 92 is connected to the upper lamp 61, the speaker 62, the image display device 63, and the prop driver 78. Based on commands received from the MPU 72 of the main control unit 70, the MPU 92 controls the illumination of the upper lamp 61, the sound output of the speaker 62, the display of the image display device 63, and the drive control of the props 75, thereby enabling various notifications and performances to be carried out.
[0081] 10, the RAM 94 is provided with a read area 94a from which data tables for various notifications and various effects are read. As will be described in detail later, the read area 94a is provided with 11 layers, and the data tables for various notifications and various effects are read into the corresponding layers in the read area 94a. The MPU 92 performs light emission control of the upper lamp 61, sound output control of the speaker 62, display control of the image display device 63, and drive control of the gadget 75 based on the data tables read into each layer of the read area 94a, thereby executing various notifications and various effects.
[0082] In the slot machine 10, game history data is stored in the RAM 94 while a game is in progress, and a history image display is performed in which a history image is displayed on the image display device 63 based on the game history data stored in the RAM 94. The player can check the game history by displaying the history image displayed based on the game history data on the image display device 63 at any time.
[0083] As shown in FIG. 10, the RAM 94 is provided with a history storage area 94b for storing game history data used for displaying history images, and an image playback storage area 94c for storing history configuration data indicating the configuration of previously generated history images. The MPU 92 generates the history configuration data based on the game history data stored in the history storage area 94b. The history configuration data is data that enables the production-side MPU 92 to determine the types of multiple images that make up the history images, and includes multiple designation data that specify the multiple images that make up the history images. The image playback storage area 94c is a storage area that can store multiple (specifically, 32) pieces of history configuration data. Details of the history images, the history storage area 94b, the image playback storage area 94c, and the various designation data will be described later.
[0084] In addition to the MPU 92, the performance control board 91 is also equipped with a video display processor 95 (VDP 95), a character ROM (not shown), a video RAM 96, and other components. The VDP 95 is a type of drawing circuit that directly operates an image processing device serving as a liquid crystal display driver incorporated in the image display device 63. The VDP 95 is involved in the reading and writing of data from the video RAM 96, and also reads image data stored in the video RAM 96 from the character ROM at predetermined timings to display the image data on the image display device 63. The character ROM serves as an image data library for storing character data, such as designs, to be displayed on the image display device 63. This character ROM stores bitmap image data of various display designs, a color palette table referenced when determining the color of each dot in the bitmap image, and other data. The video RAM 96 is a memory for storing display data to be displayed on the image display device 63. When the MPU 92 determines the execution content of the effect based on a command received from the MPU 72 of the main control device 70, it outputs a drawing list to the VDP 95 that specifies the image content corresponding to each update timing in accordance with the determined execution content of the effect. The VDP 95 reads image data from the character ROM in accordance with the drawing list received from the MPU 92, and creates display data in the video RAM 96 using the read image data. The display data is created in the frame area of the video RAM 96. Two frame areas are provided in the video RAM 96, and display data is created alternately in the two frame areas. The VDP 95 outputs an image signal corresponding to the created display data to the image display device 63, causing the image display device 63 to display an image corresponding to the display data.
[0085] By providing two frame areas in the video RAM 96, while display data created in one frame area is being used to draw (output image signals) to the image display device 63, display data to be used in the future is being created for the other frame area. In other words, a double buffer system is employed, and the output of an image signal to the image display device 63 is performed in parallel with the creation of display data corresponding to an update timing one frame later than the frame related to the output.
[0086] For the sake of convenience, in the following explanation, the MPU72, ROM73 and RAM74 of the main control device 70 will be referred to as the main MPU72, main ROM73 and main RAM74, respectively, and the MPU92, ROM93 and RAM94 of the performance control device 90 will be referred to as the performance MPU92, performance ROM93 and performance RAM94, respectively.
[0087] Next, a description will be given of the processing executed by the main MPU 72. First, a description will be given of the main processing executed by the main MPU 72 when the supply of operating power to the main MPU 72 is started, with reference to the flowchart in FIG.
[0088] The main process first executes initialization (step S101), which allows timer interrupts and performs various initializations for registers and I / O devices in the main MPU 72.
[0089] Thereafter, a reel initialization command is sent to the production-side MPU 92 (step S102). The reel initialization command is a command for causing the production-side MPU 92 to execute processing for returning the spherical performance section 77b of the reel 75 to its initial position. Upon receiving the reel initialization command, the production-side MPU 92 executes the reel initialization processing (FIG. 69) described later.
[0090] Thereafter, it is determined whether the setting key is inserted into the setting key insertion hole 57 and the power is ON (step S103). If the power is ON with the setting key inserted (step S103: YES), and if the reset button 56 is not ON when the power is ON (step S104: NO), the winning probability setting process is executed (step S106). On the other hand, if the reset button 56 is ON when the power is ON (step S104: YES), the clear process (step S105) is executed, and then the winning probability setting process is executed (step S106).
[0091] The clearing process initializes all areas in the main RAM 74. In this case, each area of the main RAM 74 is cleared to "0," including the area storing the setting values of the slot machine 10, the area storing data indicating whether the slot machine is in a bonus state, the area storing data indicating the total number of gaming media awarded in the bonus state, the area storing data indicating the gaming state, the area storing data for specifying the termination condition of the ART state, the area storing data indicating the gaming interval, and the area storing data indicating the management results of the gaming history. As a result, when the clearing process is executed, the normal gaming state and the normal interval are entered regardless of the state before the power interruption. Furthermore, if the state before the power interruption was a state in which the progress of the game was restricted due to the occurrence of an abnormality, the abnormal state is released. Note that the areas storing the data indicating the management results of the gaming history (specifically, the total number of games counter 74a and the advantageous number of games counter 74b, described later) may be excluded from the targets of the clearing process.
[0092] In the winning probability setting process, the current setting value is read and displayed on the credit display unit 65, provided that the setting key is inserted and turned ON. If the clearing process (step S105) of the main RAM 74 has been executed, the credit display unit 65 displays a value corresponding to "Setting 1" at the start of the winning probability setting process. If the clearing process (step S105) of the main RAM 74 has not been executed, the credit display unit 65 displays a value corresponding to the setting value before the power was turned off. In the winning probability setting process, the setting value is updated by 1 each time the reset button 56 is operated, and the updated setting value is displayed on the credit display unit 65. If the reset button 56 is operated when the setting value is "Setting 6," the setting value is updated to "Setting 1." If the ON operation of the setting key is released after the start lever 41 is operated, a setting end command is sent to the production-side MPU 92, and processing is performed to end the display of the setting value on the credit display unit 65, thereby terminating the winning probability setting process. The setting end command is a command that causes the production-side MPU 92 to recognize that the setting value update has been completed. The setting end command contains numerical information indicating the current setting value, and the production-side MPU 92 grasps the current setting value based on the numerical information set in the received setting end command.
[0093] After the winning probability setting process is executed, an initialization process for the advantageous zone is executed (step S107). In the initialization process for the advantageous zone, a process for initializing information related to the advantageous zone is executed. The contents of the initialization process for the advantageous zone are the same as those of steps S1007 and S1014, which will be described later. As a result, when the winning probability setting process is executed, the game zone will definitely become the normal zone. The specific processing contents of the initialization process for the advantageous zone will be described later. After the initialization process for the advantageous zone is executed, the process moves to normal processing (step S108). The normal processing will be described in detail later.
[0094] If the setting key has not been turned ON during the main processing (step S103: NO), the power restoration processing from step S109 onward is executed. The power restoration processing is a processing for restoring the state of the slot machine 10 to the state before the power was cut off. In the power restoration processing, the main RAM 74 is checked to determine whether the setting value of the slot machine 10 is normal (step S109). Specifically, if the setting value is any of "Setting 1" to "Setting 6," it is determined to be normal, and if it is "0" or "7" or greater, it is determined to be abnormal. If the setting value is normal, it is determined whether "1" is set in the power failure flag (step S110). The power failure flag is provided in the main RAM 74, and if the supply of operating power to the main MPU 72 is stopped and a predetermined power failure processing is executed normally, the power failure flag is set to "1." If the power failure flag is set to "1," it is determined whether the RAM determination value is normal (step S111). Specifically, the checksum value of the main RAM 74 is checked to determine whether the value is normal.
[0095] If all of steps S109 to S111 return a positive determination, this means that the power failure processing performed during the previous power outage was performed normally. In this case, the value of the stack pointer saved in the main RAM 74 is written to the stack pointer of the main MPU 72, and the data saved in the main RAM 74 is restored to the register of the main MPU 72, thereby restoring the state of the register of the main MPU 72 to the state before the power was interrupted (step S112). In addition, the power failure flag of the main RAM 74 is cleared to "0" (step S113). Thereafter, a power recovery command is sent to the production MPU 92 to acknowledge the execution of the power recovery processing (step S114), and the address before the power was interrupted is restored (step S115).
[0096] On the other hand, if a negative determination is made in any of steps S109 to S111, an operation prohibition process is executed. In the operation prohibition process, the execution of the next timer interrupt process (FIG. 12) is prohibited (step S116), all output ports of the main MPU 72 are cleared to "0" to turn off all actuators connected to those output ports (step S117), and an error notification process is executed to notify the hall manager or the like of the occurrence of an error (step S118). This then becomes an infinite loop. The operation prohibition process is released by executing the clear process (step S105).
[0097] Next, the timer interrupt process executed by the main MPU 72 will be described with reference to the flowchart of Fig. 12. The timer interrupt process is started, for example, every 1.49 milliseconds.
[0098] In the register save process (step S201), the values of all registers in the main MPU 72 that are used in the normal process described below are saved to the main RAM 74. In step S202, it is confirmed whether the power outage flag is set to "1", and if the power outage flag is set to "1", the process proceeds to step S203, where power outage processing is executed.
[0099] The power outage flag is set when a power outage signal from the power outage monitoring circuit of the power supply device 54 is input to the main MPU 72. In the power outage processing, first, it is determined whether command transmission has finished. If transmission has not finished, this processing is terminated, and the process returns to timer interrupt processing, terminating command transmission. If command transmission has finished, the value of the stack pointer of the main MPU 72 is saved in the main RAM 74. Thereafter, the output status of the output port of the main MPU 72 is cleared, and all actuators (not shown) are turned off. Then, when the power outage is resolved, a judgment value is calculated to determine whether the data in the main RAM 74 is normal and saved in the main RAM 74, and further RAM access is prohibited. After the above processing is performed, an infinite loop is entered in preparation for a complete power outage that will prevent processing from being executed.
[0100] If the power outage flag is not set to "1" in step S202, various processes from step S204 onwards are carried out. In step S204, a watchdog timer clear process is carried out to initialize the value of the watchdog timer, which is used to monitor for malfunctions. In step S205, an interrupt end declaration process is carried out, which enables the main MPU 72 itself to set the next timer interrupt. In step S206, a stepping motor control process is carried out to drive the stepping motors provided on each of the reels 32L, 32M, and 32R to spin these reels. In step S207, a sensor monitoring process is carried out to read the status of various sensors connected to the input ports and to monitor whether the read results are normal.
[0101] In step S208, when the stop button 42-44 corresponding to any of the spinning reels 32L, 32M, and 32R is operated, a stop operation response process (FIG. 25) is performed, in which a command corresponding to the operation is sent to the production-side MPU 92. The production-side MPU 92 determines that a stop operation has been performed on each of the reels 32L, 32M, and 32R based on the command received from the main-side MPU 72. The stop operation response process (FIG. 25) will be described in detail later.
[0102] In step S209, a timer subtraction process is performed to subtract values from the counters and timers. In step S210, a counter process is performed to count the number of medals bet and the number of medals paid out and output the results to the outside. In step S211, a command output process is performed to send various commands to the performance-side MPU 92. In step S212, a port output process is performed to output data corresponding to the I / O device from the input / output port. In step S213, the values of each register saved in the main RAM 74 in step S201 are restored to the corresponding register in the main MPU 72. In step S214, a management process (FIG. 102) is performed to manage the game history and display details corresponding to the management results on the dual-purpose display unit 66. Thereafter, in step S215, an interrupt permission process is performed to permit the next timer interrupt, and this series of timer interrupt processes is terminated. The management process (FIG. 102) in step S214 will be described in detail later.
[0103] Next, the normal processing executed by the main MPU 72 will be described with reference to the flowchart of FIG.
[0104] First, an interrupt permission process is performed to permit the next timer interrupt (step S301). Then, a start waiting process is executed (step S302). In the start waiting process, it is determined whether any replay wins occurred in the previous game. If any replay wins occurred, a re-game process is performed to set the same number of bets as the previous bet, and the start waiting process is terminated. If no replay wins occurred, it is determined whether the settlement button 51 was operated. If the settlement button 51 was operated, a medal return process is performed to pay out the same number of medals as the credited virtual medals. After the medal return process is terminated or if the settlement button 51 is not operated, it is determined whether medals were inserted or the credit insertion buttons 47-49 were operated between the previous start waiting process and the current start waiting process. If either was performed, a medal insertion process is performed to change the number of bets, and the start waiting process is terminated. Furthermore, if neither medals were inserted nor the credit insertion buttons 47-49 were operated between the previous start waiting process and the current start waiting process, the start waiting process is terminated.
[0105] After the start waiting process of step S302 is executed, it is determined whether the number of medals bet has reached a specified number (specifically, "3") (step S303), and if the number of medals bet has not reached the specified number, the process returns to the start waiting process (step S302). If the number of medals bet has reached the specified number (step S303: YES), it is determined whether the start lever 41 has been operated (step S304), and if the start lever 41 has not been operated (step S304: NO), the process returns to the start waiting process (step S302). On the other hand, if the start lever 41 has been operated (step S304: YES), the main line ML is activated and then an acceptance prohibition process is executed (step S305). By executing the acceptance prohibition process, even if a medal is inserted into the medal insertion slot 45, the medal will be discharged into the medal tray 59 without being detected by the inserted medal detection sensor 45a. Thereafter, a lottery process for determining the winning combination for this game is executed (step S306), and, on the condition that the value of the freeze counter provided in the main RAM 74 is "0" (step S307: YES), a reel control process for controlling the drive of each of the reels 32L, 32M, and 32R in a manner corresponding to the result of the lottery process for this winning combination is executed (step S308).
[0106] Thereafter, a medium providing process is executed (step S309). In the medium providing process, if a small win has been achieved in the current game, a process is executed to provide the player with a number of game media corresponding to the small win. Specifically, when virtual medals are to be provided, a value corresponding to the current small win is added to a credit counter provided in the main RAM 74, and if the value of the credit counter has reached the upper limit of the number of medals that can be stored, the hopper device 53 is driven and controlled so that medals exceeding the upper limit of the number of medals can be paid out to the medal tray 59. In addition, in the medium providing process, the display of the dual-purpose display unit 66 is controlled so that a display corresponding to the number of game media that have been provided this time is displayed. The display corresponding to the number of game media on the dual-purpose display unit 66 continues until a new bet of game media is made.
[0107] Thereafter, a process for responding to the end of the game is executed to enable the setting of the game status and the game zone corresponding to the result of the current game (step S310), and an external output setting process is executed to output the status of the slot machine 10 to the management computer of the gaming hall (step S311).
[0108] Thereafter, it is determined whether or not a second expected effect flag provided in the main RAM 74 is set to "1" (step S312), and if the second expected effect flag is set to "1" (step S312: YES), the processing of step S312 is repeated until the second expected effect flag is cleared to "0". The second expected effect flag is a flag that enables the main MPU 72 to determine that the game is a target game for executing a second expected effect, which will be described later. If a negative determination is made in step S312, it is determined whether or not a re-change effect flag provided in the main RAM 74 is set to "1" (step S313), and if the re-change effect flag is set to "1" (step S313: YES), the processing of step S313 is repeated until the re-change effect flag is cleared to "0". The re-change effect flag is a flag that enables the main MPU 72 to determine that the game is a target game for executing a re-change effect, which will be described later.
[0109] If a negative determination is made in step S313, on the condition that the value of the freeze counter in the main RAM 74 is "0" (step S314: YES), the acceptance permission process is executed (step S315), and the process returns to step S301. By executing the acceptance permission process, the medal inserted through the medal insertion slot 45 is detected by the inserted medal detection sensor 45a and then collected by the hopper device 53.
[0110] <Role selection process> Next, the lottery process for the winning combination executed in step S306 of the normal process (FIG. 13) will be described with reference to the flowchart of FIG.
[0111] First, a random number acquisition process is executed (step S401). In the random number acquisition process, a random number used to determine whether a winning combination has been achieved is acquired. In the slot machine 10, when the start lever 41 is operated, the hardware circuit latches the value of the free-run counter at that time. The free-run counter generates a random number between 0 and 65535, and after the main MPU 72 confirms the operation of the start lever 41, it stores the value latched by the hardware circuit in the main RAM 74. This configuration allows a random number to be acquired promptly when the start lever 41 is operated, thereby avoiding synchronization problems. The hardware circuit of the slot machine 10 latches the value of the free-run counter each time the start lever 41 is operated.
[0112] After executing the random number acquisition process in step S401, a lottery table for determining whether a winning combination will be achieved is read from the main ROM 73 (step S402). The slot machine 10 has six pre-defined winning probabilities, from "Setting 1" to "Setting 6." By inserting a setting key into the setting key insertion hole 57, turning it ON, and performing a predetermined operation, the player can select which winning probability to use for the winning combination lottery process. "Setting n+1" offers a more favorable winning probability than "Setting n." Specifically, "Setting n+1" offers a higher winning probability for the combination that triggers a transition to the BB state than "Setting n." Furthermore, even if the setting value is the same, there are three lottery modes in the main MPU 72, each with a different lottery table: normal mode, first RT mode, and second RT mode. In addition to these lottery modes, bonus states (BB state and RB state) also exist. In step S402, a lottery table corresponding to the combination of the current setting value, the current lottery mode, and the current gaming state is selected.
[0113] Taking "setting 3" as an example, we will explain the lottery tables corresponding to the normal mode, first RT mode, and second RT mode in the non-bonus state. First, we will explain the lottery table for normal mode selected in the normal mode. Figure 15 is an explanatory diagram for explaining the lottery table for normal mode. In the following explanation, the explanatory diagram of Figure 16 will be referred to as appropriate.
[0114] In the normal mode lottery table, as shown in Fig. 15, index values IV are set, and each index value IV is associated with a winning combination and a point value PV is set. The point value PV determines the winning probability of the corresponding lottery combination in relation to the maximum value of the free run counter ("65535").
[0115] Specifically, the first bell winning data and the first supplementary winning data are set for the index value IV = 1. When a win occurs with the index value IV = 1, as shown in Fig. 16, if the first stop (the reel on which the stop command was first issued) is the left reel 32L, the first bell winning will definitely occur regardless of the types of the second and third stop targets, 32L, 32M, 32R, and the operation timing of each stop button 42 to 44, and otherwise the first supplementary winning will definitely occur.
[0116] In the slot machine 10, reel control is performed on each of the reels 32L, 32M, and 32R, allowing up to four symbols to slide after the stop buttons 42-44 are operated. In other words, reel control is performed on each of the reels 32L, 32M, and 32R, allowing the reels 32L, 32M, and 32R to stop within a specified time (190 milliseconds) after the stop buttons 42-44 are operated. This reel control makes it easier to achieve a winning combination corresponding to a winning symbol and prevents a winning combination corresponding to a non-winning symbol from being achieved. However, because the amount of rotation of the reels 32L, 32M, and 32R that can slide is limited as described above, if there are five or more symbols among the symbols that constitute a winning combination on one of the reels 32L, 32M, and 32R, depending on the timing of the operation of the corresponding stop button 42-44, the symbols may not stop on the main line ML (this phenomenon is also known as a "missed win"). The first to third supplementary wins, the first bell win, the second bell win and various replay wins are winning patterns that will not result in a miss if the reels 32L, 32M and 32R are stopped in the corresponding order, while the first watermelon win, the second watermelon win, the cherry win, the first BB win, the second BB win, the third BB win, the fourth BB win, the first RB win and the second RB win are winning patterns that may result in a miss 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.
[0117] As shown in Fig. 15, the first bell winning data and the second supplementary winning data are set for the index value IV=2. When a win occurs with the index value IV=2, as shown in Fig. 16, if the first stop is the center reel 32M, the first bell winning is surely achieved regardless of the types of the second and third stop targets, 32L, 32M, 32R, and the operation timing of each stop button 42 to 44, and in other cases the second supplementary winning is surely achieved.
[0118] As shown in Fig. 15, the first bell winning data and the third supplementary winning data are set for the index value IV=3. When a win occurs with the index value IV=3, as shown in Fig. 16, if the first stop is the right reel 32R, the first bell winning is surely achieved regardless of the types of the second and third stop targets, 32L, 32M, 32R, and the operation timing of each stop button 42 to 44, and in other cases the third supplementary winning is surely achieved.
[0119] As shown in Fig. 15, only the first bell winning data is set for index value IV=4. When a win occurs with index value IV=4, the first bell winning is surely achieved regardless of the stopping order of reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44, as shown in Fig. 16. When a win occurs with index value IV=17, the second bell winning data is surely achieved regardless of the stopping order of reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44, as shown in Fig. 16.
[0120] As shown in FIG. 15, only the first watermelon winning data is set for index value IV=5. When a win occurs with index value IV=5, the first watermelon winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in FIG. 16. However, depending on the operation timing of each stop button 42 to 44, there is a possibility that the first watermelon winning will not be achieved. As shown in FIG. 15, only the second watermelon winning data is set for index value IV=18. When a win occurs with index value IV=18, the second watermelon winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in FIG. 16. However, depending on the operation timing of each stop button 42 to 44, there is a possibility that the second watermelon winning will not be achieved.
[0121] As shown in Figure 15, only cherry winning data is set for index value IV=6. When a win occurs with index value IV=6, a cherry winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in Figure 16. However, depending on the operation timing of the left stop button 42 relative to the rotation position of the left reel 32L, the cherry winning may not be achieved.
[0122] As shown in FIG. 15, only the third BB winning data is set for index value IV=7. When a win occurs with index value IV=7, the third BB winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in FIG. 16. However, depending on the operation timing of the stop buttons 42 to 44, the third BB winning may not be achieved. Also, as shown in FIG. 15, only the fourth BB winning data is set for index value IV=8. When a win occurs with index value IV=8, the fourth BB winning may be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in FIG. 16. However, depending on the operation timing of the stop buttons 42 to 44, the fourth BB winning may not be achieved. Also, as shown in FIG. 15, only the first RB winning data is set for index value IV=9. When a win occurs with index value IV=9, the first RB win can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in Figure 16. However, depending on the operation timing of each stop button 42 to 44, the first RB win may not be achieved.
[0123] As shown in FIG. 15, only the first BB winning data is set for index value IV=19. When a win occurs with index value IV=19, the first BB winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in FIG. 16. However, depending on the operation timing of the stop buttons 42 to 44, the first BB winning may not be achieved. Also, as shown in FIG. 15, only the second BB winning data is set for index value IV=20. When a win occurs with index value IV=20, the second BB winning may be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in FIG. 16. However, depending on the operation timing of the stop buttons 42 to 44, the second BB winning may not be achieved. Also, as shown in FIG. 15, only the second RB winning data is set for index value IV=21. When a win occurs with index value IV=21, the second RB win can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in Figure 16. However, depending on the operation timing of each stop button 42 to 44, the second RB win may not be achieved.
[0124] Here, winning data other than the bonus winning data including the first to fourth BB winning data and the first to second RB winning data is erased in the game in which the winning occurs, regardless of whether a win is achieved or not, and is not carried over to games following the winning game. In contrast, the bonus winning data is stored and held until a corresponding bonus win is achieved, even in games following the winning game, except when the master RAM 74 is cleared. In this case, in games in which the bonus winning data is carried over, the index values IV corresponding to all the bonus winning data are excluded from the lottery. This makes it possible to prevent new bonus winning data from being stored even when bonus winning data is already stored and to prevent multiple bonus winning data from being accumulated and stored.
[0125] As shown in Fig. 15, only the first special replay winning data is set for index value IV=10. When a win occurs with index value IV=10, the first special replay winning is surely achieved, regardless of the stop order of the reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44, as shown in Fig. 16. Also, as shown in Fig. 15, only the second special replay winning data is set for index value IV=22. When a win occurs with index value IV=22, the second special replay winning is surely achieved, regardless of the stop order of the reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44, as shown in Fig. 16.
[0126] Normal replay winning data and 1st RT replay winning data are set for index values IV=11 to 16, as shown in Fig. 15. In this case, when a win occurs with index value IV=11, as shown in Fig. 16, if the first stop is the left reel 32L, the second stop (the reel on which the second stop command was issued) is the center reel 32M, and the third stop (the reel on which the last stop command was issued) is the right reel 32R, the 1st RT replay winning is surely achieved regardless of the operation timing of each stop button 42 to 44, and in all other cases, the normal replay winning is surely achieved regardless of the operation timing of each stop button 42 to 44. Furthermore, if a win occurs with index value IV=12, and the first stop is the left reel 32L, the second stop is the right reel 32R, and the third stop is the center reel 32M, then the first RT replay win is surely achieved regardless of the timing of operation of the stop buttons 42 to 44, and in all other cases, the normal replay win is surely achieved regardless of the timing of operation of the stop buttons 42 to 44. Furthermore, if a win occurs with index value IV=13, and the first stop is the center reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R, then the first RT replay win is surely achieved regardless of the timing of operation of the stop buttons 42 to 44, and in all other cases, the normal replay win is surely achieved regardless of the timing of operation of the stop buttons 42 to 44. Furthermore, if a win occurs with index value IV=14, and the first stop is the center reel 32M, the second stop is the right reel 32R, and the third stop is the left reel 32L, then the first RT replay win is surely achieved regardless of the timing of operation of the stop buttons 42 to 44, and in all other cases, the normal replay win is surely achieved regardless of the timing of operation of the stop buttons 42 to 44. Furthermore, if a win occurs with index value IV=15, and the first stop is the right reel 32R, the second stop is the left reel 32L, and the third stop is the center reel 32M, then the first RT replay win is surely achieved regardless of the timing of operation of the stop buttons 42 to 44, and in all other cases, the normal replay win is surely achieved regardless of the timing of operation of the stop buttons 42 to 44.Furthermore, if a win occurs with index value IV=16, if the first stop is the right reel 32R, the second stop is the middle reel 32M, and the third stop is the left reel 32L, the first RT replay win will be achieved regardless of the timing of operation of each stop button 42 to 44, and in all other cases, a normal replay win will be achieved regardless of the timing of operation of each stop button 42 to 44.
[0127] When the normal mode lottery table of FIG. 15 is selected, the probability of winning when the index value IV=1, the probability of winning when the index value IV=2, and the probability of winning when the index value IV=3 are each approximately 1 / 6.6. The probability of winning when the index value IV=4 is approximately 1 / 13.1. The probability of winning when the index value IV=5 is approximately 1 / 164. The probability of winning when the index value IV=6 is approximately 1 / 423. The probability of winning when the index value IV=7 and the probability of winning when the index value IV=8 are each approximately 1 / 437. The probability of winning when the index value IV=9 is approximately 1 / 328. The probability of winning when the index value IV=10 is approximately 1 / 655. Furthermore, the probability of winning when the index value IV=11, the probability of winning when the index value IV=12, the probability of winning when the index value IV=13, the probability of winning when the index value IV=14, the probability of winning when the index value IV=15, and the probability of winning when the index value IV=16 are each approximately 1 / 41. Furthermore, the probability of winning when the index value IV=17 is approximately 1 / 16.4. Furthermore, the probability of winning when the index value IV=18 is approximately 1 / 146. Furthermore, the probability of winning when the index value IV=19 and the probability of winning when the index value IV=20 are each approximately 1 / 437. Furthermore, the probability of winning when the index value IV=21 is approximately 1 / 328. Furthermore, the probability of winning when the index value IV=22 is approximately 1 / 655.
[0128] Here, as already explained, in the lottery table for the normal mode, in addition to the normal replay winning data, first RT replay winning data is set as winning data for index values IV = 11 to 16. The probability of winning any of these index values IV = 11 to 16 is approximately 1 / 41. When a win occurs with any of the index values IV = 11 to 16, if the stop order of the first, second, and third stops of the reels 32L, 32M, and 32R corresponds to the winning combination, a first RT replay win is achieved, and the lottery mode shifts from the normal mode to the first RT mode. When the lottery mode shifts to the first RT mode, the lottery table referred to in the lottery process for the winning combination (FIG. 14) becomes the lottery table for the first RT mode.
[0129] Next, the lottery table for the first RT mode that is selected when the first RT mode is in "setting 3" will be described. Figures 17 and 18 are explanatory diagrams for explaining the lottery table for the first RT mode.
[0130] In the lottery table for the first RT mode, as shown in Fig. 17, the winning data set for each of the index values IV = 1 to 10 and the winning probabilities of each index value IV are the same as those in the lottery table for the normal mode (Fig. 15). Also, the winning data set for each of the index values IV = 23 to 28 in the lottery table for the first RT mode and the winning probabilities of each index value IV are the same as those for the index values IV = 17 to 22 in the lottery table for the normal mode.
[0131] In this case, the index values IV = 1 to 6, 23 to 24 are set to roles that allow the award of gaming media, and the winning data and winning probabilities set for each of the index values IV = 1 to 6, 23 to 24 are the same as those for the index values IV = 1 to 6, 17 to 18 in the lottery table for normal mode, so the types of roles that allow the award of gaming media and the winning probabilities of those roles are mutually identical in both normal mode and first RT mode.
[0132] In addition, bonus winning data is set to index values IV=7-9, 25-27 in the lottery table for the first RT mode, similar to index values IV=7-9, 19-21 in the lottery table for the normal mode, and the winning probability is the same as that in the lottery table for the normal mode. In other words, the probability of winning each bonus role in the normal mode and the first RT mode is the same. In addition, special replay winning data is set to index values IV=10, 28 in the lottery table for the first RT mode, similar to index values IV=10, 22 in the lottery table for the normal mode, and the winning probability is the same as that in the lottery table for the normal mode. In other words, the probability of winning each special replay role in the normal mode and the first RT mode is the same.
[0133] The winning combination data set for index values IV=11 to 22 is different from that in the normal mode. In detail, in the lottery table for the first RT mode, as shown in Fig. 17, second RT replay winning data is set as winning data for index values IV=11 to 16 in addition to normal replay winning data. The probability of winning any of these index values IV=11 to 16 is approximately 1 / 6.8.
[0134] 18, if the winning combination is index value IV=11, and the first stop is the left reel 32L, the second stop is the center reel 32M, and the third stop is the right reel 32R, the second RT replay prize will be won regardless of the timing of operation of the stop buttons 42 to 44, and in all other cases, the normal replay prize will be won regardless of the timing of operation of the stop buttons 42 to 44. Also, if the winning combination is index value IV=12, and the first stop is the left reel 32L, the second stop is the right reel 32R, and the third stop is the center reel 32M, the second RT replay prize will be won regardless of the timing of operation of the stop buttons 42 to 44, and in all other cases, the normal replay prize will be won regardless of the timing of operation of the stop buttons 42 to 44. Furthermore, if a win occurs with index value IV=13, and the first stop is the center reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R, then the 2nd RT Replay win is surely achieved regardless of the timing of operation of the stop buttons 42 to 44, and in all other cases, the normal Replay win is surely achieved regardless of the timing of operation of the stop buttons 42 to 44. Furthermore, if a win occurs with index value IV=14, and the first stop is the center reel 32M, the second stop is the right reel 32R, and the third stop is the left reel 32L, then the 2nd RT Replay win is surely achieved regardless of the timing of operation of the stop buttons 42 to 44, and in all other cases, the normal Replay win is surely achieved regardless of the timing of operation of the stop buttons 42 to 44. Furthermore, if a win occurs with index value IV=15, if the first stop is the right reel 32R, the second stop is the left reel 32L, and the third stop is the center reel 32M, the second RT replay win will be sure to be achieved regardless of the timing of operation of each stop button 42 to 44, and in all other cases, the normal replay win will be sure to be achieved regardless of the timing of operation of each stop button 42 to 44.Furthermore, if a win occurs with index value IV=16, 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 the second RT replay win will be achieved regardless of the timing of operation of each stop button 42 to 44; otherwise, the normal replay win will be achieved regardless of the timing of operation of each stop button 42 to 44.
[0135] In the first RT mode, if a win occurs with index value IV = 11 to 16 and the first, second and third stops of reels 32L, 32M and 32R are in the order of stops corresponding to the winning combination, a second RT replay win is established and the lottery mode shifts from the first RT mode to the second RT mode. When the mode shifts to the second RT mode, the lottery table referred to in the lottery process for the combination (Fig. 14) becomes the lottery table for the second RT mode.
[0136] 17, in the lottery table for the first RT mode, in addition to the normal replay winning data, the first fall replay winning data is set as the winning data for the index value IV = 17 to 22. The probability of winning any of these index values IV = 17 to 22 is approximately 1 / 10.9.
[0137] 18, if the winning combination is index value IV=17 in the lottery table for the first RT mode, when the first stop is the left reel 32L, the second stop is the center reel 32M, and the third stop is the right reel 32R, the normal replay prize will be sure to occur regardless of the timing of operation of each stop button 42 to 44, and in all other cases the first fall replay prize will be sure to occur regardless of the timing of operation of each stop button 42 to 44. Also, when the winning combination is index value IV=18, when the first stop is the left reel 32L, the second stop is the right reel 32R, and the third stop is the center reel 32M, the normal replay prize will be sure to occur regardless of the timing of operation of each stop button 42 to 44, and in all other cases the first fall replay prize will be sure to occur regardless of the timing of operation of each stop button 42 to 44. Furthermore, if a win occurs with index value IV=19, and the first stop is the center reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R, a normal replay win will definitely occur regardless of the timing of operation of each stop button 42 to 44, and in any other cases, a first fall replay win will definitely occur regardless of the timing of operation of each stop button 42 to 44. Furthermore, if a win occurs with index value IV=20, and the first stop is the center reel 32M, the second stop is the right reel 32R, and the third stop is the left reel 32L, a normal replay win will definitely occur regardless of the timing of operation of each stop button 42 to 44, and in any other cases, a first fall replay win will definitely occur regardless of the timing of operation of each stop button 42 to 44. Furthermore, if a win occurs with index value IV=21, if the first stop is the right reel 32R, the second stop is the left reel 32L, and the third stop is the middle reel 32M, a normal replay win will definitely occur regardless of the timing of operation of each stop button 42 to 44, and in any other cases, a first fall replay win will definitely occur regardless of the timing of operation of each stop button 42 to 44.Also, if a win occurs with index value IV=22, and the first stop is the right reel 32R, the second stop is the center reel 32M, and the third stop is the left reel 32L, a normal replay win will occur regardless of the timing of operation of each stop button 42-44, and in all other cases, a first fall replay win will occur regardless of the timing of operation of each stop button 42-44. If a first fall replay win is achieved, the lottery mode will transition to normal mode. When transitioning to normal mode, the lottery table referenced in the role lottery process (Figure 14) will be the normal mode lottery table.
[0138] In the lottery table for the first RT mode, combinations that enable the establishment of a replay win are set for index values IV = 10 to 22, 28. Since the winning probabilities of these combinations are set to the probabilities already explained, the winning probability of combinations that enable the establishment of a replay win in the first RT mode (hereinafter also referred to as the replay probability) is approximately 1 / 4.1. In contrast, the replay probability in the normal mode is approximately 1 / 6.7. In other words, the first RT mode is a lottery mode with a higher replay probability than the normal mode.
[0139] Next, the lottery table for the second RT mode that is selected when the "setting 3" is the second RT mode will be described. Figures 19 and 20 are explanatory diagrams for explaining the lottery table for the second RT mode.
[0140] In the lottery table for the second RT mode, as shown in Fig. 19, the winning data set for each of the index values IV = 1 to 10 and the winning probabilities of each index value IV are the same as those in the lottery table for the normal mode (Fig. 15) and the lottery table for the first RT mode (Fig. 17). Also, the winning data set for each of the index values IV = 18 to 23 in the lottery table for the second RT mode and the winning probabilities of each index value IV are the same as those for the index values IV = 17 to 22 in the lottery table for the normal mode and the index values IV = 23 to 28 in the lottery table for the second RT mode.
[0141] In this case, the index values IV = 1 to 6, 18 to 19 are set to roles that allow the award of game media, and the winning data and winning probabilities set for each of the index values IV = 1 to 6, 18 to 19 are the same as those for the index values IV = 1 to 6, 17 to 22 in the lottery table for the normal mode, and are also the same as those for the index values IV = 1 to 6, 23 to 24 in the lottery table for the first RT mode.As a result, the types of roles that allow the award of game media and the winning probabilities of those roles are the same in each of the normal mode, first RT mode, and second RT mode.
[0142] In addition, the index values IV=7-9, 20-22 in the lottery table for the second RT mode are set with bonus winning data in the same way as the index values IV=7-9, 19-21 in the lottery table for the normal mode and the index values IV=7-9, 25-27 in the lottery table for the first RT mode, and the winning probabilities are the same as those in the lottery table for the normal mode and the lottery table for the first RT mode. In other words, the probabilities of winning each bonus role in the normal mode, the first RT mode, and the second RT mode are the same. In addition, the index values IV=10, 23 in the lottery table for the second RT mode are set with special replay winning data in the same way as the index values IV=10, 22 in the lottery table for the normal mode and the index values IV=10, 28 in the lottery table for the first RT mode, and the winning probabilities are the same as those in the lottery table for the normal mode and the lottery table for the first RT mode. In other words, the probabilities of winning each special replay role in the normal mode, the first RT mode, and the second RT mode are the same.
[0143] The winning combination data set for index values IV=11 to 17 is different from that in the normal mode and the first RT mode. In detail, in the lottery table for the second RT mode, as shown in Fig. 19, second fall replay winning data is set as winning data for index values IV=11 to 16 in addition to normal replay winning data. The probability of winning any of these index values IV=11 to 16 is approximately 1 / 6.8.
[0144] 20, if the first stop is the left reel 32L, the second stop is the center reel 32M, and the third stop is the right reel 32R, the normal replay prize will be sure to occur regardless of the timing of operation of the stop buttons 42 to 44, and in any other cases the second fall replay prize will be sure to occur regardless of the timing of operation of the stop buttons 42 to 44. Also, if the first stop is the left reel 32L, the second stop is the right reel 32R, and the third stop is the center reel 32M, the normal replay prize will be sure to occur regardless of the timing of operation of the stop buttons 42 to 44, and in any other cases the second fall replay prize will be sure to occur regardless of the timing of operation of the stop buttons 42 to 44. Furthermore, if a win occurs with index value IV=13, and the first stop is the center reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R, a normal replay win will definitely occur regardless of the timing of operation of each stop button 42 to 44, and in any other cases, a second fall replay win will definitely occur regardless of the timing of operation of each stop button 42 to 44. Furthermore, if a win occurs with index value IV=14, and the first stop is the center reel 32M, the second stop is the right reel 32R, and the third stop is the left reel 32L, a normal replay win will definitely occur regardless of the timing of operation of each stop button 42 to 44, and in any other cases, a second fall replay win will definitely occur regardless of the timing of operation of each stop button 42 to 44. Furthermore, if a win occurs with index value IV=15, if the first stop is the right reel 32R, the second stop is the left reel 32L, and the third stop is the middle reel 32M, a normal replay win will definitely occur regardless of the timing of operation of each stop button 42 to 44, and in all other cases a second fall replay win will definitely occur regardless of the timing of operation of each stop button 42 to 44.Also, if a win occurs with index value IV=16, and the first stop is the right reel 32R, the second stop is the center reel 32M, and the third stop is the left reel 32L, a normal replay win will occur regardless of the timing of operation of each stop button 42-44, and in all other cases, a second fall replay win will occur regardless of the timing of operation of each stop button 42-44. If a second fall replay win is achieved, the lottery mode will shift to the first RT mode. When the mode shifts to the first RT mode, the lottery table referenced in the winning combination lottery process (FIG. 14) will be the lottery table for the first RT mode.
[0145] In the lottery table for the second RT mode, only normal replay winning data is set for index value IV=17. The probability of winning at index value IV=17 is set higher than the probability of winning other roles, specifically, the winning rate is approximately 1 in 5.5. If a win occurs at index value IV=17, a normal replay win will be achieved regardless of the stopping order of reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44.
[0146] In the lottery table for the second RT mode, combinations that enable the realization of a replay win are set for index values IV = 10 to 17, 23. Since the winning probabilities of these combinations are set as already explained, the winning probability of combinations that enable the realization of a replay win in the second RT mode (hereinafter also referred to as the replay probability) is approximately 1 / 3.0. In contrast, the replay probability in the normal mode is approximately 1 / 6.7, and the replay probability in the first RT mode is approximately 1 / 4.1. Therefore, the second RT mode is a lottery mode with a higher replay probability than the normal mode and the first RT mode. However, this is not limited to this, and the replay probability may be the same in the first RT mode and the second RT mode, or may be approximately the same but slightly different in the first RT mode and the second RT mode.
[0147] In addition to the lottery table for the normal mode, the lottery table for the first RT mode, and the lottery table for the second RT mode, the main ROM 73 also stores a lottery table for bonuses that is referenced in the lottery process for winning combinations (Figure 14) when in the BB state or the RB state, and also stores an internal lottery table that is referenced in the lottery process for winning combinations (Figure 14) when a bonus combination is won but the corresponding bonus win is not achieved.
[0148] On the bonus lottery table, the odds of winning a combination that allows the first bell win are approximately 1 / 1.5, and if such a combination is won, the first bell win will be achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of stopping the stop buttons 42-44 relative to the spinning positions of the reels 32L, 32M, and 32R. Also, on the bonus lottery table, the odds of winning a combination that allows the first watermelon win are approximately 1 / 6.6, and the odds of winning a combination that allows the cherry win are approximately 1 / 7.8. The first watermelon win and cherry win will not be achieved depending on the timing of stopping the stop buttons 42-44 relative to the spinning positions of the reels 32L, 32M, and 32R. With the bonus lottery table set as described above, in each game in the BB or RB state, the first bell win generally results in the award of "11" game media. However, the first watermelon or cherry win may also occur. When the first watermelon win is achieved, "5" game media is awarded, and when the cherry win is achieved, "2" game media is awarded. The BB state ends when the total number of game media awarded since the start of the BB state reaches or exceeds the BB termination reference number (e.g., "350"), and the RB state ends when the total number of game media awarded since the start of the RB state reaches or exceeds the RB termination reference number (e.g., "150"). Therefore, the number of games required to end the BB or RB state varies depending on the results of the lottery process (FIG. 14) and whether or not a miss occurs. The bonus lottery table is common to the setting values "1" to "6" that change the advantage of the slot machine 10.
[0149] In the internal lottery table, winning data corresponding to index values IV = 1 to 6, 10, 17, 18, 22 in the lottery table for normal mode (Fig. 15) is set with the winning probability of those index values IV, and in addition, an index value to which only normal replay winning data is set is set so that it becomes the total winning probability of index values IV = 11 to 16 in the lottery table for normal mode. Therefore, when the internal winning state of the bonus role is reached, although the role that enables the awarding of game media and the winning probability of that role are the same as in the normal mode and the replay probability is the same as in the normal mode, the bonus role will not be won, and furthermore, the role that triggers a transition to the normal mode, the first RT mode, or the second RT mode will not be won.
[0150] Here, in any of the lottery table for the normal mode, the lottery table for the first RT mode, and the lottery table for the second RT mode, there are index values IV whose winning probabilities are the same among the set values of "1" to "6", and index values IV whose winning probabilities are different among the set values of "1" to "6". Figures 21(a) to 21(c) are explanatory diagrams for explaining index values IV whose winning probabilities are different among the set values of "1" to "6", where Figure 21(a) shows the case of the lottery table for the normal mode, Figure 21(b) shows the case of the lottery table for the first RT mode, and Figure 21(c) shows the case of the lottery table for the second RT mode.
[0151] As shown in Fig. 21(a), in the lottery table for the normal mode, index values IV = 17 to 22 are index values IV with different winning probabilities between set values of "1" to "6", and index values IV = 1 to 16 are index values IV with the same winning probabilities between set values of "1" to "6". As shown in Fig. 21(b), in the lottery table for the first RT mode, index values IV = 23 to 28 are index values IV with different winning probabilities between set values of "1" to "6", and index values IV = 1 to 22 are index values IV with the same winning probabilities between set values of "1" to "6". As shown in Fig. 21(c), in the lottery table for the second RT mode, index values IV = 18 to 23 are index values IV with different winning probabilities between set values of "1" to "6", and index values IV = 1 to 17 are index values IV with the same winning probabilities between set values of "1" to "6".
[0152] In other words, in any lottery table, index values IV having the same winning probability among the set values "1" to "6" are collected into a front range of index values IV that are consecutively numbered from index value IV=1, and index values IV having different winning probabilities among the set values "1" to "6" are collected into a rear range of index values IV that are consecutively numbered from the index value IV next to the last index value IV in the front range to the last index value IV. In this way, by collecting index values IV having the same winning probability among the set values "1" to "6" into the front range and collecting index values IV having different winning probabilities among the set values "1" to "6" into the rear range, it becomes easier to set or modify index values IV having the same winning probability among the set values "1" to "6" and index values IV having different winning probabilities among the set values "1" to "6" at the design stage of the slot machine 10.
[0153] In each lottery table, the index value IV included in the rear range where the winning probability differs between the set values of "1" to "6" is different, but the winning data and winning probability set for each index value IV included in the rear range are common between each lottery table. Specifically, in the lottery table for the normal mode, the index value IV = 17 to 22 is included in the rear range as shown in Fig. 21(a), in the lottery table for the first RT mode, the index value IV = 23 to 28 is included in the rear range as shown in Fig. 21(b), and in the lottery table for the second RT mode, the index value IV = 18 to 23 is included in the rear range as shown in Fig. 21(c).In this case, the winning data and winning probabilities set for the index value IV=17 in the lottery table for the normal mode, the index value IV=23 in the lottery table for the first RT mode, and the index value IV=18 in the lottery table for the second RT mode are the same as each other, the winning data and winning probabilities set for the index value IV=18 in the lottery table for the normal mode, the index value IV=24 in the lottery table for the first RT mode, and the index value IV=19 in the lottery table for the second RT mode are the same as each other, and the winning data and winning probabilities set for the index value IV=19 in the lottery table for the normal mode, the index value IV=25 in the lottery table for the first RT mode, and the index value IV=20 in the lottery table for the second RT mode are the same as each other. The winning data and winning probabilities set for the index value IV=20 in the lottery table for the normal mode, the index value IV=26 in the lottery table for the first RT mode, and the index value IV=21 in the lottery table for the second RT mode are the same, the winning data and winning probabilities set for the index value IV=21 in the lottery table for the normal mode, the index value IV=27 in the lottery table for the first RT mode, and the index value IV=22 in the lottery table for the second RT mode are the same, and the winning data and winning probabilities set for the index value IV=22 in the lottery table for the normal mode, the index value IV=28 in the lottery table for the first RT mode, and the index value IV=23 in the lottery table for the second RT mode are the same. This makes it possible to make the types of roles whose winning probabilities differ between the setting values of "1" to "6" in each lottery table common, and to make the winning probabilities for each setting value of the role the same in each lottery table.
[0154] Incidentally, the winning probabilities of the index value in which only the second bell winning data is set, the index value in which only the second watermelon winning data is set, the index value in which only the first BB winning data is set, the index value in which only the second BB winning data is set, the index value in which only the second RB winning data is set, and the index value IV in which only the second special replay winning data is set are all set so that the larger the set value, the higher the winning probability tends to be than the smaller set value. However, this is not limited to this, and as long as the larger set value is more advantageous to the player than the smaller set value, some index values may be configured so that the larger set value tends to have a lower winning probability than the smaller set value.
[0155] As already explained, the same winning data is set for the index values IV=1 to 10 included in the front range in each lottery table, and the winning probabilities are also the same. This makes it possible to make the winning probabilities of roles with the same winning probability between the set values of "1" to "6" in each lottery table the same, and for roles with the same type of set winning data.
[0156] In the configuration in which the front range and the rear range are set as described above, the front range includes roles that enable the awarding of gaming media, roles that enable replay wins, and roles that enable bonus wins, while the rear range includes roles that enable the awarding of gaming media, roles that enable replay wins, and roles that enable bonus wins. In other words, roles that enable the awarding of gaming media are mixed in the front range and the rear range, and the index values IV of these roles are not continuous between the front range and the rear range. Similarly, roles that enable replay wins are mixed in the front range and the rear range, and the index values IV of these roles are not continuous between the front range and the rear range. Similarly, roles that enable bonus wins are mixed in the front range and the rear range, and the index values IV of these roles are not continuous between the front range and the rear range. This may result in a complicated processing configuration for determining the winning combination in various processes after the execution of the combination lottery process (FIG. 14).
[0157] In addition, the index values set in the latter half of the front range in the lottery tables for the normal mode, the first RT mode, and the second RT mode are set with winning data for triggering a transition between lottery modes and winning data for changing the replay probability, so the first index value IV in the rear range differs in each lottery table. For example, an index value IV in which only the second bell winning data is set is "17" in the lottery table for the normal mode, "23" in the lottery table for the first RT mode, and "18" in the lottery table for the second RT mode. Also, for example, an index value IV in which only the first BB winning data is set is "19" in the lottery table for the normal mode, "25" in the lottery table for the first RT mode, and "20" in the lottery table for the second RT mode. Also, for example, an index value IV in which only the second special replay winning data is set is "22" in the lottery table for the normal mode, "28" in the lottery table for the first RT mode, and "23" in the lottery table for the second RT mode. In this case, if the same hand is treated as having different index values IV in various processes after the execution of the hand lottery process (Figure 14), it will be necessary to grasp not only the index value IV but also the current lottery mode each time the process to identify the hand is performed, which could result in the processing configuration becoming complicated.
[0158] In order to solve the above-mentioned inconvenience, in the present slot machine 10, an offset table 97 is stored in advance in the main ROM 73 at the design stage of the slot machine 10. FIG. 22 is an explanatory diagram for explaining the offset table 97.
[0159] As shown in FIG. 22, winning number information is set in the offset table 97. Numerical information of "1" to "41" is set as the winning number information in consecutive order. In the offset table 97, each index value IV of the lottery table for the normal mode, each index value IV of the lottery table for the first RT mode, and each index value IV of the lottery table for the second RT mode is associated with winning number information of any one of "1" to "41." This association is made so that a group of small combinations that enable the awarding of gaming media, a group of bonus combinations that enable the establishment of a bonus win, and a group of replay combinations that enable the establishment of a replay win are each formed by consecutive winning number information. In addition, this association is made so that combinations in which the same type of winning data is set can be treated as the same winning number information even between different lottery modes.
[0160] Specifically, the offset table 97 is set so that a group of information on consecutive winning numbers "1" to "8" is a group of small winning combinations, a group of information on consecutive winning numbers "9" to "14" is a group of bonus winning combinations, and a group of information on consecutive winning numbers "15" and onwards is a group of replay winning combinations. In addition, in the replay winning combination group, replay winning combinations for which normal replay winning data is not set are collected in the winning number information of "15" and "16", and replay winning combinations for which normal replay winning data is set are collected in the winning number information of "17" and onwards.
[0161] In each lottery table, the first bell winning data and the first supplementary winning data are set to the index value IV of "1", but the winning number information of "1" is set to the index value IV=1 in any lottery table. In each lottery table, the first bell winning data and the second supplementary winning data are set to the index value IV of "2", but the winning number information of "2" is set to the index value IV=2 in any lottery table. In each lottery table, the first bell winning data and the third supplementary winning data are set to the index value IV of "3", but the winning number information of "3" is set to the index value IV=3 in any lottery table. In each lottery table, only the first bell winning data is set to the index value IV of "4", but the winning number information of "4" is set to the index value IV=4 in any lottery table.
[0162] Only the second bell winning data is set to the index value IV of "17" in the lottery table for the normal mode, the index value IV of "23" in the lottery table for the first RT mode, and the index value IV of "18" in the lottery table for the second RT mode, but these index values IV are set with the winning number information of "5". This makes it possible to treat the winning data that is set as the same but the corresponding roles with different index values IV in each lottery table as the same information in various processes after the lottery process for the role (Fig. 14).
[0163] In each lottery table, only the first watermelon winning data is set for the index value IV of "5", but the index value IV=5 is set with the winning number information of "6" in all lottery tables.
[0164] Only the second watermelon winning data is set to the index value IV of "18" in the lottery table for the normal mode, the index value IV of "24" in the lottery table for the first RT mode, and the index value IV of "19" in the lottery table for the second RT mode, but these index values IV are set with information on the winning number of "7." This makes it possible to treat the winning combinations that have the same set winning data but different index values IV in each lottery table as the same information in various processes after the lottery process for the combination (Fig. 14).
[0165] In each lottery table, only cherry winning data is set to the index value IV of "6", but the winning number information of "8" is set to the index value IV=6 in any lottery table. In each lottery table, only 3rd BB winning data is set to the index value IV of "7", but the winning number information of "9" is set to the index value IV=7 in any lottery table. In each lottery table, only 4th BB winning data is set to the index value IV of "8", but the winning number information of "10" is set to the index value IV=8 in any lottery table.
[0166] Only the first BB winning data is set to the index value IV of "19" in the lottery table for the normal mode, the index value IV of "25" in the lottery table for the first RT mode, and the index value IV of "20" in the lottery table for the second RT mode, but these index values IV are set with information on the winning number of "11". This makes it possible to treat the winning combinations that have the same set winning data but different index values IV in each lottery table as the same information in various processes after the lottery process for the combination (Fig. 14).
[0167] Only the second BB winning data is set to the index value IV of "20" in the lottery table for the normal mode, the index value IV of "26" in the lottery table for the first RT mode, and the index value IV of "21" in the lottery table for the second RT mode, but these index values IV are set with information on the winning number of "12". This makes it possible to treat the winning combinations that have the same set winning data but different index values IV in each lottery table as the same information in various processes after the lottery process for the combination (Fig. 14).
[0168] In each lottery table, only the first RB winning data is set to the index value IV of "9", but the index value IV=9 is set with the winning number information of "13" in any lottery table.
[0169] Only the second RB winning data is set to the index value IV of "21" in the lottery table for the normal mode, the index value IV of "27" in the lottery table for the first RT mode, and the index value IV of "22" in the lottery table for the second RT mode, but these index values IV are set with information on the winning number of "14". This makes it possible to treat the winning combinations that have the same set winning data but different index values IV in each lottery table as the same information in various processes after the lottery process for the combination (Fig. 14).
[0170] In each lottery table, only the first special replay winning data is set for the index value IV of "10", but the winning number information of "15" is set for the index value IV=10 in any lottery table.
[0171] Only the second special replay winning data is set to the index value IV of "22" in the lottery table for the normal mode, the index value IV of "28" in the lottery table for the first RT mode, and the index value IV of "23" in the lottery table for the second RT mode, but these index values IV are set with information on the winning number of "16." This makes it possible to treat the winning combinations that have the same set winning data but different index values IV in each lottery table as the same information in various processes after the lottery process for the combination (FIG. 14).
[0172] For winning numbers "17" and onward, the index values IV are not common among the lottery tables, and individual winning number information is set for each index value IV in each lottery table. This is because the types of winning data set for the index values IV associated with winning numbers "17" and onward are not common among the lottery tables. Specifically, in the lottery table for the normal mode, the index values IV=11 to 16 to which the normal replay winning data and the first RT replay winning data are set are set with winning number information of "17" to "22", respectively. In addition, in the lottery table for the first RT mode, the index values IV=11 to 16 to which the normal replay winning data and the second RT replay winning data are set are set with winning number information of "23" to "28", respectively, and the index values IV=17 to 22 to which the normal replay winning data and the first fall replay winning data are set are set with winning number information of "29" to "34", respectively. In addition, in the lottery table for the second RT mode, the index values IV=11 to 16, to which the normal replay winning data and the second fall replay winning data are set, are set with winning number information of "35" to "40", respectively, and the index value IV=17, to which only the normal replay winning data is set, is set with winning number information of "41".
[0173] By providing the offset table 97 as described above, it becomes possible to treat the state in which roles that enable the awarding of gaming media, roles that enable replay winning, and roles that enable bonus winning, which were previously mixed in the front and back ranges, as being consolidated into roles of the same group in various processes after the role lottery process (FIG. 14). Also, roles in which different index values IV are set between the lottery tables despite the same winning data being set, can be treated as the same information in various processes after the role lottery process (FIG. 14). Furthermore, when the results of the role lottery process (FIG. 14) are sent to the production-side MPU 92, it is sufficient to set the winning number information in the command for sending the results, so the amount of information in the command can be reduced.
[0174] Although detailed description will be omitted, the index values IV of the bonus lottery table and the internal lottery table are also associated with winning number information that is common to the index values IV of the normal mode lottery table, the first RT mode lottery table, and the second RT mode lottery table in the offset table 97. In the bonus lottery table, an index value IV in which only the first bell winning data is set, an index value IV in which only the first watermelon winning data is set, and an index value IV in which only the cherry winning data is set are set, but the index value IV in which only the first bell winning data is set is associated with winning number information of "4", the index value IV in which only the first watermelon winning data is set is associated with winning number information of "6", and the index value IV in which only the cherry winning data is set is associated with winning number information of "8". Furthermore, in the case of the internal lottery table, as already explained, the winning data corresponding to the index values IV = 1 to 6, 10, 17, 18, 22 in the lottery table for the normal mode are set with the winning probabilities of those index values IV, and in addition, the index value to which only the normal replay winning data is set is set to be the total winning probability of the index values IV = 11 to 16 in the lottery table for the normal mode. Therefore, for the index values IV corresponding to the index values IV = 1 to 6, 10, 17, 18, 22 in the lottery table for the normal mode, information on the winning number corresponding to those index values IV in the lottery table for the normal mode is associated, and for the index value IV to which only the normal replay winning data is set, information on the winning number of "41" is associated, similar to the index value IV = 17 to which only the normal replay winning data is set in the lottery table for the second RT mode.
[0175] Returning to the explanation of the lottery process for winning combinations (FIG. 14), after a lottery table is selected (step S402), the first round flag provided in the main RAM 74 is set to "1" (step S403). In the lottery process for winning combinations, a lottery is performed from the index value IV in the front range, among the index value IV in the front range where the winning probability is the same among the set values from "1" to "6", and the index value IV in the back range where the winning probability is different among the set values from "1" to "6". In this case, the first round flag is a flag for the main MPU 72 to identify whether the current lottery target is in the front range or not.
[0176] Thereafter, a first reference value is set in a target index counter provided in the main RAM 74 (step S404). The target index counter is a counter for specifying the type of winning combination to be selected by the main MPU 72. The first reference value is set as the number of index values IV included in the front range in each lottery table. Specifically, in the case of the lottery table for the normal mode, the index value IV = 1 to 16 falls into the front range, so the first reference value is "16", in the case of the lottery table for the first RT mode, the index value IV = 1 to 22 falls into the front range, so the first reference value is "22", and in the case of the lottery table for the second RT mode, the index value IV = 1 to 17 falls into the front range, so the first reference value is "17".
[0177] Although a detailed explanation will be omitted, in the case of a bonus lottery table, only three index values IV are set and the winning probability is the same for all of these index values IV between the set values of "1" and "6", so the first reference value is "3". Furthermore, although a detailed explanation will be omitted, in the case of an internal lottery table, the number of index values IV that fall within the front range is set as the first reference value.
[0178] Thereafter, a judgment value DV to be used when determining whether the winning combination is a hit or a miss is set (step S405). In this judgment value setting process, a new judgment value DV is set by adding the point value PV set for the index value IV currently being selected to the current judgment value DV. In the first judgment value setting process, the random number acquired in step S401 is set as the current judgment value DV, and the point value PV set for the index value IV corresponding to the first reference value is added to this random number to set the new judgment value DV. For example, in the lottery table for the normal mode, the first reference value is "16", so the point value PV set for the index value IV=16 in the lottery table for the normal mode is added to the random number acquired in step S401 to set the judgment value DV.
[0179] Thereafter, a win / loss determination is made for the role currently being selected (step S406). In determining whether the role is a win / loss determination, it is determined whether the determination value DV has exceeded "65535". If it has not exceeded "65535", the value of the target index counter is decremented by 1 (step S407), and then it is determined whether the value of the target index counter after decrementing by 1 is "0" (step S408). If the value of the target index counter is not "0" (step S408: NO), the process returns to step S405, and a win / loss determination is made for the role corresponding to the updated value of the target index counter.
[0180] If the value of the target index counter is "0" (step S408: YES), it is determined whether or not the current state is a bonus state (step S409). Since the index value IV of the rear range is not set in the bonus lottery table, if the current state is a bonus state (step S409: YES), it is determined that no winning combination was won in this game, and the process proceeds to step S414.
[0181] If the current state is not a bonus state (step S409: NO), it is determined whether or not the first lap flag in the main RAM 74 is set to "1" (step S410). That is, it is determined whether or not the index value IV group for which the winning / losing judgment of the winning combination has been completed is in the front range. If the first lap flag is set to "1" (step S410: YES), the first lap flag is cleared to "0" (step S411), and then a second reference value is set in the target index counter (step S412). The second reference value is set as the number of index values IV included in the rear range in each lottery table. Specifically, in the lottery table for the normal mode, index values IV = 17 to 22 correspond to the rear range, in the lottery table for the first RT mode, index values IV = 23 to 28 correspond to the rear range, and in the lottery table for the second RT mode, index values IV = 18 to 23 correspond to the rear range. Therefore, the second reference value is "6" in any lottery table. In the case of a bonus lottery table, the second reference value is not set because there is no index value IV included in the rear range. Also, although a detailed explanation is omitted, in the case of an internal lottery table, the number of index values IV that fall within the rear range is set as the second reference value. After setting the second reference value, the process returns to step S405, and a win / loss determination is made for the combination corresponding to the second reference value. Also, if a negative determination is made in step S410, it is assumed that no combination was won in this game, and the process proceeds directly to step S414.
[0182] On the other hand, if the number of winnings exceeds "65535" in step S406, the winning number information corresponding to the currently selected winning combination is acquired, and the winning data acquisition process is executed to set the winning data corresponding to the currently selected winning combination in the master RAM 74 (step S413). Figure 23 is a flowchart showing the winning data acquisition process.
[0183] First, it is determined whether the first lap flag of the main RAM 74 is set to "1" to determine whether the currently winning combination is an index value IV included in the front range (step S501). If the first lap flag is set to "1" (step S501: YES), the value of the target index counter of the main RAM 74 corresponds to the currently winning index value IV, so the processing from step S503 onwards is executed.
[0184] On the other hand, if the value of the first lap flag is "0," it means that the currently winning combination has an index value IV included in the rear range. When determining whether or not the index value IV included in the rear range is a winning combination, a second reference value is set in the target index counter. However, since this second reference value is the number of index values IV included in the rear range, the index value IV of the currently winning combination does not match the value of the target index counter. The difference between the index value IV of the currently winning combination and the value of the target index counter matches the first reference value of the currently selected lottery table. Therefore, if a negative determination is made in step S501, the first reference value of the currently selected lottery table is added to the value of the target index counter (step S502). In this case, the first reference value added is "16" for the normal mode lottery table, "22" for the first RT mode lottery table, and "17" for the second RT mode lottery table.
[0185] If a positive determination is made in step S501, or if the processing of step S502 is executed, the offset table 97 is read from the main ROM 73 (step S503). Then, information on the type of lottery table currently being selected and the winning number corresponding to the current value of the target index counter is read from the offset table 97, and the winning number information is stored in the main RAM 74 as winning number information for the current game (step S504). Naturally, if no winning combination is selected, the winning number information is not stored in the main RAM 74.
[0186] Thereafter, information about the winning data included in the currently winning combination is expanded in the main RAM 74 (step S505). The main RAM 74 is set with the same number of winning areas as the number of winning data present in the slot machine 10. In step S505, the winning areas corresponding to the winning data included in the currently winning combination are set to "1," and the winning areas corresponding to winning data other than the various bonus winning data, such as the first BB winning data, the second BB winning data, the third BB winning data, the fourth BB winning data, the first RB winning data, and the second RB winning data, which are not included in the currently winning combination, are cleared to "0." The values of the winning areas corresponding to the various bonus winning data are set to "1" when a combination including the corresponding winning data is won, and remain set to "1" until the corresponding winning is achieved unless the clearing process of the main RAM 74 is executed. The winning areas corresponding to the bonus winning data set to "1" are cleared to "0" when the corresponding winning is achieved or when the clearing process of the main RAM 74 is executed. In addition, the winning corresponding areas corresponding to winning data other than the various bonus winning data are cleared to "0" even if no winning combination is achieved in the combination lottery process (FIG. 14).
[0187] Returning to the explanation of the lottery process for winning combinations (FIG. 14), if an affirmative determination is made in step S409, if a negative determination is made in step S410, or if the process of step S413 is executed, a first stop information setting process for setting stop information for reel stop control is executed (step S414), and then a performance content determination process (FIG. 51) is executed (step S415). In the performance content determination process, a process for determining the outline of the performance to be executed in the upper lamp 61, speaker 62, image display device 63, and role-playing device 75 in the current game is executed. The performance content determination process (FIG. 51) will be described in detail later.
[0188] Thereafter, a process for transmitting a game start command is executed (step S416). In this transmission process, information corresponding to the outline of the effect determined in the effect content determination process (step S415), information on the winning number corresponding to the winning role if a win has been obtained in the current role lottery process (FIG. 14), and information corresponding to the current lottery mode and the current game status are set in the game start command, and the game start command is transmitted to the production-side MPU 92. The game start command is a command for making the production-side MPU 92 recognize that a new game has started, and is a command for making the production-side MPU 92 recognize the outline of the effect determined by the main-side MPU 72 and the winning number information.
[0189] When the production-side MPU 92 receives a game start command, it determines the outline of the effects for the current game from the game start command. The production-side MPU 92 then determines the details of the effects in a manner that corresponds to the outline of the effects it has determined, taking into account the winning number information set in the game start command, information corresponding to the current lottery mode, and information corresponding to the current game status. The production-side MPU 92 then reads a data table corresponding to the determined effects from the production-side ROM 93 into a corresponding layer in the read area 94a (FIG. 10) of the production-side RAM 94, and executes control over the illumination of the upper lamp 61, the sound output of the speaker 62, the display of the image display device 63, and the drive control of the accessory 75 according to the read data table.
[0190] Thereafter, in step S417, a first control process for the gaming section is executed, in step S418, a process for a bonus at the start of the game is executed, in step S419, a process for an additional bonus is executed, and in step S420, a notification control process is executed. In the notification control process, which will be described in detail later, when announcing the stop order of reels 32L, 32M, and 32R, display control of dual-purpose display unit 66 is executed so that a display corresponding to the stop order to be notified is performed, and a process is executed so that the notification of the stop order to be notified is executed on image display device 63. The processing contents of steps S418 to S420 will be described in detail later.
[0191] Next, the reel control process executed in step S308 of the normal process (FIG. 13) will be described with reference to the flowchart in FIG.
[0192] The reel control process first performs a rotation start process to start the rotation of each of the reels 32L, 32M, and 32R (step S601). The rotation start process checks whether a predetermined wait time (e.g., 4.1 seconds) has elapsed since the start of rotation of the reels 32L, 32M, and 32R corresponding to the result of the lottery process (FIG. 14) in the previous game. If the wait time has not elapsed, the process waits until the wait time has elapsed. If the wait time has elapsed, the process resets the wait time for the next game and sets rotation start information in the motor control storage area provided in the main RAM 74. By performing this process, the stepping motor acceleration process is initiated in the stepping motor control process of step S206 in the timer interrupt process (FIG. 12), and each of the reels 32L, 32M, and 32R begins to rotate. The process then waits until each of the reels 32L, 32M, and 32R rotates at a predetermined constant speed, and the rotation start process ends. In addition, when the rotation speed of each reel 32L, 32M, 32R reaches a constant speed, the main MPU 72 lights up a lamp (not shown) on each stop button 42 to 44, thereby notifying the player that it is now possible to issue a stop command.
[0193] After executing the rotation start process in step S601, the constant speed rotation in progress flag provided in the main RAM 74 is set to "1" (step S602). The constant speed rotation in progress flag is a flag that enables the main MPU 72 to determine that the reels 32L, 32M, and 32R are rotating at a constant speed, and is provided in one-to-one correspondence with each of the reels 32L, 32M, and 32R. Then, a constant speed rotation start command is sent to the performance-side MPU 92 (step S603). The constant speed rotation start command is a command that enables the performance-side MPU 92 to determine that the rotation speed of each of the reels 32L, 32M, and 32R has become constant and that a stop command can be generated.
[0194] After transmitting the constant speed rotation start command in step S603, it is determined whether any of the stop operation detection flags provided in the main RAM 74 is set to "1" (step S604). The stop operation detection flags are flags that enable the main MPU 72 to detect that an ON operation has been performed on the stop buttons 42-44 corresponding to the reels 32L, 32M, and 32R that are rotating at a constant speed, and are provided in one-to-one correspondence with each of the reels 32L, 32M, and 32R.
[0195] Here, the stop operation response process executed by the main MPU 72 will be described with reference to the flowchart of Fig. 25. The stop operation response process is executed in step S208 of the timer interrupt process (Fig. 12).
[0196] In the stop operation response process, first, it is determined whether any of the left third stop flag, the center third stop flag, and the right third stop flag provided in the main RAM 74 is set to "1" (step S701). The left third stop flag is a flag that enables the main MPU 72 to recognize that the left stop button 42 has been turned on to stop the rotation of the left reel 32L as the third (final) stop operation. The center third stop flag is a flag that enables the main MPU 72 to recognize that the center stop button 43 has been turned on to stop the rotation of the center reel 32M as the third stop operation. The right third stop flag is a flag that enables the main MPU 72 to recognize that the right stop button 44 has been turned on to stop the rotation of the right reel 32R as the third stop operation.
[0197] If none of the left third stop flag, center third stop flag, and right third stop flag are set to "1" (step S701: NO), the left reel 32L is set as the target reel, and steps S703 to S712 are executed for that target reel. Specifically, if the constant speed rotation flag corresponding to the current target reel is set to "1" (step S703: YES), the detection signals of the stop detection sensors 42a, 42b, and 42c corresponding to the target reel are stored in the main RAM 74 (step S704). The main RAM 74 is provided with a signal storage area capable of storing the last two detection signals of each stop detection sensor 42a, 42b, and 42c. In step S703, the detection signals of the stop detection sensors 42a, 42b, and 42c corresponding to the target reel are stored in the signal storage area.
[0198] Thereafter, it is determined whether or not an ON operation of the stop button 42-44 corresponding to the target reel is detected (step S705). In step S705, the signal storage area in the main RAM 74 is referenced, and if a rise from a LOW signal to a HI signal is detected in the detection signal of the stop detection sensor 42a, 43a, 44a corresponding to the target reel, it is determined that an ON operation of the stop button 42-44 corresponding to the target reel is detected.
[0199] If an ON operation of the stop button 42-44 corresponding to the target reel is detected (step S705: YES), it is determined whether the current stop operation is a stop operation corresponding to the third stop (step S706). Specifically, if the constant speed rotation flags corresponding to the two reels other than the target reel in the main RAM 74 are "0", it is determined that the stop operation is a stop operation corresponding to the third stop. If the current stop operation is a stop operation corresponding to the third stop (step S706: YES), the third stop flag corresponding to the current target reel among the left third stop flag, center third stop flag, and right third stop flag is set to "1" (step S707).
[0200] Thereafter, it is determined whether the second expected effect flag or the re-change effect flag in the main RAM 74 is set to "1" (step S708). As already explained, the second expected effect flag is a flag that enables the main MPU 72 to determine that the game is a target game for executing the second expected effect described below, and the re-change effect flag is a flag that enables the main MPU 72 to determine that the game is a target game for executing the re-change effect described below. If a positive determination is made in step S708, numerical information corresponding to the total period (specifically, 2.5 seconds) of the execution period (specifically, 1 second) of the middle stop effect described below and the execution period (specifically, 1.5 seconds) of the first expected effect described below is set in a main effect timer counter provided in the main RAM 74 (step S709). The main effect timer counter is a timer counter that enables the main MPU 72 to determine the remaining execution periods of the middle stop effect and the first expected effect described below in the target game for executing the second expected effect or the re-change effect. The value set in the timer counter for the main performance in step S709 is subtracted by 1 each time the timer subtraction process (step S209 of the timer interrupt process (FIG. 12)) is performed. Details of the middle stop performance, first expected performance, second expected performance, and re-changing performance will be described later.
[0201] If a negative determination is made in step S706, if a negative determination is made in step S708, or if the processing of step S709 is performed, the stop operation detection flag corresponding to the current target reel is set to "1" (step S710). As already explained, the stop operation detection flag is a flag that enables the main MPU 72 to grasp that an ON operation has been made on one of the stop buttons 42-44 corresponding to the reels 32L, 32M, and 32R that are rotating at a constant speed, and is provided in the main RAM 74 in one-to-one correspondence with each of the stop buttons 42-44. If an ON operation on one of the stop buttons 42-44 corresponding to the reels 32L, 32M, and 32R that are rotating at a constant speed is detected, the corresponding stop operation detection flag is set to "1".
[0202] If the stop operation detection flag is set to "1" in step S710, the constant speed rotation flag corresponding to the target reel in the main RAM 74 is cleared to "0" (step S711). Thereafter, it is determined whether the current target reel is the right reel 32R (step S712). If the target reel is not the right reel 32R (step S712: NO), the target reel is updated (step S713), and the process returns to step S703. In step S713, if the current target reel is the left reel 32L, the target reel is updated to the center reel 32M, and if the current target reel is the center reel 32M, the target reel is updated to the right reel 32R. Furthermore, if it is determined in step S712 that the target reel is the right reel 32R, the stop operation response process ends.
[0203] On the other hand, if it is determined in step S701 that any of the third stop flags is set to "1," the detection signals of the stop detection sensors 42a, 43a, 44a corresponding to the third stop flag set to "1" are stored in a signal storage area in the main RAM 74 (step S714). Then, it is determined whether an OFF operation of the stop button 42-44 corresponding to the third stop has been detected (step S715). Specifically, it is determined that an OFF operation of the stop button 42-44 corresponding to the third stop has been performed when a falling from a HI state to a LOW state of the detection signal of the stop detection sensor 42a, 43a, 44a corresponding to the third stop is detected in the signal storage area of the main RAM 74.
[0204] If an OFF operation of the stop buttons 42 to 44 corresponding to the third stop is detected (step S715: YES), the third stop flag corresponding to the third stop is cleared to "0" (step S716), and an OFF operation command is sent to the production-side MPU 92 (step S717). The OFF operation command is a command for making the production-side MPU 92 recognize that an OFF operation of the stop buttons 42 to 44 corresponding to the third stop has been performed. The OFF operation command contains data that enables the production-side MPU 92 to determine the type of the third stop (the reel on which the stop command was last issued). Then, the process proceeds to step S718. The processing of steps S718 to S723 will be described later.
[0205] Returning to the explanation of the reel control process (FIG. 24), if it is determined in step S604 that none of the stop operation detection flags are set to "1," the process of step S604 is repeatedly executed until any of the stop operation detection flags is set to "1." If it is determined that any of the stop operation detection flags is set to "1" (step S604: YES), this means that a stop command has been generated, and therefore a stop command command transmission process is executed (step S605). The stop command command is a command for causing the production-side MPU 92 to recognize which of the stop buttons 42 to 44 has been turned ON to generate the stop command. In the stop command command transmission process in step S605, the stop command command is transmitted to the production-side MPU 92, and the stop operation detection flag determined to be set to "1" in step S604 is cleared to "0." If the stop command command transmission process is executed in step S605, the stop control process shown in steps S606 to S612 is executed to stop the spinning reels.
[0206] In the stop control process, the symbol number of the reaching symbol that has reached the base position (specifically, the lower row) at the time the stop buttons 42-44 are operated is confirmed (step S606). Specifically, the symbol number of the reaching symbol that has reached the base position is confirmed based on the number of excitation pulses output from the time the detection signal of the reel index sensor is input. Then, based on the stop information stored in the main RAM 74, the number of slips of the reels 32L, 32M, and 32R that should be stopped this time is calculated (step S607).
[0207] In the slot machine 10, five stop modes are provided for stopping each reel 32L, 32M, 32R when the stop buttons 42-44 are operated: a stop mode in which the reached symbol that has reached the base position is stopped as is, a stop mode in which the corresponding reel 32L, 32M, 32R slides by one symbol and then stops, a stop mode in which the corresponding reel 32L, 32M, 32R slides by two symbols, a stop mode in which the corresponding reel 32L, 32M, 32R slides by three symbols, and a stop mode in which the corresponding reel 32L, 32M, 32R slides by four symbols. Therefore, in step S607, a value of "0" to "4" is calculated as the number of slips based on the stop information stored in the main RAM 74.
[0208] Then, the calculated slip count is added to the symbol number of the reached symbol to determine the symbol number of the stopped symbol that will actually stop at the base position (step S608). Then, it is determined whether the symbol number of the reached symbol of the reels 32L, 32M, and 32R that should be stopped this time is equal to the symbol number of the stopped symbol (step S609). If they are equal (step S609: YES), a reel stop process is performed to stop the rotation of the reels 32L, 32M, and 32R (step S610). Then, it is determined whether all reels 32L, 32M, and 32R have stopped (step S611). If all reels 32L, 32M, and 32R have not stopped, a stop information second setting process is performed (step S612), and the process returns to step S604.
[0209] Here, the stop information is information for making the stop mode of each reel 32L, 32M, 32R correspond to the result of the lottery process for winning combinations (FIG. 14). By using the stop information, it is possible to calculate the number of slips (specifically, "0" to "4") for the reaching symbol that has reached the base position when each stop button 42 to 44 is operated to stop. As the stop information, slip number data indicating the correspondence between each symbol and the number of slips is stored in advance in the main ROM 73 in correspondence with each lottery result and the stop order of each reel 32L, 32M, 32R. However, without being limited thereto, the slip number data corresponding to each lottery result and the stop order of each reel 32L, 32M, 32R may be derived during the rotation of the reels 32L, 32M, 32R.
[0210] The processes for setting the stop information include a first stop information setting process executed in step S414 of the winning combination lottery process (FIG. 14) and a second stop information setting process executed in step S612 of the reel control process (FIG. 24). In the first stop information setting process, stop information is set according to the result of the winning combination lottery process. In the second stop information setting process, the stop information stored in the main RAM 74 in the first stop information setting process or the previous second stop information setting process is changed after the reels have stopped. In the second stop information setting process, the stop information is changed based on the set winning data, the stop order of the reels 32L, 32M, and 32R, and the stop results of the stopped reels 32L, 32M, and 32R.
[0211] If it is determined in step S611 that all reels 32L, 32M, and 32R have stopped, a win determination process is executed in step S613. In the win determination process, the type of symbols stopped on the main line ML on each of the reels 32L, 32M, and 32R is identified. Then, based on the contents of the winning data expanded in the main RAM 74, it is determined whether or not the combination of symbols stopped and displayed on the main line ML on each of the reels 32L, 32M, and 32R corresponds to a winning combination in the winning combination lottery process. If the combination of symbols corresponds to a winning combination, a winning combination is established and a win corresponding process is executed.
[0212] In the winning response process, if the winning is a small win, information on the number of game media to be awarded is set in the main RAM 74 so that game media can be awarded in the medium awarding process. On the other hand, if the winning is a replay win, a flag setting process is executed in the main RAM 74 so that a replay setting process is executed in the next start waiting process (step S302 in the normal process (FIG. 13)).
[0213] If the winning determination process is executed in step S613, the bonus notification process (FIG. 50) described later is executed (step S614), and a winning result command is sent to the production-side MPU 92 (step S615). The winning result command includes data indicating whether or not a winning has been achieved this time, and, if a winning has been achieved, data indicating the type of winning.
[0214] <About game status and game area> Next, the gaming states and gaming intervals will be explained. Figure 26 is an explanatory diagram for explaining the gaming states and gaming intervals that exist in the slot machine 10.
[0215] In the slot machine 10, there are a normal gaming state ST1, a bonus internal state ST2, a BB state ST3, a RB state ST4, a preparation state ST5, and an ART state ST6 as gaming states. These gaming states ST1 to ST6 do not occur overlapping with each other.
[0216] The normal gaming state ST1 is a gaming state that is entered by executing the clearing process (step S105) of the main RAM 74. Furthermore, if the BB state ST3 ends without transitioning to the ready state ST5, if the RB state ST4 ends without transitioning to the ready state ST5, or if the ART state ST6 ends without being triggered by a transition to the BB state ST3 or RB state ST4, the gaming state becomes the normal gaming state ST1. In terms of the expected value of game media awarded in one game, the normal gaming state ST1 is a gaming state with a lower advantage than the BB state ST3, RB state ST4, ready state ST5, and ART state ST6, and has approximately the same advantage as the bonus internal state ST2. As already explained, there are three lottery modes: normal mode, first RT mode, and second RT mode. In the normal gaming state ST1, any of these lottery modes can be entered. Note that if the clearing process (step S105) of the main RAM 74 is executed, the normal gaming state ST1 is entered as the normal mode.
[0217] The bonus internal state ST2 is a game state in which a game remains if a bonus win corresponding to any bonus winning data is not achieved in a game in which that bonus winning data is set, and is a game state that ends when a bonus win corresponding to that bonus winning data is achieved. As already explained, in the bonus internal state ST2, the internal lottery table is referenced in the role lottery process (Figure 14). In this case, since the internal lottery table does not contain a role (i.e., index value IV) that transitions to the lottery mode, a transition to the lottery mode does not occur in the bonus internal state ST2. Since the replay probability in the bonus internal state ST2 is the same as when the normal mode lottery table (Figure 15) is referenced, the bonus internal state ST2 can also be said to be a game state in which the replay probability is maintained in the normal mode. However, without being limited to this, the replay probability in the bonus internal state ST2 may be higher than in normal mode, for example, may be the same as the replay probability in the first RT mode, may be the same as the replay probability in the second RT mode, may be a replay probability between normal mode and the first RT mode, may be a replay probability between the first RT mode and the second RT mode, or may be a replay probability higher than in the second RT mode. Also, the replay probability in the bonus internal state ST2 may be lower than in normal mode.
[0218] The contents of the BB state ST3 and the RB state ST4 are as already explained. In the BB state ST3 and the RB state ST4, a transition to the lottery mode does not occur.
[0219] The preparation state ST5 is a game state that is entered before transitioning to the ART state ST6, and can be entered from the BB state ST3 or the RB state ST4. As explained above, there are three lottery modes: normal mode, first RT mode, and second RT mode. In the preparation state ST5, any of these lottery modes can be entered. If a winning number between "1" and "3" is set in the preparation state ST5, the stopping order of the reels 32L, 32M, and 32R that allows the first bell win to occur is announced. Then, if the first bell win occurs, "11" gaming media is awarded. This increases the expected number of gaming media awarded in one game in the preparation state ST5. Furthermore, in the preparation state ST5, if a winning number between "17" and "22" is set, the stop order of the reels 32L, 32M, and 32R that allows for the first Real Time Replay win is announced. If a winning number between "23" and "28" is set, the stop order of the reels 32L, 32M, and 32R that allows for the second Real Time Replay win is announced. If a winning number between "29" and "34" is set, the stop order of the reels 32L, 32M, and 32R that prevents the first Fall Replay win is announced. When a second Real Time Replay win is achieved in the preparation state ST5 and the lottery mode transitions to the second Real Time mode, the game state transitions to the ART state ST6. Note that a transition to the preparation state ST5 may occur when the lottery mode is the second Real Time mode. In this case, the lottery mode transitions to the first Real Time mode, and then the game state transitions to the ART state ST6 when the lottery mode is the second Real Time mode.
[0220] As mentioned above, the ART state ST6 is a game state that is entered when a second RT replay win is achieved in the preparation state ST5. The ART state ST6 ends when the number of remaining games to be played in the ART state ST6 becomes "0." In this case, the game state becomes the normal game state ST1. Also, if a bonus is won during the ART state ST6, the game state will transition to the bonus internal state ST2, BB state ST3, or RB state ST4. In this case, after the BB state ST3 or RB state ST4 ends, the game state will transition to the preparation state ST5, and finally return to the ART state ST6.
[0221] As explained above, there are three lottery modes: normal mode, first RT mode, and second RT mode. In the ART state ST6, any of these lottery modes can be selected. In the ART state ST6, if a winning number between "1" and "3" is set, the stopping order of the reels 32L, 32M, and 32R that allows the first bell to be won is announced. Then, if the first bell is won, "11" gaming media is awarded. This increases the expected number of gaming media awarded in one game in the ART state ST6. In addition, in the ART state ST6, if a winning number between "17" and "22" is set, the stop order of the reels 32L, 32M, and 32R that allows the first RT replay win is announced. If a winning number between "23" and "28" is set, the stop order of the reels 32L, 32M, and 32R that allows the second RT replay win is announced. If a winning number between "29" and "34" is set, the stop order of the reels 32L, 32M, and 32R that allows the first fall replay win to be avoided is announced. If a winning number between "35" and "40" is set, the stop order of the reels 32L, 32M, and 32R that allows the second fall replay win to be avoided is announced. As a result, in the ART state ST6, the lottery mode is basically maintained in the second RT mode. The second RT mode has a higher replay probability than the normal mode and the first RT mode. In other words, the ART state ST6 is a gaming state in which the stopping order of the reels 32L, 32M, and 32R that allows the first bell to be won is announced, and the replay probability is basically maintained at a high level. Therefore, it is possible to increase the expected net increase in the number of gaming media in the ART state ST6. Note that even if the lottery mode shifts from the second RT mode to the first RT mode or from the first RT mode to the normal mode in the ART state ST6, the remaining number of continued games in the ART state ST6 is subtracted even if the ART state ST6 is maintained and not in the second RT mode.
[0222] In the configuration in which various game states ST1 to ST6 exist as described above, a game zone is set in addition to these game states ST1 to ST6. A normal zone SC1 and an advantageous zone SC2 are set as game zones. In other words, in this slot machine 10, the factors that determine the game situation are the setting values "1" to "6", the lottery modes of the normal mode, the first RT mode, and the second RT mode, the various game states ST1 to ST6, and the game zones of the normal zone SC1 and the advantageous zone SC2.
[0223] The normal section SC1 is a section in which the stopping order of the reels 32L, 32M, and 32R is not announced, which allows for the establishment of advantageous winning combinations for the player when different winning combinations are achieved depending on the stopping order of the reels 32L, 32M, and 32R. This section is also a section in which the probability of establishing the conditions for transitioning to the ART state ST6, which is a gaming state advantageous to the player, is lower than that of the advantageous section SC2. More specifically, the conditions for transitioning to the ART state ST6 are not established in the normal section SC1. When the clearing process of the main RAM 74 (step S105) is executed, the normal gaming state ST1 and normal mode are established, and the normal section SC1 is entered. Furthermore, when the initialization process of the advantageous section SC2 is executed in the advantageous section SC2, the normal section SC1 is also entered.
[0224] The advantageous section SC2 is a section in which the stopping order of the reels 32L, 32M, and 32R is announced, which allows a player to win a beneficial winning combination when different winning combinations are achieved depending on the stopping order of the reels 32L, 32M, and 32R, and a section in which the probability of transitioning to the ART state ST6, which is a game state advantageous to the player, is higher than that of the normal section SC1. The advantageous section SC2 continues reliably until the announcement of the stopping order of the reels 32L, 32M, and 32R, which allows a winning combination with the largest number of game media awarded among the types of winning combinations in which different winning combinations are achieved depending on the stopping order of the reels 32L, 32M, and 32R, is executed at least once. Specifically, the advantageous zone SC2 continues until a winning number "1" through "3" is set in the lottery process (FIG. 14) and the stop order of reels 32L, 32M, and 32R that allows the first bell to be won is announced at least once. The minimum end condition is met when the stop order is announced at least once, regardless of whether the first bell is actually won. Once the announcement is made at least once, the advantageous zone SC2 continues until either the end condition determined according to the circumstances under which the advantageous zone SC2 was set or the number of games continued in the advantageous zone SC2 reaches the upper limit (specifically, 1,500 games) is met.
[0225] As shown in Figure 26, the normal game state ST1, the bonus internal state ST2, the BB state ST3 and the RB state ST4 can be in either the normal section SC1 or the advantageous section SC2. On the other hand, the preparation state ST5 and the ART state ST6 do not stay in the normal section SC1, but only in the advantageous section SC2.
[0226] Next, a specific processing configuration that enables the setting of the game states ST1 to ST6 and game sections SC1 and SC2 as described above will be described. Figure 27 is a flowchart showing the first control processing of the game section executed by the main MPU 72. The first control processing of the game section is executed in step S417 in the lottery processing of the winning combination (Figure 14). The processing of step S417 is executed after the winning / losing combination has been determined at the start of the game.
[0227] First, it is determined whether the current game state is the bonus internal state ST2, the bonus state (BB state ST3, RB state ST4), the preparation state ST5, or the ART state ST6 (step S801). If the determination is negative in step S801, the process from step S802 onward is executed.
[0228] In step S802, it is determined whether or not "1" is set to the advantageous zone flag provided in the main RAM 74. The advantageous zone flag is a flag for the main MPU 72 to identify whether or not the gaming zone is the advantageous zone SC2, and when the advantageous zone flag is set to "1", it is the advantageous zone SC2, and when the value of the advantageous zone flag is "0", it is the normal zone SC1.
[0229] If the game zone is the normal zone SC1 (step S802: NO), it is determined whether or not any of the winning numbers "4", "6", "8", or "15" has been set in the lottery process for this role (FIG. 14) (step S803). If the determination in step S803 is affirmative, an advantageous transition lottery process is executed to determine whether or not a transition to the advantageous zone SC2 will occur (step S804).
[0230] In the advantageous transition lottery process (step S804), first, the advantageous transition table corresponding to the winning number set in the lottery process for the current role (FIG. 14) is read from the main ROM 73. In this case, the advantageous transition table is set so that winning numbers with a lower winning probability have a higher probability of winning a transition to the advantageous zone SC2. Incidentally, the advantageous transition table is common regardless of the set values "1" to "6." This fact that the table is common regardless of the set value applies to all lottery processes other than the role lottery process (FIG. 14). After that, the numerical information of the random number counter, which is periodically updated in the main RAM 74, is read, and the read numerical information is compared with the read advantageous transition table. This determines whether or not a transition to the advantageous zone SC2 has been won.
[0231] If a win to transition to the advantageous zone SC2 is achieved (step S805: YES), the advantageous zone flag in the main RAM 74 is set to "1", the value of the advantageous continuation counter provided in the main RAM 74 is cleared to "0", and the unannounced flag provided in the main RAM 74 is set to "1" (step S806). The advantageous continuation counter is a counter for specifying the number of games that have been continuously played in the advantageous zone SC2 by the main MPU 72. The unannounced flag is a flag for specifying, by the main MPU 72, whether or not a winning number of "1" to "3" has been set in the role lottery process (FIG. 14) after transition to the advantageous zone SC2, and an announcement of the stop order of the reels 32L, 32M, and 32R that enables the establishment of the first bell win has already occurred.
[0232] As already explained, the first control process for the gaming zone is executed at the start of the game. In this case, if the transition to the advantageous zone SC2 is selected in the advantageous transition lottery process (step S804), the advantageous zone flag in the main RAM 74 is set to "1" in the first control process for the gaming zone. As a result, a transition to the advantageous zone SC2 occurs at the start of the game in which the transition to the advantageous zone SC2 is selected. However, this is not limited to this, and the transition to the advantageous zone SC2 may occur in the game following the game in which the transition to the advantageous zone SC2 is selected, or the transition to the advantageous zone SC2 may occur in a game two or more games after the game in which the transition to the advantageous zone SC2 is selected.
[0233] After the transition to the advantageous zone SC2 is set, a advantageous zone start command is sent to the production side MPU 92 (step S807). The advantageous zone start command is a command for making the production side MPU 92 recognize that it is time to start the advantageous zone SC2. After that, the advantageous zone display unit 67 is switched from an off state to an on state (step S808). As a result, the advantageous zone display unit 67 starts to notify that it is the advantageous zone SC2.
[0234] When the advantageous zone SC2 is reached, the stopping order of the reels 32L, 32M, and 32R can be notified. Here, the notification control process executed in step S420 of the winning combination lottery process (FIG. 14) will be described. This notification control process is executed at the start of the game after the winning combination has been determined.
[0235] In the notification control process, when the advantageous zone flag of the main RAM 74 is set to "1" and a winning number of "1" to "3" is set in the role lottery process (Figure 14), if either the game state is in the preparation state ST5 or the ART state ST6, or the unannounced flag of the main RAM 74 is set to "1", a process is executed to notify the stopping order of reels 32L, 32M, and 32R that will allow the first bell to be won.
[0236] Specifically, first, the MPU 92 determines information about the stop order of the reels 32L, 32M, and 32R that will result in the first bell winning event corresponding to the current winning number. Then, the MPU 92 controls the display of the dual-purpose display unit 66 so that a display corresponding to the determined stop order information is initiated on the dual-purpose display unit 66. This display on the dual-purpose display unit 66 continues until all of the reels 32L, 32M, and 32R have stopped in the current game. Then, the MPU 92 transmits a bell winning command to the production-side MPU 92. This bell winning command contains information that enables the production-side MPU 92 to determine the stop order of the reels 32L, 32M, and 32R that will result in the first bell winning event in the current game.
[0237] Thereafter, the unannounced flag in the main RAM 74 is cleared to "0." In this case, if the value of the unannounced flag is already "0," that state is maintained, and if the value of the unannounced flag is "1," it is changed to "0." This enables the main MPU 72 to determine that the notification of the stop order of reels 32L, 32M, and 32R that allows the first bell win to be achieved has already been executed in the current advantageous zone SC2.
[0238] In the notification control process, when a winning number between "17" and "28" is set in the role lottery process (Figure 14), a process is executed to notify the stopping order of reels 32L, 32M, and 32R that will allow the first RT replay win or the second RT replay win, provided that the game state is in the preparation state ST5 or the ART state ST6.
[0239] Specifically, first, the MPU 92 determines the stop order of the reels 32L, 32M, and 32R that will result in the first RT replay win or second RT replay win corresponding to the current winning number. Then, the MPU 92 controls the display of the dual-purpose display unit 66 so that a display corresponding to the determined stop order information is initiated on the dual-purpose display unit 66. This display on the dual-purpose display unit 66 continues until all reels 32L, 32M, and 32R have stopped in the current game. Then, the MPU 92 transmits a promotion replay command to the production-side MPU 92. This promotion replay command contains information that enables the production-side MPU 92 to determine the stop order of the reels 32L, 32M, and 32R that will result in the first RT replay win or second RT replay win in the current game.
[0240] In the notification control process, if a winning number between "29" and "40" is set in the role lottery process (Figure 14), a process is executed to notify the stopping order of reels 32L, 32M, and 32R that can prevent the first fall replay winning or the second fall replay winning, provided that the game state is in ART state ST6.
[0241] Specifically, first, the MPU 92 determines information about the stop order of the reels 32L, 32M, and 32R that will prevent the first or second fall replay win corresponding to the current winning number. Then, the MPU 92 controls the display of the dual-purpose display unit 66 so that a display corresponding to the determined stop order information is initiated on the dual-purpose display unit 66. This display on the dual-purpose display unit 66 continues until all reels 32L, 32M, and 32R have stopped in the current game. Then, a fall replay avoidance command is sent to the production-side MPU 92. Information is set in the fall replay avoidance command to enable the production-side MPU 92 to specify the stop order of the reels 32L, 32M, and 32R that will prevent the first or second fall replay win in the current game.
[0242] Although detailed explanations are omitted, when the gaming state is in the ready state ST5 and a winning number of "29" to "34" is set in the lottery process for winning combinations (FIG. 14), a process is executed to notify the stop order of the reels 32L, 32M, and 32R that will prevent the first fall replay win. On the other hand, even if a winning number of "35" to "40" is set in the lottery process for winning combinations (FIG. 14) when the gaming state is in the ready state ST5, the stop order of the reels 32L, 32M, and 32R that will prevent the second fall replay win is not notified. Since the condition for transitioning from the ready state ST5 to the ART state ST6 is the achievement of a second RT replay win, if a transition to the ready state ST5 occurs in the second RT mode, the achievement of a second fall replay win is not prevented, so it is possible to fall back to the first RT mode and provide an opportunity for the second RT replay win.
[0243] Next, we will explain the notification process executed by the production-side MPU 92. The notification process is executed by the production-side MPU 92 as an interrupt process that is repeatedly executed at a relatively short cycle (for example, every 4 milliseconds).
[0244] In the notification process, when a bell winning command, a promotion replay command, or a fall replay avoidance command is received from the main MPU 72, a notification table for displaying on the image display device 63 an image of the stop order of the reels 32L, 32M, and 32R corresponding to the currently received command (the unit display images G1 to G3 already explained with reference to FIG. 8(a)) is read into the read area 94a in the performance-side RAM 94. The performance-side MPU 92 controls the execution of the notification according to the notification table, thereby causing the unit display images G1 to G3 to be displayed on the image display device 63. As a result, the stop order of the reels 32L, 32M, and 32R corresponding to the currently received stop order command is displayed on the image display device 63, as shown in FIG. 8(a), for example. This display on the image display device 63 continues until all of the reels 32L, 32M, and 32R have stopped in the current game.
[0245] Returning to the explanation of the first control process (Fig. 27) of the game section SC2, if the advantageous section flag is set to "1" in the game before this game (step S802: YES), it is determined whether or not any of the winning numbers "4", "6", "8", "15" is set in the lottery process of this role (Fig. 14) (step S809). If a positive determination is made in step S809, an ART transition lottery process is executed to determine whether or not a transition to the ART state ST6 occurs (step S810).
[0246] In the ART transition lottery process (step S810), first, the ART transition table corresponding to the winning number set in the lottery process for this role (Fig. 14) is read from the main ROM 73. In this case, the ART transition table is set so that the winning number with a lower winning probability has a higher probability of winning the transition to ART state ST6. In addition, the ART transition table is common regardless of the set value of "1" to "6". After that, the numerical information of the random number counter, which is periodically updated in the main RAM 74, is read, and the read numerical information is compared with the read ART transition table. This determines whether or not the transition to ART state ST6 has been won.
[0247] If the transition to the ART state ST6 is successful (step S811: YES), the ART winning flag provided in the main RAM 74 is set to "1" (step S812). The ART winning flag is a flag for the main MPU 72 to identify that it is necessary to transition to the preparation state ST5.
[0248] As described above, the advantageous transition lottery process (step S804) and the ART transition lottery process (step S810) are executed when one of the winning numbers "4", "6", "8", or "15" is set in the role lottery process (FIG. 14). The roles corresponding to these winning numbers are all roles with the same winning probability between the set values of "1" to "6". In other words, the advantageous transition lottery process and the ART transition lottery process are executed when a role with no set difference in winning probability is won. This makes it possible to prevent advantageous or disadvantageous situations from occurring between the set values of "1" to "6" regarding the transition probability to the advantageous zone SC2 and the transition probability to the ART state ST6.
[0249] Next, the response process at the end of a game, which is executed by the main MPU 72, will be described with reference to the flowchart in Fig. 28. The response process at the end of a game is executed in step S310 of the normal process (Fig. 13). This process of step S310 is executed after the reel control process (step S308), and therefore is executed after the rotation of all reels 32L, 32M, and 32R in one game has stopped.
[0250] First, a bonus process is executed to control the transition to the BB state ST3 or the RB state ST4 and to control the progress (step S901). The bonus process will be described in detail later. After that, on the condition that the state is not the bonus internal state ST2, the BB state ST3, or the RB state ST4 (step S902: NO), a lottery mode control process is executed (step S903). In the lottery mode control process, if a first RT replay win is achieved in the current game, a transition from the normal mode to the first RT mode is made, if a second RT replay win is achieved in the current game, a transition from the first RT mode to the second RT mode is made, if a first fall replay win is achieved in the current game, a transition from the first RT mode to the normal mode is made, and if a second fall replay win is achieved in the current game, a transition from the second RT mode to the first RT mode is made.
[0251] Then, jump to the process corresponding to the current gaming state (step S904). Specifically, if the gaming state is the normal gaming state ST1, execute the normal processing (step S905), if the gaming state is the ready state ST5, execute the ready state processing (step S906), and if the gaming state is the ART state ST6, execute the ART state processing (step S907). Also, if a positive determination is made in step S902, or if any of the processes in steps S905 to S907 is executed, execute the second control processing of the gaming area (step S908). In the second control processing of the gaming area, if the transition condition from the advantageous area SC2 to the normal area SC1 is established, execute the processing to transition the gaming area to the normal area SC1.
[0252] 29 is a flowchart showing the second control process for the game period. As described above, the response process at the end of a game is executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game, and therefore the second control process for the game period is also executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game.
[0253] In steps S1001 to S1011, when the number of games continued in the advantageous section SC2 reaches the upper limit number of games, processing is executed to end the advantageous section SC2. The content of these processing steps will be explained in detail later.
[0254] If it is in the advantageous section SC2 (step S1003: YES) and a negative determination is made in step S1006, it is determined whether the gaming state is the normal gaming state ST1 and the value of the advantageous maintenance counter provided in the main RAM 74 is "0" (step S1012). The advantageous maintenance counter is a counter for specifying the remaining number of advantageous maintenance games in the main MPU 72 when the advantageous section SC2 is maintained for the advantageous maintenance game number even after transitioning to the normal gaming state ST1 when the ART state ST6 ends and the gaming state transitions to the normal gaming state ST1.
[0255] If a positive determination is made in step S1012, it is determined whether the value of the unannounced flag in the main RAM 74 is "0" (step S1013). As already explained, the unannounced flag is a flag for the main MPU 72 to identify whether or not a winning number of "1" to "3" has been set in the lottery process for the winning combination (FIG. 14) after the transition to the advantageous zone SC2, and an announcement of the stop order of the reels 32L, 32M, and 32R that enables the establishment of the first bell win has already occurred. If an announcement of the stop order has already occurred, the value of the unannounced flag is "0."
[0256] If a positive determination is made in step S1013, initialization processing of the advantageous zone SC2 is executed (step S1014). In the initialization processing of the advantageous zone SC2, the advantageous zone flag in the main RAM 74 is cleared to "0." Furthermore, in the initialization processing of the advantageous zone SC2, even if the player is in either the ready state ST5 or the ART state ST6, various data indicating the game state (the ready state ST5 or the ART state ST6), including counters for storing the number of games continued in the game state (the ready state ST5 or the ART state ST6), are cleared, thereby transitioning the game state to the normal game state ST1. Note that, since the processing of step S1014 is executed on the condition that the player is in the normal game state ST1, the processing to clear the advantageous zone flag to "0" is executed without executing the processing to clear the various data.
[0257] Thereafter, the advantageous zone display unit 67 is switched from the lit state to the unlit state (step S1015), whereby the notification of the advantageous zone SC2 in the advantageous zone display unit 67 is terminated.
[0258] As described above, even in the normal gaming state ST1, the advantageous zone SC2 does not end if the unannounced flag is set to "1." This means that the advantageous zone SC2 continues from the start of the advantageous zone SC2 until the stop order of the reels 32L, 32M, and 32R that allows the first bell win is announced once. If the BB state ST3 or RB state ST4 begins while the advantageous zone SC2 is continuing, the likelihood of transitioning to the ART state ST6 increases. Therefore, the player will pay attention to whether the stop order of the reels 32L, 32M, and 32R that allows the first bell win is announced, which can increase the player's interest in the game.
[0259] Next, the normal processing executed by the main MPU 72 will be described with reference to the flowchart of Fig. 30. The normal processing is executed in step S905 of the end-of-game response processing (Fig. 28). The end-of-game response processing is executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game, so the normal processing is also executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game.
[0260] In normal processing, first, it is determined whether the ART winning flag in the main RAM 74 is set to "1" (step S1101). If the ART winning flag is set to "1" (step S1101: YES), it means that a win to transition to the ART state ST6 has occurred in the ART transition lottery process (step S811 of the first control process of the game area (Fig. 27)). In this case, the ART winning flag is cleared to "0" (step S1102), and the initial continuation game number setting process is executed to set the continuation game number in the ART state ST6 to "50" (step S1103).
[0261] Thereafter, the preparation state flag in the main RAM 74 is set to "1" and the game state is transitioned to the preparation state ST5 (step S1104). As a result, the preparation state process of step S906 is executed in the response process at the end of the game (FIG. 28). Thereafter, a preparation start command is sent to the presentation-side MPU 92 (step S1105). The preparation start command is a command for making the presentation-side MPU 92 recognize that the preparation state ST5 is about to begin. When the presentation-side MPU 92 receives the preparation start command, it starts a presentation corresponding to the preparation state ST5.
[0262] If a negative determination is made in step S1101, or if the processing of step S1105 is performed, it is determined whether the value of the advantage maintenance counter in the main RAM 74 is "1" or greater (step S1106). As already explained, when the ART state ST6 ends and the game state transitions to the normal game state ST1, the advantage maintenance counter is a counter for the main MPU 72 to determine the remaining number of games in the advantage maintenance game count when the advantageous zone SC2 is maintained for the advantage maintenance game count even after transitioning to the normal game state ST1. If the value of the advantage maintenance counter is 1 or greater, the main MPU 72 determines that it is an advantageous maintenance zone, and if the value of the advantage maintenance counter after subtracting 1 becomes "0", it determines that the advantageous maintenance zone has ended. If the value of the advantage maintenance counter is "1" or greater (step S1106: YES), the value of the advantage maintenance counter is subtracted by 1 (step S1107), and this normal processing is terminated.
[0263] Next, the process for adding bonuses executed by the main MPU 72 will be described with reference to the flowchart in Fig. 31. The process for adding bonuses is executed in step S419 in the lottery process for winning combinations (Fig. 14). The process in step S419 is executed after the winning combination has been determined at the start of the game.
[0264] In the process for adding bonus, if the game state is the preparation state ST5 or the ART state ST6 (step S1201: YES), it is determined whether or not any of the winning numbers "4" to "8", "15", or "16" has been set in the lottery process for this role (FIG. 14) (step S1202). If the determination is affirmative in step S1202, the process for adding bonus is executed (step S1203).
[0265] In the bonus lottery process (step S1203), first, the bonus table corresponding to the winning number set in the current role lottery process (FIG. 14) is read from the main ROM 73. In this embodiment, there are two types of bonus wins that add the number of games to be played in ART state ST6: a first bonus win that adds 50 to the number of games to be played, and a second bonus win that adds 100 to the number of games to be played. The bonus table is set so that winning numbers with lower winning probabilities have a higher probability of winning an bonus (either the first or second bonus win). Note that the bonus table is common between the setting values of "1" to "6," but at least one of the probability of winning an bonus (either the first or second bonus win) and the expected number of games to be played may differ depending on the setting value. Then, the numerical information of the random number counter, which is periodically updated in the main RAM 74, is read, and the read numerical information is compared with the read bonus table. This determines whether or not an additional win has been made (either a first additional win or a second additional win), and if an additional win has been made, the type of additional win.
[0266] If an additional win is obtained (step S1204: YES), it is determined whether the gaming state is in ART state ST6 (step S1205). If the gaming state is in ART state ST6 (step S1205: YES), an additional setting process during ART is executed (step S1206). In the additional setting process during ART, the value of the number of additional games ("50" or "100") corresponding to the currently selected lottery result is added to the ART game number counter provided in the main RAM 74. The ART game number counter is a counter for specifying the remaining number of continued games in ART state ST6 by the main MPU 72.
[0267] Then, the ART mid-addition flag provided in the main RAM 74 is set to "1" (step S1207), and this add-on processing is terminated. The ART mid-addition flag is a flag that allows the main MPU 72 to identify that an add-on win has occurred in the ART state ST6.
[0268] If it is determined in step S1205 that the gaming state is not the ART state ST6, it means that the gaming state is the preparation state ST5, so the additional setting process during the preparation state is executed (step S1208). In the additional setting process during the preparation state, the value of the additional game number corresponding to the lottery result selected this time ("50" or "100") is added to the ART game number counter provided in the main RAM 74.
[0269] Thereafter, the preparation additional flag provided in the main RAM 74 is set to "1" (step S1209), and this additional processing is terminated. The preparation additional flag is a flag that allows the main MPU 72 to identify that an additional win has occurred in the preparation state ST5.
[0270] Next, the ready state process executed by the main MPU 72 will be described with reference to the flowchart in Fig. 32. The ready state process is executed in step S906 of the end-of-game response process (Fig. 28). The end-of-game response process is executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game, so the ready state process is also executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game.
[0271] In the preparation state processing, if the preparation addition flag in the main RAM 74 is set to "1" (step S1301: YES), this means that an addition win (first addition win or second addition win) has been achieved in the addition lottery processing (step S1203 of the addition processing (Figure 31)), so a preparation addition command is sent to the performance side MPU 92 (step S1202), and the preparation addition flag is cleared to "0" (step S1203). The preparation addition command is a command indicating that the number of continuing games in the ART state ST6 has been added in the preparation state ST5. When the performance side MPU 92 receives the preparation addition command, it executes an addition effect indicating that the current number of added games set in the preparation addition command has been granted.
[0272] If a negative determination is made in step S1301, or if the processing of step S1303 is performed, it is determined whether or not a second RT replay win has been achieved in this game (step S1304). If a second RT replay win has been achieved (step S1304: YES), this means that an opportunity to transition from the preparation state ST5 to the ART state ST6 has occurred, so ART start processing is executed (step S1305). In the ART start processing, information is set in the main RAM 74 so that the ART state processing of step S907 is executed in the corresponding processing at the end of the game (Figure 28). As a result, the game state becomes the ART state ST6.
[0273] In addition, in the ART start processing (step S1305), if the gaming state before the start of the preparation state ST5 is the bonus state and the gaming state immediately before the bonus state is the ART state ST6, it means that the game has returned to the ART state ST6, so settings are made to return to the gaming situation in the ART state ST6 immediately before the transition to the bonus state. However, if an addition to the number of continued games in the ART state ST6 occurs in the bonus state, the game will return to the ART state ST6 from the state in which the added number of games has been added. In addition, in the ART start processing (step S1305), if the current preparation state ST5 is triggered by a win to transition to the ART state ST6 in the BB state ST3 or RB state ST4, the information on the number of games to start the ART state ST6, 50, is added to the ART game number counter in the main RAM 74. In this case, if the game state before the preparation state ST5 is a bonus state and in that bonus state not only has a win to transition to the ART state ST6 but also an additional win to the number of remaining continuation games in the ART state ST6, the ART state ST6 will start with the number of continuation games granted as a result of the additional win. Also, if an additional win to the number of remaining continuation games in the ART state ST6 has occurred in the preparation state ST5, the ART state ST6 will start with the number of continuation games granted as a result of the additional win.
[0274] After executing the ART start processing in step S1305, an ART start command indicating that a transition to ART state ST6 has occurred is sent to the production side MPU92 (step S1306), and this preparation state processing is terminated. The ART start command contains information indicating whether or not this transition to ART state ST6 corresponds to a return to ART state ST6, and if it does not correspond to a return to ART state ST6, it contains information indicating that 50 games have been given as the number of games to start ART state ST6.
[0275] Next, the ART state processing executed by the main MPU 72 will be described with reference to the flowchart of Fig. 33. The ART state processing is executed in step S907 of the response processing at the end of a game (Fig. 28). The response processing at the end of a game is executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game, so the ART state processing is also executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game.
[0276] In the ART state processing, if the ART addition flag in the main RAM 74 is set to "1" (step S1401: YES), this means that an addition win (first addition win or second addition win) has been achieved in the addition lottery processing (step S1203 of the addition processing (Figure 31)), so an ART addition command is sent to the performance side MPU 92 (step S1402), and the ART addition flag is cleared to "0" (step S1403). The ART addition command is a command indicating that the number of continuing games in the ART state ST6 has been added in the ART state ST6. When the performance side MPU 92 receives the ART addition command, it executes an addition effect indicating that the current number of added games set in the ART addition command has been granted. Details of the addition effect will be described later.
[0277] If a negative determination is made in step S1401, or if the processing of step S1403 is performed, the value of the ART game number counter in the main RAM 74 is subtracted by 1 (step S1404). Then, on the condition that the value of the ART game number counter after the subtraction of 1 is "0" (step S1405: YES), the processing of steps S1406 and S1407 is executed.
[0278] Specifically, first, the ART state ST6 termination process is executed (step S1406). In this termination process, data is set to transition the gaming state from the ART state ST6 to the normal gaming state ST1. As a result, for example, in the corresponding process at the end of the game (FIG. 28), the normal processing of step S905 is executed. Furthermore, in the ART state ST6 termination process, the advantage maintenance process is executed. In the advantage maintenance process, first, it is determined whether the value of the advantage continuation counter in the main RAM 74 is equal to or less than the number of games that can be continued (specifically, "1200"). This number of games that can be continued is set to a number of games that is less than the upper limit number of games (specifically, "1500") of the number of games that can be continued in the advantageous zone SC2, and is also set to a number of games that is less than the number of games that will start the ending performance of the advantageous zone SC2. If the value of the advantage continuation counter is equal to or less than the number of games that can be continued, the advantage maintenance lottery table is read from the main ROM 73. A winning value corresponding to an advantage maintenance win is set in the advantage maintenance lottery table. Then, the numerical information of the random number counter, which is periodically updated in the main RAM 74, is read, and the read numerical information is compared with the read advantage maintenance lottery table to determine whether or not an advantage maintenance win has been achieved. If an advantage maintenance win has been achieved, a value corresponding to the number of advantage maintenance games (specifically, "10") is set in the advantage maintenance counter of the main RAM 74. As a result, even after the ART state ST6 has ended, the game zone is maintained in the advantageous zone SC2 until the number of advantage maintenance games has been played.
[0279] Then, an ART end command indicating that the ART state ST6 has ended is sent to the production side MPU92 (step S1407), and this ART state processing is terminated. By receiving the ART end command, the production side MPU92 executes an effect corresponding to the end of the ART state ST6, and after the effect ends, an effect corresponding to the normal game state ST1 that is not an advantageous maintenance interval is executed. In addition, if an advantageous maintenance win is obtained in step S1406, information indicating that an advantageous maintenance win has been obtained is set in the ART end command.
[0280] Next, the bonus processing executed by the main MPU 72 will be described with reference to the flowchart in Fig. 34. The bonus processing is executed in step S901 of the end-of-game response processing (Fig. 28). The end-of-game response processing is executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game, so the bonus processing is also executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game.
[0281] In the bonus process, when a BB win corresponding to the BB winning data stored in the master RAM 74 is achieved (step S1501: YES), the BB flag provided in the master RAM 74 is set to "1" (step S1502). The BB flag is a flag for the master MPU 72 to identify that the BB state ST3 is in effect.
[0282] If the currently established BB win is the third BB win or the fourth BB win (step S1503: YES), a specific bonus flag provided in the master RAM 74 is set to "1" (step S1504). The third BB winning data that enables the establishment of the third BB win is set to an index value IV=7 in any of the lottery tables for the normal mode (FIG. 15), the lottery table for the first RT mode (FIG. 17), and the lottery table for the second RT mode (FIG. 19). The fourth BB winning data that enables the establishment of the fourth BB win is set to an index value IV=8 in any of these lottery tables. These index values IV=7, IV=8 are set as roles with the same winning probability between the set values of "1" to "6". In other words, the specific bonus flag is a flag that allows the master MPU 72 to determine whether a bonus win with no set difference in winning probability has been established. When a bonus win occurs in which there is a setting difference in the winning probability, the game zone is not set to shift from the normal zone SC1 to the advantageous zone SC2 at the start of the bonus state, whereas when a bonus win occurs in which there is no setting difference in the winning probability, the game zone is set to shift from the normal zone SC1 to the advantageous zone SC2 at the start of the bonus state.
[0283] On the other hand, if an RB win corresponding to the RB winning data stored in the main RAM 74 is achieved (step S1501: NO, step S1505: YES), the RB flag provided in the main RAM 74 is set to "1" (step S1506). The RB flag is a flag for the main MPU 72 to identify that the RB state ST4 is in effect.
[0284] Furthermore, if the currently established RB winning is the first RB winning (step S1507: YES), the specific bonus flag in the master RAM 74 is set to "1" (step S1508). The first RB winning data that enables the establishment of the first RB winning is set to index value IV=9 in any of the lottery table for normal mode (FIG. 15), the lottery table for first RT mode (FIG. 17), and the lottery table for second RT mode (FIG. 19). The index value IV=9 is set as a combination with the same winning probability between the set values of "1" to "6". Therefore, in order for the master MPU 72 to determine that the current RB winning corresponds to the establishment of a bonus winning with no set difference in the winning probability, the specific bonus flag is set to "1" in step S1508.
[0285] If a negative determination is made in step S1503, if the processing of step S1504 is executed, if a negative determination is made in step S1507, or if the processing of step S1508 is executed, a total payout counter provided in the main RAM 74 is cleared to "0" (step S1509). The total payout counter is a counter used by the main MPU 72 to determine the total number of gaming media awarded to the player in the bonus state. The main MPU 72 determines whether the condition for ending the bonus state has been met based on the value of the total payout counter.
[0286] Thereafter, a bonus start command indicating that a bonus state will be started is sent to the production-side MPU 92 (step S1510). The bonus start command contains information indicating the type of bonus state to be started (1st BB win, 2nd BB win, 3rd BB win, 4th BB win, 1st RB win, or 2nd RB win). When the production-side MPU 92 receives the bonus start command, it executes a performance corresponding to the type of bonus state to be started.
[0287] Thereafter, it is determined whether the master ending effect flag stored in the master RAM 74 is set to "1" (step S1511). The master ending effect flag, which will be described in detail later, is a flag used by the master MPU 72 to identify that an ending effect is being executed, which starts when the number of continuing games in the advantageous section SC2 approaches the upper limit number of games. If a negative determination is made in step S1511, a freeze counter setting process is executed (step S1512).
[0288] In the freeze counter setting process, numerical information corresponding to the freeze period (specifically, 10 seconds) at the start of the bonus is set in a freeze counter provided in the main RAM 74. The numerical information set in the freeze counter is periodically decremented by a timer subtraction process (step S209) in the timer interrupt process (FIG. 12). When a numerical value is set in the freeze counter in the bonus process, the process waits in step S314 in the normal process (FIG. 13). This puts the game into a state of waiting for the start of a new game. In this state of waiting for the start of a new game, the upper lamp 61, the speaker 62, and the image display device 63 are activated to display an effect corresponding to the start of the bonus state, thereby enabling the player to clearly recognize that a transition to the bonus state has occurred, and emphasizing the transition to the bonus state gives the player a sense of satisfaction. The state of waiting in step S314 in the normal process (FIG. 13) is released when the value of the freeze counter becomes "0."
[0289] If the BB flag or RB flag in the main RAM 74 is set to "1" (step S1501: NO, step S1505: NO, step S1513: YES), processing for the bonus state is executed to control the progress of the BB state ST3 or RB state ST4 (step S1514).
[0290] Here, the bonus state process (step S1514) will be explained. In the bonus state process, if game media have been awarded in the current game, a value corresponding to the number of game media awarded this time is added to the total payout counter in the main RAM 74. Then, it is determined whether the value of the total payout counter after the addition is equal to or greater than the termination reference number corresponding to the current bonus state. Specifically, if the current bonus state is the BB state ST3, it is determined whether the value is equal to or greater than the BB termination reference number (for example, "350"), and if the current bonus state is the RB state ST4, it is determined whether the value is equal to or greater than the RB termination reference number (for example, "150").
[0291] If it is determined that the value of the total payout counter after the addition is equal to or greater than the termination reference number corresponding to the current bonus state, the game state at the time of winning the bonus role that triggered this bonus state is the ready state ST5 or the ART state ST6, or the ART win flag in the main RAM 74 is set to "1," and the setting process for the ready state ST5 is executed. In the setting process for the ready state ST5, the ART win flag in the main RAM 74 is cleared to "0." Also, information in the main RAM 74 is set so that the ready state process in step S906 is executed in the response process at the end of game play (FIG. 28). As a result, the game state after the end of this bonus state becomes the ready state ST5.
[0292] If it is determined that the ART winning flag is not set to "1" or if the setting process for the preparation state ST5 has been performed, a bonus end command indicating that the bonus state will end is sent to the production-side MPU 92. The bonus end command contains information indicating whether the game state after the bonus state ends will be the normal game state ST1 or the preparation state ST5. By receiving the bonus end command, the production-side MPU 92 starts a performance indicating that the bonus state ends, and after the performance ends, starts a performance corresponding to the game state after the bonus state ends.
[0293] After sending the bonus end command, it is determined whether the master ending effect flag in the master RAM 74 is set to "1." The master ending effect flag, which will be described in detail later, is a flag that the master MPU 72 uses to identify that an ending effect is being executed, which starts when the number of continuing games in the advantageous section SC2 approaches the upper limit number of games. If it is determined that the master ending effect flag is not set to "1," the freeze counter setting process is executed, and the process for this bonus state is terminated.
[0294] In the freeze counter setting process, numerical information corresponding to the freeze period (specifically, 10 seconds) at the end of the bonus is set in a freeze counter provided in the main RAM 74. The numerical information set in the freeze counter is periodically decremented by a timer subtraction process (step S209) in the timer interrupt process (FIG. 12). When a numerical value is set in the freeze counter in the bonus state process, the process waits in step S314 in the normal process (FIG. 13). This puts the game into a state of waiting for the start of a new game. In this state of waiting for the start of a new game, an effect corresponding to the end of the bonus state is executed by the upper lamp 61, speaker 62, and image display device 63, thereby making it possible for the player to clearly recognize that the bonus state has ended. The state of waiting in step S314 in the normal process (FIG. 13) is released when the value of the freeze counter becomes "0."
[0295] Next, the bonus processing at the start of the game executed by the main MPU 72 will be described with reference to the flowchart in Figure 35. The bonus processing at the start of the game is executed in step S418 in the lottery processing for winning combinations (Figure 14). The processing in step S418 is executed after the winning combination has been determined at the start of the game.
[0296] In the bonus processing at the start of the game, if the advantageous zone flag in the main RAM 74 is not set to "1" (step S1601: NO), it is determined whether or not this is the start game of the bonus state, which is the game that is executed first after transitioning to the bonus state (step S1602). If a positive determination is made in step S1602, this means that the bonus state this time has started in a situation where it is in the normal zone SC1, so the processing of steps S1603 to S1606 is executed.
[0297] Specifically, if the specific bonus flag in the main RAM 74 is set to "1" (step S1603: YES), the advantageous zone flag in the main RAM 74 is set to "1" and the specific bonus flag is cleared to "0" (step S1604). Then, a beneficial zone start command is sent to the production MPU 92 (step S1605), and the lighting process of the advantageous zone display unit 67 is executed (step S1606). In this lighting process, the advantageous zone display unit 67 is switched from an unlit state to an lit state. As already explained, when the specific bonus flag is set to "1," this means that the current bonus state is triggered by a bonus combination for which there is no set difference in the winning probability. In other words, when a bonus state corresponding to a bonus combination for which there is no set difference in the winning probability is entered, even if the game zone before the bonus state was entered was the normal zone SC1, the game in which the bonus state was entered will be set to the advantageous zone SC2. Then, by being set to the advantageous section SC2 in the game in which the bonus state has started, processing is executed to grant the player the benefit related to the ART state ST6 after step S1607. Therefore, it is possible to make the bonus state corresponding to the bonus role in which there is no setting difference in the winning probability more advantageous than the bonus state corresponding to the bonus role in which there is a setting difference in the winning probability.
[0298] If it is determined in step S1601 that the advantageous zone flag is set to "1", it is determined whether the game state is a bonus state (step S1607). If the processing of step S1606 is performed, or if a positive determination is made in step S1607, it is determined whether the lottery trigger role has been won in the current game (step S1608). Specifically, it is determined that the lottery trigger role has been won if any of the winning numbers "4", "6", "8", or "15" is set in the lottery process for the current role (FIG. 14).
[0299] If a positive determination is made in step S1608, a favorable lottery process is executed (step S1609). In the favorable lottery process, the bonus bonus table is first read from the main ROM 73. The bonus bonus table is common regardless of the type of bonus state, but at least one of the probability of winning an additional bonus and the expected number of games to be played may differ depending on the type of bonus state. The bonus bonus table is common regardless of the type of lottery trigger combination that was won this time, but at least one of the probability of winning an additional bonus and the expected number of games to be played may differ depending on the type of lottery trigger combination that was won this time. The bonus bonus table is common between the setting values "1" to "6," but at least one of the probability of winning an additional bonus and the expected number of games to be played may differ depending on the setting value. Then, the numerical information of the random number counter, which is periodically updated in the main RAM 74, is read, and the read numerical information is compared with the bonus bonus table for the read bonus. This determines whether or not a favorable win has occurred.
[0300] If a favorable winning is obtained in the favorable lottery process (step S1609) (step S1610: YES), it is determined whether or not a trigger to transition to the current bonus state (BB state ST3 or RB state ST4) has occurred in the preparation state ST5 or ART state ST6 (step S1611). If a trigger to transition to the current bonus state has not occurred in the preparation state ST5 or ART state ST6 (step S1611: NO), it is determined whether or not the ART winning flag of the main RAM 74 is set to "1" (step S1612).
[0301] If a positive determination is made in step S1611 or if a positive determination is made in step S1612, an additional bonus setting process is executed (step S1613). In the additional bonus setting process, the value of the additional game number corresponding to the currently selected lottery result is added to the ART game number counter provided in the main RAM 74. The ART game number counter is a counter for specifying the remaining number of continued games in the ART state ST6 by the main MPU 72.
[0302] Then, in the bonus state, a bonus-time addition command indicating that the number of continuing games in the ART state ST6 has been added is sent to the production side MPU 92 (step S1614). The bonus-time addition command contains information on the number of added games that has occurred this time. By receiving the bonus-time addition command, the production side MPU 92 executes a performance indicating that the number of added games selected this time has been added.
[0303] On the other hand, if the game state at the time of winning the bonus role that triggered the current bonus state was neither the ready state ST5 nor the ART state ST6, and the ART winning flag is not set to "1" (step S1611 and step S1612: NO), the ART winning flag in the main RAM 74 is set to "1" (step S1615), and an ART winning command indicating that a transition to the ART state ST6 has been won is sent to the production side MPU 92 (step S1616). By receiving the ART winning command, the production side MPU 92 executes a performance in the current game indicating that the game will enter the ART state ST6 after the current bonus state ends.
[0304] Next, the ending presentation of the advantageous section SC2 will be explained. First, referring again to the flowchart in Fig. 29, the processing of steps S1001 to S1011 in the second control processing of the gaming section will be explained.
[0305] First, it is determined whether or not the freeze standby flag provided in the main RAM 74 is set to "1" (step S1001). The freeze standby flag is a flag for the main MPU 72 to identify that if a bonus state is entered during an ending presentation and the number of games continued in the advantageous section SC2 during the bonus state reaches the upper limit number of games, the main MPU 72 is in a state of waiting for the freeze setting at the end of the ending presentation until the bonus state ends.
[0306] If the freeze standby flag is set to "1" (step S1001: YES), a freeze setting process is executed (step S1002). The freeze setting process will be described in detail later. If the freeze standby flag is not set to "1" (step S1001: NO), it is determined whether the advantageous zone flag in the main RAM 74 is set to "1" to determine whether the game zone is the advantageous zone SC2 (step S1003). If the advantageous zone flag is set to "1" (step S1003: YES), the value of the advantageous continuation counter in the main RAM 74 is incremented by 1 (step S1004). Thereafter, an ending corresponding process is executed (step S1005).
[0307] Figure 36 is a flowchart showing the ending response processing executed by the main MPU 72. The ending response processing is executed in step S1005 in the second control processing for the gaming area (Figure 29). As already explained, the second control processing for the gaming area is executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game, and therefore the ending response processing is also executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game.
[0308] In the ending response process, first, it is determined whether or not the master ending effect flag provided in the master RAM 74 is set to "1" (step S1701). The master ending effect flag is a flag for the master MPU 72 to identify that the ending effect of the advantageous section SC2 is being executed.
[0309] If the main side ending effect flag is not set to "1" (step S1701: NO), it is determined whether the value of the advantageous continuation counter, which is a counter for measuring the number of continuing games in the advantageous section SC2 in the main side RAM74, is equal to or greater than the number of ending-compatible games (specifically, "1450") (step S1702). If a positive determination is made in step S1702, it is determined whether the sum of the value of the advantageous continuation counter in the main side RAM74 and the value of the ART game number counter in the main side RAM74 is equal to or greater than the upper limit number of games in the advantageous section SC2 (specifically, "1500") (step S1703). In other words, it is determined whether the sum of the number of games continuously executed in the advantageous section SC2 and the remaining number of continuing games in the ART state ST6 is equal to or greater than the upper limit number of games in the advantageous section SC2.
[0310] If a positive judgment is made in step S1703, it means that the number of continuing games in the advantageous section SC2 has reached the upper limit number of games in relation to the remaining number of continuing games in the ART state ST6. In this case, the master side ending effect flag in the master side RAM 74 is set to "1" (step S1704).
[0311] Then, an ending effect command indicating that the ending effect should be started is sent to the effect-producing MPU 92 (step S1705). By receiving the ending effect command, the effect-producing MPU 92 starts the ending effect even if another effect is being executed. In addition, the ending effect command is set with information corresponding to the number of games remaining until the number of games continued in the advantageous zone SC2 reaches the upper limit. This makes it possible for the effect-producing MPU 92 to grasp the number of games remaining until the number of games continued in the advantageous zone SC2 reaches the upper limit.
[0312] With the above configuration, when the number of continuing games in the advantageous section SC2 becomes equal to or greater than the number of ending-compatible games, and it is determined that the number of continuing games in the advantageous section SC2 will reach the upper limit number of games in relation to the remaining number of continuing games in the ART state ST6, the ending effect will be executed. In this case, the ending effect will be executed on the condition that the value of the ART game number counter is 1 or greater, so the game state in which the execution period of the ending effect starts will be either the ART state ST6, the bonus state (BB state ST3 or RB state ST4) that occurred during the ART state ST6, or the preparation state ST5 after the bonus state that occurred during the ART state ST6 has ended.
[0313] Returning to the explanation of the second control process for the game zone (FIG. 29), after executing the ending response process in step S1005, it is determined whether the value of the advantageous continuation counter in the main RAM 74 has reached a value corresponding to the upper limit number of games in the advantageous zone SC2 (specifically, "1500") (step S1006). If a positive determination is made in step S1006, initialization processing for the advantageous zone SC2 is executed (step S1007). In the initialization processing for the advantageous zone SC2, the advantageous zone flag in the main RAM 74 is cleared to "0." Furthermore, in the initialization processing for the advantageous zone SC2, even if the player is in either the ready state ST5 or the ART state ST6, various data indicating the game state (the ready state ST5 or the ART state ST6), including the counter for storing the number of games continued in the game state (the ready state ST5 or the ART state ST6), are cleared, thereby transitioning the game state to the normal game state ST1. Thereafter, the advantageous zone display unit 67 is switched from the on state to the off state (step S1008). This ends the notification in the advantageous zone display section 67 that the advantageous zone is SC2.
[0314] Thereafter, it is determined whether or not the master ending effect flag in the master RAM 74 is set to "1" (step S1009). If the determination in step S1009 is affirmative, a freeze setting process is executed (step S1010).
[0315] On the other hand, if a negative determination is made in step S1009, a forced termination command is sent to the production-side MPU 92 (step S1011). When the production-side MPU 92 receives the forced termination command, it executes a process for setting up the start of a normal effect. In this process, the upper lamp 61, the speaker 62, and the image display device 63 are caused to execute a normal return effect indicating a return to the normal gaming state ST1. Furthermore, after the normal return effect ends, the production-side MPU 92 is caused to execute an effect corresponding to the normal gaming state ST1 on the upper lamp 61, the speaker 62, and the image display device 63.
[0316] Next, the freeze setting process executed in step S1002 or step S1010 in the second control process for the gaming area (Fig. 29) will be described with reference to the flowchart in Fig. 37. Note that the second control process for the gaming area is executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game, and therefore the freeze setting process is also executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game.
[0317] In the freeze setting process, if the freeze standby flag in the main RAM 74 is not set to "1" (step S1801: NO), this means that the number of games continued in the advantageous section SC2 while the ending effect is being executed has reached the upper limit. In this case, the main ending effect flag in the main RAM 74 is first cleared to "0" (step S1802). Then, if the game state at the time the current game started was the BB state ST3 (step S1803: YES), it is determined whether or not the current game was the final game in the BB state ST3 (step S1804). If the current game was not the final game in the BB state ST3 (step S1804: NO), it is determined whether or not the total number of game media awarded to the player in the BB state ST3 is equal to or less than a specific reference number (step S1805). The specific reference number is set to a number smaller than the BB termination reference number; specifically, the specific reference number is set to "100," which is less than half of the BB termination reference number.
[0318] If a positive determination is made in step S1804 or if a positive determination is made in step S1805, an ending end effect setting process is executed (step S1806). In the ending end effect setting process, an ending end command is sent to the production side MPU 92. The ending end command is a command for making the production side MPU 92 recognize that it is time to end the ending effect. When the production side MPU 92 receives the ending end command, it causes the upper lamp 61, speaker 62, and image display device 63 to execute the ending end effect for a predetermined period (specifically, 15 seconds). In addition, the production side MPU 92 generates history configuration data upon receiving the ending end command. Details of the history configuration data will be described later. In the ending end effect setting process, numerical information corresponding to the freeze period at the end of the ending (specifically, 15 seconds) is set in the freeze counter of the main RAM 74. The numerical information set in the freeze counter is periodically subtracted by the timer subtraction process (step S209) in the timer interrupt process (Fig. 12). When a numerical value is set in the freeze counter in step S1806, the process waits in step S314 in the normal process (Fig. 13). This puts the game into a state of waiting for the start of a new game. By executing the ending effect while the start of a new game is being waited in this way, it is possible to draw the player's attention to the ending effect. The waiting state in step S314 in the normal process (Fig. 13) is released when the value of the freeze counter becomes "0".
[0319] On the other hand, if a negative judgment is made in both steps S1804 and S1805, the freeze standby flag in the master RAM 74 is set to "1" without executing the setting process for the ending effect (step S1807). If the game is not the final game in the BB state ST3 and the total number of gaming media awarded to the player in the BB state ST3 is not equal to or less than a specific reference number, the execution of the ending effect in the performance-side MPU 92 is extended in the normal section SC1 and the BB state ST3, even after the number of continuing games in the advantageous section SC2 reaches the upper limit number of games and the initialization process for the advantageous section SC2 is executed. Therefore, in such a situation, the freeze setting at the end of the ending effect is held until the timing when the extension of the ending effect ends, i.e., until the timing when the BB state ST3 ends. The freeze standby flag is a flag that allows the master MPU 72 to identify that the freeze setting is in a standby state.
[0320] If the game state at the start of the current game is not BB state ST3 (step S1803: NO), it is determined whether the current game is other than the final game in RB state ST4 (step S1808). If the current game is not RB state ST4 or if the current game is the final game in RB state ST4 (step S1808: NO), an ending end effect setting process is executed (step S1809). In the ending end effect setting process, as in step S1806, an ending end command is sent to the production side MPU 92. The ending end command is a command for causing the production side MPU 92 to recognize that it is time to end the ending effect. Upon receiving the ending end command, the production side MPU 92 executes the ending end effect for a predetermined period (specifically, 15 seconds) on the upper lamp 61, speaker 62, and image display device 63. Furthermore, upon receiving the ending end command, the production side MPU 92 generates history configuration data. Details of the history configuration data will be described later. In the process of setting the ending end effect, numerical information corresponding to the freeze period at the end of the ending (specifically, 15 seconds) is set in the freeze counter of the main RAM 74. The numerical information set in the freeze counter is periodically subtracted by the timer subtraction process (step S209) in the timer interrupt process (Fig. 12). When a value is set in the freeze counter in step S1806, the process waits in step S314 in the normal process (Fig. 13). This puts the game into a state of waiting for the start of a new game. By executing the ending end effect while the start of a new game is being waited in this way, it is possible to draw the player's attention to the ending end effect. The state of waiting in step S314 in the normal process (Fig. 13) is released when the value of the freeze counter becomes "0".
[0321] As described above, by executing the setting process for the ending effect in steps S1806 and S1809, if the number of continuing games in the advantageous section SC2 reaches the upper limit number of games during the execution period of the ending effect, and the game is not in a bonus state, if the game is in a bonus state but is the final game of the bonus state, or if the total number of gaming media awarded to the player in BB state ST3 is equal to or less than a specific reference number, a freeze period at the end of the ending will occur at the end of the game. Then, the ending effect will be executed during the freeze period at the end of the ending.
[0322] If the current game is in RB state ST4 and is not the final game of that RB state ST4 (step S1808: YES), the freeze standby flag in the master RAM 74 is set to "1" without executing the setting process for the ending effect (step S1810). If the current game is in RB state ST4 and is not the final game of that RB state ST4, even after the number of continued games in the advantageous section SC2 has reached the upper limit number of games and the initialization process for the advantageous section SC2 has been executed, the execution of the ending effect in the performance-side MPU 92 is extended in the normal section SC1 and in the RB state ST4. Therefore, in such a situation, the freeze setting at the end of the ending effect is held until the timing when the extension of the ending effect ends, that is, until the timing when the RB state ST4 ends. The freeze standby flag is a flag that allows the master MPU 72 to identify that the freeze setting is in a standby state.
[0323] If the freeze standby flag is set to "1" (step S1801: YES), it is determined whether or not this is the final game of the BB state ST3 or the RB state ST4 (step S1811). If the determination in step S1811 is affirmative, the state in which the ending presentation has been extended in this game will end. Therefore, after the freeze standby flag in the main RAM 74 is cleared to "0" (step S1812), the process of setting the ending presentation is executed (step S1813).
[0324] In the process for setting the ending end effect (step S1813), similar to steps S1806 and S1809, an ending end command is sent to the production-side MPU 92. The ending end command is a command for making the production-side MPU 92 recognize that it is time to end the ending effect. When the production-side MPU 92 receives the ending end command, it causes the upper lamp 61, speaker 62, and image display device 63 to execute the ending end effect for a predetermined period (specifically, 15 seconds). In addition, the production-side MPU 92 generates history configuration data in response to receiving the ending end command. Details of the history configuration data will be described later. In the process for setting the ending end effect, numerical information corresponding to the freeze period (specifically, 15 seconds) at the end of the ending is set in a freeze counter in the main RAM 74. The numerical information set in the freeze counter is periodically decremented by a timer decrement process (step S209) in the timer interrupt process (FIG. 12). When a value is set in the freeze counter in step S1813, the process waits in step S314 in the normal processing (FIG. 13). This puts the game into a state of waiting for the start of a new game. By executing the ending effect while the start of a new game is being waited in this way, it becomes possible to draw the player's attention to the ending effect. The state of waiting in step S314 in the normal processing (FIG. 13) is released when the value of the freeze counter becomes "0".
[0325] Next, before explaining the execution control of effects in the normal gaming state ST1, the configuration of the display layers for displaying one frame of an image on the image display device 63 (FIG. 1) will be described. One frame of an image on the image display device 63 is displayed by overlapping and combining multiple (specifically, eight types) display layers. FIG. 38 is an explanatory diagram for explaining the configuration of the display layers 101 to 108. As shown in FIG. 38, the display layers for displaying one frame of an image include a background display layer 101 on which a background image is mainly set, a first performance display layer 102 to a fifth performance display layer 106 on which images for various effects are set, and a first notification display layer 107 to a second notification display layer 108 on which images for various notifications are set. The background display layer 101 is located at the furthest back of the screen. Five performance display layers 102 to 106 are arranged from the background display layer 101 toward the front of the screen in the order of first performance display layer 102 → second performance display layer 103 → third performance display layer 104 → fourth performance display layer 105 → fifth performance display layer 106. Furthermore, two notification display layers 107 to 108 are arranged from the fifth performance display layer 106 toward the front of the screen in the order of first notification display layer 107 → second notification display layer 108. For this reason, the background image is displayed furthest back on the screen, the image for performance is displayed closer to the front of the screen than the background image, and the image for notification is displayed furthest forward on the screen.
[0326] As already explained, the production-side MPU 92 outputs to the VDP 95 a drawing list that specifies the content of the images to be displayed on the image display device 63. The VDP 95 creates, in the frame area of the video RAM 96, display data for one composite image generated by sequentially overlaying the images of the display layers 101 to 108 from the back of the screen to the front of the screen in the following order: image of the background display layer 101 → image of the first performance display layer 102 → image of the second performance display layer 103 → image of the third performance display layer 104 → image of the fourth performance display layer 105 → image of the fifth performance display layer 106 → image of the first notification display layer 107 → image of the second notification display layer 108, in accordance with the drawing list received from the production-side MPU 92. As already explained, the VDP 95 outputs one frame of image signals corresponding to the display data created in the frame area to the image display device 63, thereby causing the image display device 63 to display an image corresponding to the display data. As a result, one composite image is generated in such a manner that an image of the background display layer 101, an image of the first performance display layer 102, an image of the second performance display layer 103, an image of the third performance display layer 104, an image of the fourth performance display layer 105, an image of the fifth performance display layer 106, an image of the first notification display layer 107, and an image of the second notification display layer 108 are sequentially superimposed from the back of the screen to the front of the screen, and this composite image is displayed on the image display device 63 as one frame of a picture.
[0327] <Regarding execution control of effects in normal gaming state ST1> Next, the execution control of the effects in the normal gaming state ST1 will be described. In the normal gaming state ST1, effects corresponding to the first to sixth triggers are performed based on the occurrence of the first to sixth triggers. First, the first to sixth triggers will be described. The first to sixth triggers are triggers that occur when the effect-side MPU 92 receives a command from the main-side MPU 72. Specifically, the first trigger is the reception of a game start command, and the second trigger is the reception of a constant-speed rotation start command. The third trigger is the reception of a stop command set with information indicating that the stop buttons 42 to 44 corresponding to the first stop have been operated ON. The fourth trigger is the reception of a stop command set with information indicating that the stop buttons 42 to 44 corresponding to the second stop have been operated ON. The fifth trigger is the reception of a stop command set with information indicating that the stop buttons 42 to 44 corresponding to the third stop have been operated ON. The sixth trigger is the reception of an OFF operation command indicating that the stop buttons 42 to 44 corresponding to the third stop have been operated OFF.
[0328] As already explained, the game start command is a command transmitted in step S416 of the winning combination lottery process (FIG. 14), the constant speed spin start command is a command transmitted in step S603 of the reel control process (FIG. 24), the stop command command is a command transmitted in step S605 of the reel control process (FIG. 24), and the OFF operation command is a command transmitted in step S717 of the stop operation response process (FIG. 25). As already explained, the constant speed spin start command is transmitted after the game start command is transmitted, and the stop command command is transmitted after the constant speed spin start command is transmitted. Furthermore, the OFF operation command is transmitted after the stop command commands corresponding to the first to third stops are transmitted. Therefore, the first to sixth triggers occur in the order of the first trigger → the second trigger → the third trigger → the fourth trigger → the fifth trigger → the sixth trigger.
[0329] In the normal game state ST1, there are performed a normal base effect in which a background image corresponding to the normal game state ST1 is displayed and bass music is output, a pattern change effect in which the image display device 63 displays the changes in the left, right and middle patterns, a valid notification effect indicating that the operation of the stop buttons 42 to 44 has been validated, a left stop effect in which the changing left pattern stops on the image display device 63, a right stop effect in which the changing right pattern stops on the image display device 63, a reach notification effect in which a reach notification is given in accordance with the timing at which the changing right pattern stops, a long press notification effect in which a long press notification is given in accordance with the timing at which the changing right pattern stops, a middle stop effect in which the changing middle pattern stops on the image display device 63, a bonus notification effect in which a bonus has been won, a first expectation effect in which the probability of winning a bonus has been announced, a second expectation effect in which the probability of winning a BB has been announced if a bonus has been won, and a re-change effect in which the stopped middle pattern has been changed again. In the normal game state ST1, the display of the left, right and center patterns on the image display device 63 is performed as a presentation indicating whether or not a bonus has been won and the type of bonus win, separate from the fluctuation of the patterns on the reels 32L, 32M and 32R which are visible through the display window portions 21L, 21M and 21R.
[0330] Of the various effects described above, the normal base effect, the pattern change effect, the valid notification effect, the left stop effect, the right stop effect, and the center stop effect are effects that are executed regardless of the result of the lottery in the role lottery process (FIG. 14). In this embodiment, there are cases where neither a reach notification effect nor a long press notification effect is executed in response to the right stop effect, and cases where either a reach notification effect or a long press notification effect is executed in response to the right stop effect. When neither a reach notification effect nor a long press notification effect is executed in response to the right stop effect, the effect of one game ends when the center stop effect ends. On the other hand, when either a reach notification effect or a long press notification effect is executed in response to the right stop effect, the first expected effect may be executed after the center stop effect ends. Therefore, attention can be drawn to the presence or absence of an effect executed in response to the right stop effect and the type of effect.
[0331] When a reach notification effect is performed in response to a right stop effect, there are cases where a first expected effect is performed after the end of a center stop effect, and cases where the effect for one game ends with the end of the center stop effect. Therefore, it is possible to draw attention to whether or not the first expected effect will be performed after the end of the center stop effect. When a reach notification effect and a first expected effect are performed, there are cases where a bonus announcement effect is performed after the end of the first expected effect, and cases where the effect for one game ends with the end of the first expected effect. Therefore, it is possible to draw attention to whether or not a bonus announcement effect will be performed after the end of the first expected effect.
[0332] When a long press notification effect is performed in response to a right stop effect, a first expected effect is performed after the center stop effect ends. After that, there are cases where a second expected effect is performed after the first expected effect ends, and cases where the effect for one game ends with the end of the first expected effect. Therefore, it is possible to draw attention to whether or not the second expected effect will be performed after the end of the first expected effect. When a long press notification effect, a first expected effect, and a second expected effect are performed, there are cases where a re-variation effect is performed after the end of the second expected effect and the occurrence of a bonus win is announced, and cases where the effect for one game ends with the end of the second expected effect. Therefore, it is possible to draw attention to whether or not a re-variation effect will be performed after the end of the second expected effect.
[0333] 39(a) to 39(h) are explanatory diagrams for explaining the contents of various effects executed in the normal gaming state ST1. In the normal gaming state ST1, when the first trigger occurs, that is, when the effect-side MPU 92 receives a game start command, the normal base effect and the symbol change effect are started. As already explained, the normal base effect and the symbol change effect are executed regardless of whether or not a bonus win (first to fourth BB wins and first to second RB wins) occurs in the winning combination lottery process (FIG. 14).
[0334] As shown in Fig. 39(a), in the normal base effect, a background image G4 is displayed on the image display device 63, and normal base music is output from the speaker 62. In addition, in the pattern change effect, the left pattern, the right pattern, and the center pattern are displayed in a variable manner in the left area, the right area, and the center area of the image display device 63. In the pattern change effect, the left pattern, the right pattern, and the center pattern are displayed scrolling from the top of the screen of the image display device 63 to the bottom of the screen. In the image display device 63, the normal base effect and the pattern change effect proceed simultaneously.
[0335] The background image G4 is set to the background display layer 101 (Fig. 38). Also, an image showing how the left pattern changes is set to the first performance display layer 102 (Fig. 38), an image showing how the right pattern changes is set to the second performance display layer 103 (Fig. 38), and an image showing how the center pattern changes is set to the third performance display layer 104 (Fig. 38). As already explained, in the display data that the VDP 95 creates in the frame area of the video RAM 96, the images of the first performance display layer 102, the second performance display layer 103, and the third performance display layer 104 are set to be closer to the screen than the image of the background display layer 101. Therefore, in the image display device 63, the changing left pattern, right pattern, and center pattern are displayed closer to the screen than the background image G4. While the normal base performance and the pattern change performance are being executed, the sound output of the speaker 62 is controlled so that normal base music is output, and the light emission of the upper lamp 61 is controlled so that it emits light in a light emission mode corresponding to the normal base performance.
[0336] Thereafter, when a second trigger occurs, i.e., when the effect-side MPU 92 receives a constant-speed rotation start command, an effective notification effect is started. In the effective notification effect, sound output control of the speaker 62 is performed so that an effective notification sound is output to notify that operation of the stop buttons 42 to 44 has been validated. The effective notification effect is executed simultaneously with the normal base effect and the symbol change effect. The speaker 62 is capable of outputting two sounds simultaneously, and normal base music and the effective notification sound are output simultaneously. By executing the effective notification effect, the constant-speed rotation of the reels 32L, 32M, and 32R has started, and the player is made aware that it is now possible to stop the corresponding reel 32L, 32M, and 32R by operating the stop buttons 42 to 44.
[0337] Thereafter, when a third trigger occurs, that is, when the performance-side MPU 92 receives a stop command in which information indicating that the stop buttons 42 to 44 corresponding to the first stop have been operated to ON is set, a left stop performance is performed. As shown in FIG. 39(b), in the left stop performance, the variable display of the left pattern that has been performed in the left area of the image display device 63 ends, and the static display of one left pattern image G5 begins. The left pattern image G5 is set in the first performance display layer 102 (FIG. 38) in which an image showing the state in which the left pattern is varying has been set, and is displayed closer to the screen than the background image G4. The left pattern image G5 that is statically displayed in the left area of the image display device 63 is an image showing any one of the numbers "1" to "9." The type of the left pattern image G5 that is statically displayed is determined in a left stop performance lottery, which will be described later. In the right and central areas of the image display device 63, the variable display of the right and center patterns continues even after the static display of the left pattern image G5 has begun. In the left stop performance, the sound output control of the speaker 62 is performed so that a stop sound effect is output in accordance with the timing when the left pattern image G5 stops in the left area of the image display device 63. As described above, the speaker 62 is capable of outputting two sounds simultaneously, and normal base music and a stop sound effect are output simultaneously.
[0338] Thereafter, when a fourth trigger occurs, that is, when the performance-side MPU 92 receives a stop command in which information indicating that the stop buttons 42 to 44 corresponding to the second stop have been operated to ON is set, a right stop performance is executed. In the right stop performance, the variable display of the right pattern that has been performed in the right area of the image display device 63 ends, and the stopped display of one right pattern image G6 begins. In the right stop performance, there are cases where a right pattern image G6 showing the same number as the number shown in the left pattern image G5 stops in the right area of the image display device 63, resulting in a reach state, and cases where a right pattern image G6 showing a number different from the number shown in the left pattern image G5 stops, resulting in no reach state.
[0339] First, a case where a right stop effect is performed in a manner in which a reach state does not occur will be described. When a reach state does not occur, in the right stop effect, as shown in FIG. 39(c), the variable display of the right pattern that has been performed in the right area of the image display device 63 ends, and the stopped display of a right pattern image G6 showing a number different from the left pattern image G5 begins. As the right pattern image G6, nine types of images showing any number from "1" to "9" exist. The right pattern image G6 is set in the second effect display layer 103 (FIG. 38) in which an image showing the state in which the right pattern is changing has been set, and is displayed closer to the screen than the background image G4. In the central area of the image display device 63, the variable display of the middle pattern continues even after the stopped display of the right pattern image G6 begins. In the right stop effect, sound output control of the speaker 62 is performed so that a stop sound effect is output in time with the timing when the right pattern image G6 stops in the right area of the image display device 63. As described above, the speaker 62 can output two sounds simultaneously, namely, normal base music and stop sound effects. If a reach state does not occur, the reach notification effect and long press notification effect are not performed.
[0340] Thereafter, when a fifth trigger occurs, that is, when the performance-side MPU 92 receives a stop command containing information indicating that the stop buttons 42 to 44 corresponding to the third stop have been turned on, a center stop performance is performed. As shown in FIG. 39(d), in the center stop performance, the variable display of the center symbol that had been performed in the central area of the image display device 63 ends, and the static display of the center symbol image G7 begins. The center symbol image G7 is set in the third performance display layer 104 (FIG. 38), where an image showing the state of the variable center symbol was set, and is displayed closer to the screen than the background image G4. There are nine types of images representing any of the numbers "1" to "9" as the center symbol image G7. The type of the center symbol image G7 to be statically displayed is determined in a center stop performance lottery, which will be described later. When the static display of the center symbol image G7 begins, the left symbol image G5, the right symbol image G6, and the center symbol image G7 are statically displayed on the image display device 63. In the middle stop effect, the sound output control of the speaker 62 is performed so that a stop sound effect is output in time with the middle symbol image G7 stopping in the central area of the image display device 63. As described above, the speaker 62 is capable of outputting two sounds simultaneously, and normal base music and a stop sound effect are output simultaneously. If a reach state does not occur, the effect of one game ends when the middle stop effect ends.
[0341] On the other hand, when a right stop effect is performed in a manner in which a reach state occurs, either a reach notification effect or a long press notification effect is performed in accordance with the right stop effect. When a reach state occurs, in the right stop effect, as shown in Fig. 39(e), a reach state occurs when a right stop effect is performed in which a right pattern image G6 showing the same number ("1" in Fig. 39(e)) as the number ("1" in Fig. 39(e)) of the left pattern image G5 stopped and displayed in the left area of the image display device 63 stops in the right area. As in the case where a reach state does not occur, the right pattern image G6 is set in the second effect display layer 103 (Fig. 38) in which the image showing the state in which the right pattern changes was set, and is displayed on the front side of the screen than the background image G4.
[0342] In the reach notification effect performed in response to the right stop effect, the sound output of the speaker 62 is controlled so that a reach notification sound "reach" is output in synchronization with the timing when the right pattern image G6 stops in the right area of the image display device 63. The reach notification sound is output from the speaker 62 with priority over the stop sound effect in the right stop effect. As described above, the speaker 62 is capable of outputting two sounds simultaneously, and normal base music and the reach notification sound are output simultaneously. In this case, the stop sound effect is not output. The output of the reach notification sound makes the player aware that a reach state has occurred in which the numbers indicated by the left pattern image G5 and the right pattern image G6 match, thereby increasing the player's attention to the effect content. Note that a reach notification effect is always performed when a bonus notification effect is performed, but the performance of a reach notification effect does not necessarily result in a bonus notification effect.
[0343] In the long press notification effect performed in response to the right stop effect, the sound output of the speaker 62 is controlled so that a long press notification sound saying "long press" is output in time with the timing when the right pattern image G6 stops in the right area of the image display device 63. The long press notification sound is output from the speaker 62 with priority over the stop sound effect in the right stop effect. As described above, the speaker 62 is capable of outputting two sounds simultaneously, and the normal base music and the long press notification sound are output simultaneously. In this case, the stop sound effect is not output. The output of the long press notification sound can increase the sense of anticipation that the second expected effect may be started by long pressing the stop button 42 to 44 corresponding to the third stop. Note that the long press notification effect is always performed when the second expected effect is performed, but just because the long press notification effect is performed does not necessarily mean that the second expected effect will be performed.
[0344] After that, a middle stop effect is performed based on the occurrence of the fifth trigger. As already explained, in the middle stop effect, the variable display of the middle symbol that had been performed in the central area of the image display device 63 ends, and the static display of the middle symbol image G7 begins. The variable display of the middle symbol is performed in the order that the numbers displayed in the central area of the image display device 63 increase in ascending order by one from "1" to "9," and then return to "1" after reaching "9" (in the order of 1 → 2 → ... 8 → 9 → 1). In the middle stop effect when a reach state occurs, the static display of the middle symbol image G7, which indicates the number one before the number indicated by the left symbol image G5 and the right symbol image G6, begins. For example, as shown in FIG. 39(f), when the numbers in the left symbol image G5 and the right symbol image G6 are all "1," the static display of the middle symbol image G7, which indicates the number one before "1," begins.
[0345] Here, the first expected effect and the second expected effect will be explained. In the first expected effect, an expected effect image showing the expectation of a bonus win (first to fourth BB wins and first to second RB wins) is displayed on the image display device 63. In the second expected effect, an expected effect image showing the expectation of a BB win when a bonus win occurs is displayed on the image display device 63. Figures 40(a) to 40(e) are explanatory diagrams for explaining the effect contents of the first expected effect and the second expected effect, and Figure 40(f) is an explanatory diagram for explaining the correspondence between the type of first expected effect and the expectation of a bonus win, and the correspondence between the type of second expected effect and the expectation of a BB win when a bonus win occurs.
[0346] There are five types of expected performance images displayed on the image display device 63 in the first expected performance and the second expected performance: a bubble image G8 (Figure 40(a)), a water current image G9 (Figure 40(b)), a whirlpool image G10 (Figure 40(c)), a school of fish image G11 (Figure 40(d)), and a giant character image G12 (Figure 40(e)). In the first expected performance and the second expected performance, these expected performance images are displayed on the image display device 63 for 1.5 seconds.
[0347] As shown in Figure 40(f), in the first expectation effect, a bubble image G8 or a water current image G9 is displayed as the expectation effect image, indicating a low likelihood of winning the bonus, while a whirlpool image G10 or a school of fish image G11 is displayed as the expectation effect image, indicating a high likelihood of winning the bonus. Furthermore, a giant character image G12 is displayed as the expectation effect image, indicating a very high likelihood of winning the bonus. The player can grasp the likelihood of winning the bonus based on the type of expectation effect image displayed on the image display device 63 in the first expectation effect.
[0348] In the second expectation effect, a bubble image G8 or a whirlpool image G10 is displayed as the expectation effect image, indicating that the likelihood of winning the BB if a bonus is won is low, and a water current image G9 or a school of fish image G11 is displayed as the expectation effect image, indicating that the likelihood of winning the BB if a bonus is won is high. In addition, a giant character image G12 is displayed as the expectation effect image, indicating that the likelihood of winning the BB if a bonus is won is very high. The player can grasp the likelihood of winning the BB if a bonus is won based on the type of expectation effect image displayed on the image display device 63 in the second expectation effect.
[0349] The type of expected performance image displayed in the first expected performance does not affect the type of expected performance image displayed in the second expected performance, and the type of expected performance image displayed in the second expected performance does not affect the type of expected performance image displayed in the first expected performance. This makes it possible to create a large number of variations (specifically, 25 types) as combinations of the performance contents of the first expected performance and the second expected performance, thereby increasing the enjoyment of the game.
[0350] The existence of many combinations of the effect contents of the first expectation effect and the second expectation effect makes it possible to complicate the content that can be notified to the player. For example, if a bubble image G8 is displayed in the first expectation effect and then a giant character image G12 is displayed in the second expectation effect, it can indicate that although the expectation of a bonus win is low, if a bonus win occurs, there is a very high expectation that the bonus win will be a BB win, which is more advantageous to the player than an RB win. In this case, it is possible to make the player expect a BB win, even though the expectation of a bonus win is low.
[0351] Returning to the explanation of the flow of the presentation in the normal gaming state ST1, as shown in FIG. 39(f), after the center stop presentation is performed and the left pattern image G5, the right pattern image G6, and the center pattern image G7 are stopped on the image display device 63, in the first expectation presentation, one of five types of expectation presentation images is displayed on the image display device 63. In the first expectation presentation, the bubble image G8 (FIG. 40(a)), the water flow image G9 (FIG. 40(b)), the whirlpool image G10 (FIG. 40(c)), the school of fish image G11 (FIG. 40(d)), and the giant character image G12 (FIG. 40(e)) are set in the fourth presentation display layer 105. As already explained, in the display data that the VDP 95 creates in the frame area of the video RAM 96, the image of the fourth presentation display layer 105 is set closer to the screen than the images of the background display layer 101, the first presentation display layer 102, the second presentation display layer 103, and the third presentation display layer 104. Therefore, whatever the image of the expected effect displayed on the image display device 63 in the first expected effect, the expected effect image is displayed closer to the screen than the background image G4, the left pattern image G5, the right pattern image G6, and the center pattern image G7. In the first expected effect, sound output control of the speaker 62 is performed so that a first expected sound effect that raises the expectation of a bonus win is output in correspondence with the display of the expected effect image. As described above, the speaker 62 is capable of outputting two sounds simultaneously, and normal base music and the first expected sound effect are output simultaneously.
[0352] As already explained, the degree of expectation of a bonus win is indicated by the type of expectation effect image displayed in the first expectation effect. When a spiral image G10 (FIG. 40(c)) or a school of fish image G11 (FIG. 40(d)) indicating a high degree of expectation of a bonus win is displayed in the first expectation effect, the player can be made aware in advance that there is a high possibility that a bonus announcement effect or a second expectation effect will be performed after the first expectation effect has ended. Also, when a giant character image G12 (FIG. 40(e)) indicating a very high degree of expectation of a bonus win is displayed in the first expectation effect, the player can be made aware in advance that there is a very high possibility that a bonus announcement effect or a second expectation effect will be performed after the first expectation effect has ended.
[0353] The bonus announcement effect starts after the first expected effect ends. In the bonus announcement effect, as shown in FIG. 39(g), a bonus announcement image G13 is displayed on the image display device 63. The bonus announcement image G13 is set on the fifth effect display layer 106 (FIG. 38) after the display of the expected effect image in the first expected effect on the image display device 63 ends. As already explained, in the display data created by the VDP 95 in the frame area of the video RAM 96, the image of the fifth effect display layer 106 is set on the nearer side of the screen than the images of the background display layer 101, the first effect display layer 102, the second effect display layer 103, and the third effect display layer 104. Therefore, the bonus announcement image G13 is displayed on the nearer side of the screen than the background image G4, the left pattern image G5, the right pattern image G6, and the center pattern image G7. Furthermore, in the...
Claims
[Claim 1] In a gaming machine having a performance control means for controlling the execution of a performance, The performance control means includes: A first performance control means for controlling the execution of the first performance according to the first performance information based on the occurrence of a first execution opportunity during the execution of the performance; a second performance control means for controlling the execution of the second performance in accordance with the second performance information when a second execution trigger occurs during the execution of the performance and a predetermined start trigger occurs thereafter; A means for controlling execution of a specific performance in accordance with specific performance information based on the occurrence of a specific trigger; A means for reading out the first performance information and the specific performance information into separate storage areas in a predetermined situation in which the second performance is not executed; a means for reading out the first performance information, the specific performance information, and the second performance information into a same storage area in a specific situation where the second performance is executed; Equipped with The second presentation control means is configured to, when the second execution trigger occurs when the execution status of a predetermined presentation, which is either the first presentation or a specific presentation different therefrom, is a predetermined execution status, start the second presentation based on the occurrence of the predetermined start trigger thereafter, which is the end of the predetermined execution status.
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