gaming machines
The gaming machine optimizes presentation execution through a predetermined execution period with profit awards and effect control, ensuring continuous gameplay and enhanced player engagement.
Patent Information
- Application Number
- JP2024085265
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-05-27
- Publication Date
- 2025-08-13
- Estimated Expiration
- 2039-05-29
AI Technical Summary
Existing gaming machines lack optimal presentation execution mechanisms, necessitating improvements in how presentations are delivered.
A gaming machine that includes a means for generating a predetermined execution period with awarded profit, effect control during a predetermined period, and mid-way termination based on specific conditions, allowing for continued gameplay without reducing the number of bets.
Enables effective and optimal presentation execution, maintaining gameplay continuity and player engagement.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Pachinko machines and slot machines are known as gaming machines. For example, a pachinko machine has a storage section for storing gaming balls. The gaming balls stored in the storage section are guided to a gaming ball launcher and launched toward a gaming area in response to a player's launch operation. Then, for example, when a gaming ball enters a ball entry section provided in the gaming area, a lottery process is executed, or a process is executed to increase the number of gaming balls available to the player.
[0003] In a slot machine, when a start lever is operated to start a new game while gaming value such as medals has been bet, a lottery process is executed by a control means. Furthermore, when the lottery process is executed, the control means executes a rotation start control to start the reels, and when a stop button is operated during the rotation of the reels, the control means executes a rotation stop control to stop the rotation of the reels. If the stop result after the rotation of the reels has stopped corresponds to a winning combination in the lottery process, a bonus corresponding to the winning combination is awarded to the player (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-045989 Summary of the Invention [Problem to be solved by the invention]
[0005] Here, in gaming machines such as those exemplified above, it is necessary for the presentation to be executed appropriately, and there is still room for improvement in this regard.
[0006] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that is capable of executing presentations in an optimal manner. [Means for solving the problem]
[0007] In order to solve the above problem, the invention described in claim 1 comprises: a means for generating a predetermined execution period based on the occurrence of a predetermined trigger, in which a predetermined profit is awarded to a player when the predetermined execution period continues over a plurality of games and ends; a predetermined effect control means for controlling the effect execution means so that a predetermined effect period occurs over a plurality of games when a predetermined target game is executed during the predetermined execution period; a mid-way termination means for terminating the predetermined performance period during execution based on the establishment of a predetermined condition in a situation during the predetermined performance period; Equipped with The non-target games include a first non-target game, which is a game in which the number of bets is less than the maximum number of bets of the gaming machine and can be completed in one game, and a second non-target game, which is a game that occurs in a predetermined gaming state that continues over multiple games, The predetermined condition is established based on the occurrence of the predetermined gaming state during the predetermined performance period, The gaming machine includes a means for setting a predetermined effect content for the predetermined effect period based on the occurrence of the first non-target game during the predetermined effect period, The configuration is characterized in that even if the first non-target game occurs during the predetermined execution period, the remaining number of games to be continued during the predetermined execution period does not decrease. [Effects of the Invention]
[0008] According to the present invention, it is possible to preferably execute the performance. [Brief explanation of the drawings]
[0009] [Figure 1]FIG. 1 is a front view of a slot machine according to a first embodiment. [Figure 2] 1 is a perspective view of the slot machine with the front door open. FIG. [Figure 3] FIG. [Figure 4] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 5] 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the combination lines. FIG. [Figure 6] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 7] FIG. 10A is a front view of the common display area, and FIG. 10B is an explanatory diagram for explaining the contents of information corresponding to the stop order displayed on the common display section. [Figure 8] 10A and 10B are explanatory diagrams for explaining the relationship between the notification content of the stop order in the image display device and the display content of the stop order in the multi-purpose display unit. [Figure 9] FIG. 2 is an electrical configuration diagram of the slot machine. [Figure 10] 10 is a flowchart showing main processing executed by a main MPU. [Figure 11] 10 is a flowchart showing a timer interrupt process executed by the main MPU. [Figure 12] 10 is a flowchart showing normal processing executed by the main MPU. [Figure 13] 10 is a flowchart showing a start waiting process executed by the main MPU. [Figure 14] 10 is a flowchart showing a bet response process executed by the master MPU. [Figure 15] 10 is a flowchart showing a setting process at the start executed by the main MPU. [Figure 16] 10 is a flowchart showing the lottery process for determining winning combinations executed by the main MPU. [Figure 17] FIG. 10 is an explanatory diagram for explaining the role lottery table when betting three coins. [Figure 18]FIG. 10 is an explanatory diagram for explaining a role lottery table when two coins are bet. [Figure 19] FIG. 10 is an explanatory diagram for explaining the relationship between the order in which the reels stop and the winning patterns that are achieved. [Figure 20] 10 is a flowchart showing a reel control process executed by the main MPU. [Figure 21] 10 is a flowchart showing the response process executed by the main MPU when a game ends. [Figure 22] 1 is an explanatory diagram for explaining the game states and game zones that exist in a slot machine. FIG. [Figure 23] FIG. 2A is an explanatory diagram for explaining the first section and the second section, and FIG. 2B is an explanatory diagram for explaining the contents of each game state in the second section. [Figure 24] (a) An explanatory diagram for explaining the first CB role and the second CB role, and (b) An explanatory diagram for explaining the first CB state and the second CB state. [Figure 25] 10 is a flowchart showing a CB process executed by the main MPU. [Figure 26] 10A to 10H are time charts showing how the gaming state transitions to the CB state and how the transition to the CB state is restricted. [Figure 27] (a) to (c) are explanatory diagrams for explaining the content of notifications related to the winning status of the first CB role and the second CB role. [Figure 28] (a) to (j) are time charts showing how various notifications are executed in relation to the winning status of the CB combination and the number of gaming media bets. [Figure 29] 10 is a flowchart showing an internal notification control process executed by the production-side MPU. [Figure 30] 10 is a flowchart showing the control processing executed by the production-side MPU at the start of supply. [Figure 31] This is a flowchart showing the non-internal notification processing executed by the production side MPU. [Figure 32] This is a flowchart showing the first CB internal notification processing executed by the production side MPU. [Figure 33] This is a flowchart showing the second CB internal notification processing executed by the production side MPU. [Figure 34] FIG. 2 is an explanatory diagram for explaining the contents of a storage area of a main RAM. [Figure 35] 10A is a flowchart showing a full clear process executed by the main MPU, and FIG. 10B is a flowchart showing a partial clear process executed by the main MPU. [Figure 36] 10(a) to 10(h) are time charts showing how the partial clear process and the full clear process are executed by the main MPU. [Figure 37] 10 is a flowchart showing the first control processing of the gaming area executed by the main MPU. [Figure 38] 10 is a flowchart showing the second control processing of the gaming area executed by the main MPU. [Figure 39] 10 is a flowchart showing an ending handling process executed by the main MPU. [Figure 40] 10 is a flowchart showing advantageous lottery processing executed by the main MPU at the start of a game. [Figure 41] 10 is a flowchart showing normal processing executed by the main MPU. [Figure 42] FIG. 10A is an explanatory diagram for explaining the display content of the image display device when a first start command is received, and FIG. 10B is an explanatory diagram for explaining the display content of the image display device when a second start command is received. [Figure 43] (a) An explanatory diagram for explaining the relationship between the reel stopping order and the combination of symbols that can stop on the main line when the winning combination results in a loss in the lottery process for winning roles, and (b) an explanatory diagram for explaining the relationship between the reel stopping order and the combination of symbols that can stop on the main line when the winning combination results in an index value of 16 in the lottery process for winning roles. [Figure 44](a) and (b) are explanatory diagrams for explaining the relationship between the reel stopping order and the combinations of symbols that can stop on the main line when the winning combination results in a loss in the lottery process for winning roles, and (c) and (d) are explanatory diagrams for explaining the relationship between the reel stopping order and the combinations of symbols that can stop on the main line when the winning combination results in an index value of 16 in the lottery process for winning roles. [Figure 45] (a) is an explanatory diagram for explaining how a transition to a pseudo-bonus state occurs when the lottery process for the winning combination in the final game of the transition waiting period results in a miss, and how the reel stopping results indicate that the type of pseudo-bonus state is a big bonus; (b) is an explanatory diagram for explaining how a transition to a pseudo-bonus state occurs when the lottery process for the winning combination in the final game of the transition waiting period results in a miss, and how the reel stopping results indicate that the type of pseudo-bonus state is a regular bonus. [Figure 46] 10A is a flowchart showing a bonus type determination process executed by the main MPU, and FIG. 10B is a flowchart showing a third start setting process executed by the main MPU. [Figure 47] 10 is a flowchart showing a stop order notification control process executed by a main MPU. [Figure 48] 10 is a flowchart showing the normal performance control processing executed by the performance side MPU. [Figure 49] 10 is a flowchart showing a reel effect process executed by the main MPU. [Figure 50] 10(a) to 10(c) are explanatory diagrams for explaining the content of reel effects. [Figure 51] (a) to (g) are time charts showing how a transition to a pseudo bonus state is notified using the results of the reels stopping. [Figure 52] 10 is a flowchart showing the advantageous state processing executed by the main MPU at the start of the game. [Figure 53] 10 is a flowchart showing the pseudo bonus processing executed by the main MPU. [Figure 54]This is a flowchart showing the AT state processing executed by the main MPU at the start of the game. [Figure 55] 10 is a flowchart showing the AT processing executed by the main MPU. [Figure 56] (a) is an explanatory diagram for explaining the various tables provided in the production-side ROM, and (b) is an explanatory diagram for explaining the various areas of the production-side RAM for reading out data tables. [Figure 57] (a) An explanatory diagram for explaining the base presentation for the AT state, and (b) an explanatory diagram for explaining the base presentation for the added period. [Figure 58] 10 is an explanatory diagram illustrating an example of the data configuration of an AT data table. FIG. [Figure 59] This is a flowchart showing the performance control processing for AT executed by the performance side MPU. [Figure 60] 10 is a flowchart showing task processing executed by the production-side MPU. [Figure 61] 10(a) to 10(d) are time charts showing how pointer information to be referenced in the data tables stored in the first control area and the second control area is updated in the AT state. [Figure 62] 10 is a flowchart showing a loop lottery process executed by the main MPU. [Figure 63] 10 is a flowchart showing a loop addition process executed by the main MPU. [Figure 64] 10 is a flowchart showing a loop addition effect process executed by the effect-side MPU. [Figure 65] (a) to (f) are time charts showing how the presentation progresses when a loop lottery is executed by the main MPU. [Figure 66] An explanatory diagram for explaining the display contents of the image display device when irregular play is performed during the added period of the AT state. [Figure 67] 10 is a flowchart showing irregular processing executed by the production-side MPU. [Figure 68] 10 is a flowchart showing the pointer update process for the second control area executed by the production side MPU. [Figure 69] (a) to (e) are time charts showing how the progress of the base presentation for the added period is stopped by the execution of irregular play. [Figure 70] 10 is a flowchart showing the ending process executed by the production-side MPU. [Figure 71] (a) to (f) are time charts showing how the progress of the base presentation for the ending period is not stopped and how it is stopped by the execution of an irregular game. [Figure 72] (a) An explanatory diagram for explaining the various table groups provided in the production-side ROM in the second embodiment, and (b) an explanatory diagram for explaining the various areas of the production-side RAM for reading out data tables. [Figure 73] FIG. 10 is an explanatory diagram for explaining the contents of a data table for a predetermined type of irregularity. [Figure 74] (a) An explanatory diagram for explaining the first type of irregular mid-effect, and (b) an explanatory diagram for explaining the second type of irregular mid-effect. [Figure 75] 10 is a flowchart showing irregular processing executed by the production-side MPU. [Figure 76] 10 is a flowchart showing task processing executed by the production-side MPU. [Figure 77] 11 is a flowchart showing irregular processing executed by the production-side MPU in the third embodiment. [Figure 78] 10 is a flowchart showing the pointer update process for the second control area executed by the production side MPU. [Figure 79] A flowchart showing the AT state processing at the start of a game executed by the main MPU in the fourth embodiment. [Figure 80] FIG. 10 is an explanatory diagram for explaining various tables provided in the production-side ROM. [Figure 81]This is a flowchart showing the performance control processing for AT executed by the performance side MPU. [Figure 82] This is a flowchart showing the irregularity processing during premonitions executed by the production side MPU. [Figure 83] (a) to (f) are time charts showing the manner in which the presentation is executed when an irregular game occurs during the actual premonition period or the false premonition period. DETAILED DESCRIPTION OF THE INVENTION
[0010] First Embodiment A first embodiment of the present invention applied to a slot machine 10, which is a type of gaming machine, will be described in detail below with reference to the drawings. Fig. 1 is a front view of the slot machine 10, Fig. 2 is a perspective view of the slot machine 10 with the front door 12 open, and Fig. 3 is a front view of the cabinet 11.
[0011] 2 and 3, the slot machine 10 has a housing 11 that forms its outer shell. The housing 11 is formed by fixing a plurality of wooden panels so that the overall shape is a box that is open to the front.
[0012] 1 and 2, a front door 12 is attached to the front side of the housing 11. The front door 12 is supported by the housing 11 around a pivot 15 provided on the left side of the housing 11 so as to be able to open and close the interior space of the housing 11. The front door 12 is locked so that it cannot be opened by a locking device 13 provided on the back side of the front door 12, and this locked state is released by an unlocking operation using a predetermined key in a key cylinder 14.
[0013] 1, a gaming panel 20 is provided near the upper center of the front door 12. Three vertically long display windows 21L, 21M, and 21R are formed side by side on the gaming panel 20. The display windows 21L, 21M, and 21R are made of a transparent or translucent material, and the interior of the slot machine 10 can be seen through each of the display windows 21L, 21M, and 21R.
[0014] As shown in FIGS. 2 and 3, the interior of the housing 11 is divided into two sections, upper and lower, by a partition plate 11a, and a reel unit 31 is attached to the upper part of the partition plate 11a. The reel unit 31 includes a left reel 32L, a center reel 32M, and a right reel 32R, each of which is cylindrical. Each reel 32L, 32M, and 32R is rotatably supported so that its central axis coincides with the rotation axis of the reel 32L, 32M, and 32R. The rotation axes of the reels 32L, 32M, and 32R are arranged on the same axis extending substantially horizontally, and each reel 32L, 32M, and 32R corresponds one-to-one to each display window 21L, 21M, and 21R. Therefore, a portion of the surface of each reel 32L, 32M, and 32R is visible through the corresponding display window 21L, 21M, and 21R. Furthermore, when the reels 32L, 32M, and 32R rotate forward, the surfaces of the reels 32L, 32M, and 32R are projected through the display windows 21L, 21M, and 21R as if they were moving from top to bottom.
[0015] 1, a start lever 41 is provided on the lower left side of the gaming panel 20. The start lever 41 is operated to start the rotation of the reels 32L, 32M, and 32R. When a predetermined number or more of gaming media (or gaming values), which are either medals or virtual medals, have been bet, the reels 32L, 32M, and 32R all start to rotate at the same time.
[0016] Stop buttons 42, 43, and 44 are provided on the right side of the start lever 41. These stop buttons 42, 43, and 44 are operated to individually stop the spinning reels 32L, 32M, and 32R. Each stop button 42, 43, and 44 is located directly below the display window 21L, 21M, and 21R corresponding to the reel 32L, 32M, and 32R to be stopped. Each stop button 42, 43, and 44 is ready to stop the left reel 32L after a predetermined time has elapsed since the reel started spinning.
[0017] One game (playing session) corresponds to the time when each reel 32L, 32M, 32R starts to rotate based on the operation of the start lever 41, and when each reel 32L, 32M, 32R stops to rotate based on the operation of each stop button 42, 43, 44, and when various processes such as the awarding of game media and management of the game status are completed.
[0018] A medal insertion slot 45 for inserting medals is provided below and to the right of the display windows 21L, 21M, and 21R. As shown in FIG. 2, medals inserted through the medal insertion slot 45 are guided by a selector 52 provided on the back of the front door 12 to a hopper device 53 if reception is permitted, or to a medal receiving tray 59 through a medal discharge port 58 provided at the bottom front of the front door 12 if reception is prohibited (see FIG. 1). The hopper device 53 has the function of dispensing medals stored in a storage tank through the medal discharge port 58 to the medal receiving tray 59 when a winning combination corresponding to the awarding of game media is achieved on the main line ML (described later). As shown in FIG. 1, a return button 46 is provided below the medal insertion slot 45, which is pressed when a medal inserted into the medal insertion slot 45 becomes stuck in the selector 52.
[0019] On the lower left side of the display windows 21L, 21M, 21R, there are provided a first credit insertion button 47 for inserting the maximum number of credited virtual medals that can be bet at one time, and a second credit insertion button 48 for inserting two virtual medals at one time. In this slot machine 10, there are two situations in which the number of gaming media (medals or virtual medals) that can be bet (i.e., bet setting) at one time is "3" and "2".
[0020] When the first credit insertion button 47 is operated in a situation where the number of bets that can be made at one time is "3," the current number of bets is "0," and three or more virtual medals are stored and stored, the number of bets decreases by three virtual medals and becomes "3." When the first credit insertion button 47 is operated in a situation where the number of bets that can be made at one time is "3," the current number of bets is "1," and two or more virtual medals are stored and stored, the number of bets decreases by two virtual medals and becomes "3." When the first credit insertion button 47 is operated in a situation where the number of bets that can be made at one time is "3," the current number of bets is "2," and one or more virtual medals are stored and stored, the number of bets decreases by one virtual medal and becomes "3." When the first credit insertion button 47 is operated in a situation where the number of bets that can be made at one time is "2," the current number of bets is "0," and two or more virtual medals are stored and stored, the number of bets decreases by two virtual medals and becomes "2." When the number of bets that can be made at one time is "2", the current number of bets is "1", and one or more virtual medals are stored and stored, if the first credit insertion button 47 is operated, one virtual medal is decreased, and the number of bets becomes "2".
[0021] In addition, if the first credit insertion button 47 is operated when the number of stored virtual medals is less than the difference between the number of bets that can be made and the current number of bets, the number of bets will increase by the number of virtual medals, and the number of virtual medals will become 0.
[0022] When the second credit insertion button 48 is operated in a situation where the number of bets that can be placed at one time is "3," the current number of bets is "0," and two or more virtual medals are stored and stored, the number of bets will decrease by two virtual medals and become "2." When the second credit insertion button 48 is operated in a situation where the number of bets that can be placed at one time is "3," the current number of bets is "1," and one or more virtual medals are stored and stored, the number of bets will decrease by one virtual medal and become "2." When the second credit insertion button 48 is operated in a situation where the number of bets that can be placed at one time is "2," the current number of bets is "0," and two or more virtual medals are stored and stored, the number of bets will decrease by two virtual medals and become "2." When the second credit insertion button 48 is operated in a situation where the number of bets that can be placed at one time is "2," the current number of bets is "1," and one or more virtual medals are stored and stored, the number of bets will decrease by one virtual medal and become "2."
[0023] In addition, if the second credit insertion button 48 is operated when the number of stored virtual medals is 1 and the current number of bets is "0", the number of bets will become "1" and the number of virtual medals will become 0.
[0024] The first credit insertion button 47 has a larger pressing surface that is pressed by the player when operating the button than the second credit insertion button 48. This improves the operability of the first credit insertion button 47.
[0025] A settlement button 51 is provided to the left of the start lever 41. This slot machine 10 has a credit function that stores and stores, as virtual medals, any surplus medals inserted up to a predetermined maximum value (equivalent to 50 medals) and medals paid out when a prize is won. When the settlement button 51 is operated while virtual medals are stored and stored, the virtual medals are paid out from a medal outlet 58 as real medals.
[0026] 2 and 3, a power supply unit 54 is provided inside the cabinet 11 to the left of the hopper unit 53. The power supply unit 54 is provided with a power switch 55 that is operated when powering on or off, a reset button 56 for resetting various states of the slot machine 10, and a setting key insertion hole 57 into which a setting key held by the amusement hall manager is inserted and operated to change the setting value of the slot machine 10 within the range of "1" to "6."
[0027] Next, the symbols on the reels 32L, 32M, and 32R will be described.
[0028] 4 shows the arrangement of symbols on the left reel 32L, center reel 32M, and right reel 32R. As shown in the figure, 21 symbols are arranged in a row on each of the reels 32L, 32M, and 32R. Furthermore, numbers ranging from "0" to "20" are assigned to correspond to the reels 32L, 32M, and 32R. However, these numbers are used by the main control device 70 (described later) to identify the symbols visible through the display windows 21L, 21M, and 21R, and are not actually assigned to the reels 32L, 32M, and 32R. However, these numbers will be used in the following explanation.
[0029] There are seven types of symbols: "Bell" symbol (for example, the 20th symbol on the left reel 32L), "Replay" symbol (for example, the 19th symbol on the left reel 32L), "Watermelon" symbol (for example, the 18th symbol on the left reel 32L), "Red 7" symbol (for example, the 15th symbol on the left reel 32L), "BAR" symbol (for example, the 10th symbol on the left reel 32L), "Cherry" symbol (for example, the 9th symbol on the left reel 32L), and "White 7" symbol (for example, the 5th symbol on the left reel 32L). The number and arrangement order of each symbol differs on each of the reels 32L, 32M, and 32R.
[0030] 5 is a front view of the display window portions 21L, 21M, and 21R. Each display window portion 21L, 21M, and 21R is formed so that only three of the 21 symbols on the corresponding reel 32L, 32M, and 32R are visible in their entirety. Therefore, when each reel 32L, 32M, and 32R is stopped, 3 x 3 = 9 symbols are visible through the display window portion 21L, 21M, and 21R.
[0031] In the slot machine 10, one main line ML is set so as to connect positions where symbols on each of the reels 32L, 32M, and 32R are visible. The main line ML is a line connecting the middle symbols on the left reel 32L, the middle symbols on the middle reel 32M, and the middle symbols on the right reel 32R. When a predetermined number or more of gaming media have been bet, the reels 32L, 32M, and 32R start to rotate, and a winning combination is achieved on the main line ML, one of the following is awarded: a benefit in the form of gaming media, a benefit in the form of a replay, or a transition to a gaming state.
[0032] In other words, in the slot machine 10, only one main line ML is set as a line on which a win can be achieved. The main line ML is set as a line extending in a straight line. Therefore, even if a winning combination of symbols is achieved on a line extending in a straight line, such as a subline SL1 connecting the upper symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the lower symbol on the right reel 32R, a subline SL2 connecting the upper symbol on the left reel 32L, the upper symbol on the middle reel 32M, and the upper symbol on the right reel 32R, a subline SL3 connecting the lower symbol on the left reel 32L, the lower symbol on the middle reel 32M, and the lower symbol on the right reel 32R, and a subline SL4 connecting the lower symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the upper symbol on the right reel 32R, no winning combination will be achieved.
[0033] The following describes the relationship between winning symbol combinations and the benefits that will be awarded when a prize is won, with reference to Figure 6. Figure 6 is an explanatory diagram for explaining the relationship between winning symbol combinations and the benefits that will be awarded when a prize is won.
[0034] The minor winning combinations that award gaming media include the first supplementary winning combination, the second supplementary winning combination, the third supplementary winning combination, the fourth supplementary winning combination, the fifth supplementary winning combination, the sixth supplementary winning combination, the seventh supplementary winning combination, the eighth supplementary winning combination, the ninth supplementary winning combination, the first bell winning combination, the second bell winning combination, the first watermelon winning combination, the second watermelon winning combination, and the cherry winning combination. Specifically, the first supplementary winning combination occurs when the left reel 32L, the center reel 32M, and the right reel 32R stop on the main line ML with a "bell" symbol, a "bell" symbol, and a "red 7" symbol, respectively. The second supplementary winning combination occurs when the left reel 32L, the center reel 32M, and the right reel 32R stop on the main line ML with a "bell" symbol, a "red 7" symbol, and a "bell" symbol, respectively. If the stopping symbol on the left reel 32L is a "red 7" symbol, the stopping symbol on the middle reel 32M is a "bell" symbol, and the stopping symbol on the right reel 32R is a "bell" symbol on the main line ML, it will be the third supplementary win. If the stopping symbol on the left reel 32L is a "bell" symbol, the stopping symbol on the middle reel 32M is a "bell" symbol, and the stopping symbol on the right reel 32R is a "bar" symbol on the main line ML, it will be the fourth supplementary win. If the stopping symbol on the left reel 32L is a "bell" symbol, the stopping symbol on the middle reel 32M is a "bar" symbol, and the stopping symbol on the right reel 32R is a "bell" symbol on the main line ML, it will be the fifth supplementary win. If the stopping symbol on the left reel 32L on the main line ML is a "BAR" symbol, the stopping symbol on the middle reel 32M is a "BELL" symbol, and the stopping symbol on the right reel 32R is a "BELL" symbol, then the 6th supplementary win will be awarded. If the stopping symbol on the left reel 32L on the main line ML is a "BELL" symbol, the stopping symbol on the middle reel 32M is a "BELL" symbol, and the stopping symbol on the right reel 32R is a "WHITE 7" symbol, then the 7th supplementary win will be awarded. If the stopping symbol on the left reel 32L on the main line ML is a "BELL" symbol, the stopping symbol on the middle reel 32M is a "WHITE 7" symbol, and the stopping symbol on the right reel 32R is a "BELL" symbol, then the 8th supplementary win will be awarded. On the main line ML, if the stopped symbol on the left reel 32L is a "white 7" symbol, the stopped symbol on the center reel 32M is a "bell" symbol, and the stopped symbol on the right reel 32R is a "bell" symbol, the 9th supplementary win will be awarded. If any of the 1st to 9th supplementary wins is awarded, the number of gaming media to be awarded will be "1".
[0035] If the stopped symbol on the left reel 32L on the main line ML is a "bell" symbol, the stopped symbol on the middle reel 32M is a "bell" symbol, and the stopped symbol on the right reel 32R is a "bell" symbol, a first bell win will occur. If the stopped symbol on the left reel 32L on the main line ML is a "bell" symbol, the stopped symbol on the middle reel 32M is a "bell" symbol, and the stopped symbol on the right reel 32R is a "replay" symbol, a second bell win will occur. If either the first bell win or the second bell win occurs, the number of gaming media to be awarded will be "15".
[0036] If the stopping symbol on the left reel 32L, the stopping symbol on the middle reel 32M, and the stopping symbol on the right reel 32R on the main line ML are a "watermelon" symbol, the first watermelon win will be awarded. If the stopping symbol on the left reel 32L, the stopping symbol on the middle reel 32M, and the stopping symbol on the right reel 32R are a "watermelon" symbol on the main line ML, the second watermelon win will be awarded. If either the first watermelon win or the second watermelon win is awarded, the number of game media to be awarded will be "5". If the stopping symbol on the left reel 32L on the main line ML is a "cherry" symbol, a cherry win will be awarded regardless of the stopping symbol on the middle reel 32M and the right reel 32R. If a cherry win is awarded, the number of game media to be awarded will be "2".
[0037] The winnings that give the privilege of replay, which allows the player to play the next game without betting gaming media, include the normal replay winning, the first chance replay winning, and the second chance replay winning. In detail, when the stopped symbols on the left reel 32L on the main line ML are "replay" symbols, the stopped symbols on the center reel 32M are "replay" symbols, and the stopped symbols on the right reel 32R are "replay" symbols, when the stopped symbols on the left reel 32L on the main line ML are "red 7" symbols, the stopped symbols on the center reel 32M are "red 7" symbols, and the stopped symbols on the right reel 32R are "BAR" symbols, when the stopped symbols on the left reel 32L on the main line ML are "replay" symbols, and the stopped symbols on the center reel 32M are "red 7" symbols, and the stopped symbols on the right reel 32R are "BAR" symbols, If the stopping symbol is a "Red 7" and the stopping symbol on the right reel 32R is a "Replay" symbol, if the stopping symbol on the left reel 32L on the main line ML is a "Replay" symbol, the stopping symbol on the middle reel 32M is a "Red 7" symbol, and the stopping symbol on the right reel 32R is a "BAR" symbol, or if the stopping symbol on the left reel 32L on the main line ML is a "Watermelon" symbol, the stopping symbol on the middle reel 32M is a "Red 7" symbol, and the stopping symbol on the right reel 32R is a "Bell" symbol, a Regular Replay win will be awarded. If the stopping symbol on the left reel 32L on the main line ML is a "Replay" symbol, the stopping symbol on the middle reel 32M is a "Cherry" symbol, and the stopping symbol on the right reel 32R is a "Bell" symbol, a First Chance Replay win will be awarded. On the main line ML, if the stopping symbol on the left reel 32L is a "watermelon" symbol, the stopping symbol on the middle reel 32M is a "bell" symbol, and the stopping symbol on the right reel 32R is a "replay" symbol, the second chance replay will be won.
[0038] If any of the above replay wins are achieved, a replay benefit will be awarded, which will allow you to play the next game without having to bet any gaming media. Specifically, if any of the replay wins are achieved in a game where you bet "3" gaming media, you will be able to start playing the next game with "3" gaming media betted, without having to bet any gaming media. Also, if any of the replay wins are achieved in a game where you bet "2" gaming media, you will be able to start playing the next game with "2" gaming media betted, without having to bet any gaming media.
[0039] The state transition winnings that only result in a transition of the game state include the first CB winning and the second CB winning. In detail, when the stopped symbols on the left reel 32L, the center reel 32M, and the right reel 32R on the main line ML are a "red 7" symbol, the first CB winning occurs. When the stopped symbols on the left reel 32L, the center reel 32M, and the right reel 32R on the main line ML are a "white 7" symbol, the second CB winning occurs. When the first CB winning occurs, the game state transitions to the first CB state ST2, and when the second CB winning occurs, the game state transitions to the second CB state ST3 (see Figure 22).
[0040] The first CB state ST2 and the second CB state ST3 are game states in which, when a combination of symbols corresponding to a small win stops on the main line ML, a win is achieved and medals are paid out regardless of whether a winning combination is achieved. For example, even if the win flag corresponding to the first bell win is not set to "1," when a combination of symbols corresponding to the first bell win stops on the main line ML, game media is awarded to the player. On the other hand, a replay win is achieved only if the corresponding combination is won in a lottery.
[0041] In the first CB state ST2 and the second CB state ST3, reel control different from that in the non-CB state is performed. In the non-CB state, reel control that allows each reel 32L, 32M, and 32R to slide up to four symbols after the stop buttons 42 to 44 are operated is performed for each reel. In other words, in the non-CB state, reel control that stops each reel 32L, 32M, and 32R within a specified time (190 milliseconds) after the stop buttons 42 to 44 are operated is performed for each reel. On the other hand, in the first CB state ST2 and the second CB state ST3, the above-mentioned reel control is performed for the center reel 32M and the right reel 32R, i.e., reel control similar to that in the base game, but the above-mentioned reel control is not performed for the left reel 32L. For the left reel 32L, reel control that allows only one symbol to slide up to one symbol after the left stop button 42 is operated is performed. That is, in the first CB state ST2 and the second CB state ST3, the left reel 32L is controlled to stop within a specified time (75 msec) that is shorter than the specified time after the left stop button 42 is operated.
[0042] In the first CB state ST2 and the second CB state ST3, the reel control to slide only up to one symbol is not limited to the left reel 32L, but may be performed on the reel corresponding to the first operated stop button only up to one symbol, or may be performed on a predetermined reel only up to one symbol. Furthermore, reel control to slide only up to one symbol may be performed on the reel corresponding to the second or last operated stop button, or may be performed on the reel corresponding to the stop button operated in a certain order.
[0043] In the first CB state ST2 and the second CB state ST3, if a combination corresponding to a replay win is won, the replay win takes priority, and if a replay win is not possible, the first bell win may be achieved. Also, the first bell win may be achieved even if a combination corresponding to a replay win is not won.
[0044] Both the first CB state ST2 and the second CB state ST3 are game states that do not increase the number of game media owned by the player. Furthermore, both the first CB state ST2 and the second CB state ST3 are game states that reduce the number of game media owned by the player at the end of the game state compared to the number of game media owned by the player at the start of the game state. Details of the first CB state ST2 and the second CB state ST3 will be explained later.
[0045] Next, the devices for executing various notifications and various effects will be described.
[0046] As shown in FIG. 1 , an upper lamp 61 and a speaker 62 are provided on the upper part of the front door 12, as well as an image display device 63. When an abnormality occurs in the slot machine 10, the upper lamp 61 is controlled to emit light in a manner corresponding to the abnormality, and is also controlled to emit light in a manner corresponding to the winning result. Furthermore, the upper lamp 61 is controlled to emit light so as to produce a light-emitting effect corresponding to the display effect on the image display device 63. The speakers 62 are provided as a pair on the left and right, and are controlled to output sound or audio corresponding to the abnormality when an abnormality occurs in the slot machine 10, and are also controlled to output sound or audio corresponding to the winning result. Furthermore, the speakers 62 are controlled to output sound so as to produce a sound output effect corresponding to the display effect on the image display device 63.
[0047] The image display device 63 has a display surface and is configured as a liquid crystal display device equipped with a liquid crystal display, but is not limited to a liquid crystal display device and may be another display device having a display surface such as a plasma display device, an organic EL display device, or a CRT, or may be a dot matrix display device. If an abnormality occurs in the slot machine 10, display control is performed so that an image corresponding to the abnormality is displayed on the display surface. Furthermore, the image display device 63 is display controlled so that images corresponding to the winning combination results in the internal lottery and the winning results in each game are displayed on the display surface. In other words, a display effect is executed on the image display device 63.
[0048] The gaming panel 20 of the front door 12 is provided, below the display windows 21L, 21M, and 21R, with a credit display section 65 that displays the number of stored virtual medals, a dual-purpose display section 66 that displays the number of gaming media that will be awarded when a small winning combination is achieved and, when the image display device 63 notifies the player of the stopping order of the reels 32L, 32M, and 32R, displays a message corresponding to the message and also displays the results of game history management, and a zone display section 67 that displays a message indicating that the gaming zone is the second zone. The credit display section 65 is made up of a 7-segment display, and each segment uses a single-color LED, such as green.
[0049] Fig. 7(a) is a front view of a common display area 68 provided with a combined display unit 66 and a section display unit 67. In the common display area 68, as shown in Fig. 7(a), the combined display unit 66, which has two 7-segment displays 66a, 66b arranged side by side in the horizontal direction, and the section display unit 67, which is made up of one light-emitting element, are aggregated.
[0050] When any of the small winning combinations (first to ninth supplementary winning combinations, first bell winning combination, second bell winning combination, first watermelon winning combination, second watermelon winning combination, or cherry winning combination) corresponding to the awarding of gaming media is achieved, the number of gaming media awarded corresponding to that small winning combination is displayed on the dual-purpose display unit 66 at the end of the game in which that small winning combination was achieved. Specifically, when any of the first to ninth supplementary winning combinations is achieved in the non-CB state, the left 7-segment indicator 66a becomes non-displayable and the right 7-segment indicator 66b displays "1," thereby indicating that "1" gaming media has been awarded. When either the first bell winning combination or the second bell winning combination is achieved in the non-CB state, the left 7-segment indicator 66a displays "1," while the right 7-segment indicator 66b displays "5," thereby indicating that "15" gaming media have been awarded. In addition, when either the first watermelon winning or the second watermelon winning is achieved in the non-CB state, the left 7-segment display 66a becomes non-displaying and the right 7-segment display 66b displays "5", thereby indicating that "5" gaming media have been awarded. In addition, when a cherry winning is achieved in the non-CB state, the left 7-segment display 66a becomes non-displaying and the right 7-segment display 66b displays "2", thereby indicating that "2" gaming media have been awarded.
[0051] In the first CB state ST2 and the second CB state ST3, the number of game media awarded in response to a win of a small winning combination is "1," as will be described in detail later. Therefore, when a win of a small winning combination is achieved in the first CB state ST2 or the second CB state ST3, the left 7-segment display 66a is hidden and "1" is displayed on the right 7-segment display 66b, thereby notifying that "1" game medium has been awarded.
[0052] On the other hand, even if a win that does not award game media, such as any of the replay wins and any of the CB wins, occurs, no display corresponding to that win is made on the dual-purpose display unit 66, and in this case the 7-segment indicators 66a, 66b remain in a non-display state. The display of the number of awarded game media on the dual-purpose display unit 66 ends when game media are bet to start the game following the game for which that display was made, and at the time this bet is made the 7-segment indicators 66a, 66b go into a non-display state.
[0053] When the stop order of the reels 32L, 32M, and 32R is notified on the image display device 63, information corresponding to the notified stop order is displayed on the combined display unit 66. FIG. 7(b) is an explanatory diagram for explaining the contents of the information corresponding to the stop order displayed on the combined display unit 66. As shown in FIG. 7(b), in the slot machine 10, the stop order of the reels 32L, 32M, and 32R notified on the image display device 63 includes a stop order in which the first stop is on the left reel 32L, the second stop is on the center reel 32M, and the third stop is on the right reel 32R, a stop order in which the first stop is on the left reel 32L, the second stop is on the right reel 32R, and the third stop is on the center reel 32M, a stop order in which the first stop is on the center reel 32M, the second stop is on the left reel 32L, and the third stop is on the right reel 32R, and a stop order in which the first stop is on the center reel 32M, the second stop is on the left reel 32L, and the third stop is on the right reel 32R. There are stop orders in which the second stop is on the right reel 32R and the third stop is on the left reel 32L, stop orders in which the first stop is on the right reel 32R, the second stop is on the left reel 32L and the third stop is on the center reel 32M, stop orders in which the first stop is on the right reel 32R, the second stop is on the center reel 32M and the third stop is on the left reel 32L, stop orders in which the first stop is on the left reel 32L and the rest are optional, stop orders in which the first stop is on the center reel 32M and the rest are optional, and stop orders in which the first stop is on the right reel 32R and the rest are optional.
[0054] The notification of the stop order on the image display device 63 may be executed in the case where, in the non-CB state, in the lottery process for winning roles, a role that includes the first bell winning data and any of the first to sixth supplementary winning data is won, a role that includes the second bell winning data and any of the seventh to ninth supplementary winning data is won, a role that includes normal replay winning data is won, or no role is won. Specifically, in the case where a role that includes the first bell winning data and any of the first to sixth supplementary winning data is won, a first bell win is achieved if the reels 32L, 32M, and 32R stop in the stop order corresponding to the current winning role out of the above-mentioned respective stop orders, and any of the first to sixth supplementary winning roles may be achieved if the reels 32L, 32M, and 32R do not stop in the stop order corresponding to the current winning role. As already explained, if the first bell win is made, the player will be awarded 15 gaming media, and if any of the first to sixth supplementary wins is made, the player will be awarded 1 gaming media, as already explained.
[0055] If a winning combination includes the second bell winning data and any of the seventh to ninth supplementary winning data, the second bell win will be achieved if the reels 32L, 32M, and 32R stop in the stopping order corresponding to the winning combination, and any of the seventh to ninth supplementary winning combinations may be achieved if the reels 32L, 32M, and 32R do not stop in the stopping order corresponding to the winning combination. If the second bell win is achieved, the player will be awarded 15 gaming media as explained above, and if any of the seventh to ninth supplementary winning combinations is achieved, the player will be awarded 1 gaming media as explained above.
[0056] When a winning combination including normal replay winning data is won, if reels 32L, 32M, and 32R stop in a predetermined stopping order from among the above stopping orders, a "red 7" symbol, a combination of "red 7" symbols and "red 7" symbols will be displayed stopped on predetermined sub-lines SL1 to SL4, and if reels 32L, 32M, and 32R stop in a specific stopping order from among the above stopping orders, a combination of "red 7" symbols, "red 7" symbols and "BAR" symbols will be displayed stopped on main line ML. In addition, if neither of the winning combinations is won, when reels 32L, 32M, and 32R stop in a predetermined stopping order from among the above-mentioned stopping orders, a "red 7" symbol or a combination of "red 7" and "BAR" symbols will be displayed stopped on predetermined sub-lines SL1 to SL4, and when reels 32L, 32M, and 32R stop in a specific stopping order from among the above-mentioned stopping orders, a "red 7" symbol or a combination of "red 7" and "red 7" symbols will be displayed stopped on main line ML.
[0057] 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.
[0058] 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.
[0059] 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.
[0060] 8(a), when the stopping order of the reels 32L, 32M, and 32R is notified on the image display device 63, the same number of unit display images G1 to G3 as the number of stopping operations required to end the game are displayed on the image display device 63, and an image display corresponding to the stopping order of the reels 32L, 32M, and 32R is performed on each of the unit display images G1 to G3. Specifically, a left unit display image G1 corresponding to the left reel 32L, a middle unit display image G2 corresponding to the center reel 32M, and a right unit display image G3 corresponding to the right reel 32R are displayed. Figure 8(a) shows how the stop order is announced when the first stop is the middle reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R, so the left unit display image G1 displays an image of "2" corresponding to the stop order of the left reel 32L, the middle unit display image G2 displays an image of "1" corresponding to the stop order of the middle reel 32M, and the right unit display image G3 displays an image of "3" corresponding to the stop order of the right reel 32R.
[0061] 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.
[0062] 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.
[0063] 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.
[0064] The dual-purpose display unit 66 is disposed in the center of the common display area 68, whereas the section display unit 67 is disposed in a corner of the common display area 68. The section display unit 67 is a display unit for notifying that the gaming section is the second section SC2 of the first section SC1 and the second section SC2 (see FIG. 22). The second section SC2 is a section in which an advantageous gaming state (specifically, a pseudo-bonus state ST4 and an AT state ST5) can be initiated and the advantageous gaming state can be continued, in which the expected number of gaming media to be acquired in one game (the value obtained by subtracting the number of gaming media betted in one game from the expected number of gaming media to be awarded in one game) can be 1 or more by notifying the stopping order of the reels 32L, 32M, and 32R, which enables the establishment of an advantageous winning combination for the player, when the winning combination to be established is different depending on the stopping order of the reels 32L, 32M, and 32R. On the other hand, the first section SC1 is a section in which the advantageous gaming state does not start and does not continue.
[0065] The interval display unit 67 lights up when a player is in a favorable gaming state in which the expected value of gaming media acquisition is 1 or greater due to the notification of the stopping order of reels 32L, 32M, and 32R, which allows the player to win a winning combination that differs depending on the stopping order of reels 32L, 32M, and 32R, or when a winning combination differs depending on the stopping order of reels 32L, 32M, and 32R. In this case, the pseudo-bonus state ST4 and the AT state ST5 correspond to the above-mentioned favorable gaming states, while the second interval SC2, which is neither the pseudo-bonus state ST4 nor the AT state ST5, does not correspond to the above-mentioned favorable gaming state. Therefore, when moving from the first interval SC1 to the second interval SC2, the interval display unit 67 may or may not switch from an off state to an on state. If the interval display unit 67 remains off when moving to the second interval SC2, the interval display unit 67 will change from the off state to the on state when the pseudo bonus state ST4 or AT state ST5 starts in the second interval SC2.
[0066] When the interval display unit 67 is turned on, it remains turned on until the second interval SC2 ends, and turns off when the second interval SC2 ends and the first interval SC1 starts. Therefore, even if the pseudo bonus state ST4 or the AT state ST5 ends and the normal gaming state ST1 is restored, the second interval SC2 may be maintained, and in this case, the interval display unit 67 remains turned on even when the pseudo bonus state ST4 or the AT state ST5 ends, and turns off when the second interval SC2 ends.
[0067] In the above-described configuration in which the section display unit 67 is turned on once in the second section SC2 and remains turned on until the end of the second section SC2, the dual-purpose display unit 66 provided in the common display area 68 is turned on when a game medium is awarded and turned off when the next game starts, and is turned on when the stop order of the reels 32L, 32M, and 32R is displayed on the image display device 63 and turned off when the game ends. Therefore, in a configuration in which the section display unit 67 is not too noticeable to players by being placed in the common display area 68, it is possible to actively create a situation in which only the section display unit 67 is turned on in the common display area 68 during the second section SC2, making it easier for the amusement hall manager to check the section display unit 67.
[0068] Note that instead of maintaining the lighting state of the section display unit 67 during the second section SC2, the section display unit 67 may blink at a predetermined cycle during the second section SC2. Furthermore, other displays such as a liquid crystal display device may be used as the combined display unit 66 and the section display unit 67.
[0069] The slot machine 10 is provided with various control devices. Specifically, as shown in FIG. 3, a main control device 70 is provided above the reel unit 31. The main control device 70 is attached to a back plate 11b that forms the back surface of the cabinet 11. The main control device 70 is configured by housing a main control board 71 in a board box 81. An MPU 72 is mounted on one of the board surfaces, which is the device mounting surface. The board box 81 is formed transparent so that the MPU 72 housed therein can be visually observed from outside the board box 81. Note that the board box 81 is formed colorless and transparent, but it may be formed colored and transparent as long as the MPU 72 housed therein can be visually observed from outside the board box 81. The main control device 70 is mounted on the back plate 11b of the cabinet 11 so that an opposing wall portion 82 of the board box 81 that faces the device mounting surface of the main control board 71 faces the front of the slot machine 10. Therefore, by opening the front door 12 toward the front of the slot machine 10 relative to the cabinet 11 and exposing the internal space of the cabinet 11, it becomes possible to visually observe the opposing wall portion 82 of the base box 81 and also to visually observe the MPU 72 through the opposing wall portion 82.
[0070] The board box 81 is formed by combining multiple case bodies, one behind the other. These multiple case bodies are provided with connecting portions 83 that prevent separation of the case bodies and leave traces of separation when the case bodies are separated. The connecting portions 83 are arranged side by side along one side of the roughly rectangular board box 81. This allows for separation of the case bodies by destroying some of the connecting portions 83, allowing the case bodies to be separated. By subsequently connecting other connecting portions 83, it becomes possible to prevent separation of the case bodies again. Furthermore, since the connecting portions 83 are destroyed when the case bodies are separated, leaving traces, it becomes possible to visually check the connecting portions 83 to determine whether the case bodies have been separated fraudulently. Furthermore, a sealing sticker 84 is affixed to another side of the board box 81, other than the side where the connecting portions 83 are arranged, spanning the boundary between the case bodies. When the sealing sticker 84 is peeled off, an adhesive layer remains on the case body. This makes it possible to leave a trace if the sealing seal 84 is peeled off when the case body is separated.
[0071] As shown in Fig. 2, the slot machine 10 is provided with a performance control device 90 in addition to the main control device 70. The performance control device 90 is arranged behind the image display device 63 on the front door 12. The performance control device 90 controls the upper lamp 61, the speaker 62, and the image display device 63 based on commands received from the main control device 70. Note that, like the main control device 70, the performance control device 90 is configured by housing a control board in a board box.
[0072] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagram of FIG.
[0073] As already explained, the main control board 71 of the main control device 70 is equipped with an MPU 72. The MPU 72 is provided with a ROM 73 that stores various control programs and fixed value data executed by the MPU 72, a RAM 74 that temporarily stores various data and the like when the control programs stored in the ROM 73 are executed, a first random number circuit 75 that sequentially updates a first random number within a predetermined numerical range based on a clock signal output from a clock circuit, a second random number circuit 76 that sequentially updates a second random number within a predetermined numerical range based on the clock signal output from the clock circuit, and a clock circuit that outputs a rectangular wave of a predetermined frequency. The MPU 72 also incorporates an interrupt circuit, a data input / output circuit, and the like. It is not essential that the ROM 73 and RAM 74 be integrated into a single chip for the MPU 72; they may each be integrated into a separate chip.
[0074] The MPU 72 is provided with an input port and an output port. Connected to the input side of the MPU 72 are various sensors, such as the reel unit 31, a start detection sensor 41a that detects operation of the start lever 41, stop detection sensors 42a, 43a, and 44a that individually detect operation of each stop button 42, 43, and 44, an inserted medal detection sensor 45a that detects medals inserted through a medal insertion slot 45, credit insertion detection sensors 47a and 48a that individually detect operation of each credit insertion button 47 and 48, a settlement detection sensor 51a that detects operation of the settlement button 51, a payout detection sensor of the hopper device 53, a reset detection sensor that detects operation of a reset button 56 provided on the power supply device 54, and a setting key detection sensor that detects insertion of a setting key into the setting key insertion hole 57. Signals from each of these sensors are input to the MPU 72.
[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 dual-purpose display unit 66, the section display unit 67, the performance control device 90, etc. In each game, the rotation drive control of each of the reels 32L, 32M, and 32R of the reel unit 31 is performed by the MPU 72. The selector 52 has the function of detecting a medal inserted through the medal insertion slot 45 with the inserted medal detection sensor 45a and then guiding it to the hopper device 53 if acceptance is permitted, or discharging it to the medal tray 59 without being detected by the inserted medal detection sensor 45a if acceptance is prohibited. The selector drive unit 52a has the function of switching the state of the selector 52 between an acceptance permit state and an acceptance prohibit state, and specifically operates a path switching piece provided in the selector 52 between an acceptance permit position and an acceptance prohibit position. The MPU 72 switches the state of the selector 52 between an acceptance permission state and an acceptance prohibition state by switching between an output state and a stop state of the drive signal to the selector drive unit 52a.
[0076] The MPU 72 controls the drive of the hopper device 53 when a small winning combination is achieved and medals are paid out. When game media are awarded, the MPU 72 controls the display of the combined display unit 66 so that the number of game media awarded is displayed. When a notification start trigger occurs in the second section SC2, the MPU 72 controls the display of the section display unit 67 so that an announcement is made that the second section SC2 is being reached. The MPU 72 also controls the display of the combined display unit 66 so that a display corresponding to the game management results is displayed. The MPU 72 also transmits commands to the performance control device 90 at each timing of each game, and when the MPU 72 transmits a command to the performance control device 90 to cause the image display device 63 to announce the stop order of the reels 32L, 32M, and 32R, it controls the display of the combined display unit 66 so that a display corresponding to the announcement is displayed. In this case, direct display control of image display device 63 is performed by the performance control device 90, while direct display control of combined display unit 66 is performed by MPU 72. In other words, direct display control is performed in performance control device 90 for image display device 63, which is the target of relatively complex display control, and direct display control is performed in MPU 72 for combined display unit 66, which is the target of relatively simple display control. This makes it possible to perform both a display that emphasizes increasing attention to the performance and a display that emphasizes reliability, while reducing the processing load on MPU 72.
[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).
[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 of the main control device 70 is connected to the input side of the MPU 92, and various commands are received from the MPU 72. The upper lamp 61, the speaker 62, and the image display device 63 are connected to the output side of the MPU 92. Based on the commands received from the MPU 72 of the main control device 70, the MPU 92 controls the light emission of the upper lamp 61, the sound output of the speaker 62, and the display of the image display device 63, thereby enabling various notifications and various effects to be performed.
[0081] Although not shown, the performance control board 91 is equipped with a video display processor (VDP), character ROM, video RAM, and other components in addition to the MPU 92. The VDP is a type of drawing circuit that directly operates an image processing device (LCD driver) built into the image display device 63. The VDP is involved in reading and writing data from the video RAM and reads image data stored in the video RAM from the character ROM at predetermined timings to display it on the image display device 63. The character ROM serves as an image data library for storing character data such as designs to be displayed on the image display device 63. This character ROM stores bitmap image data of various display designs and a color palette table referenced when determining the color of each dot in the bitmap image. The video RAM is a memory for storing display data to be displayed on the image display device 63. When the MPU 92 determines the performance content based on commands received from the MPU 72 of the main control device 70, it outputs a drawing list to the VDP specifying the image content corresponding to each update timing in accordance with the determined performance content. The VDP reads image data from the character ROM according to the drawing list, and creates display data in the video RAM using the read image data. The VDP then outputs an image signal corresponding to the created display data to the image display device 63, causing the image display device 63 to display an image corresponding to the display data.
[0082] 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.
[0083] Next, a description will be given of the processing executed by the main MPU 72. First, a main processing executed by the main MPU 72 when the supply of operating power to the main MPU 72 is started will be described with reference to the flowchart in FIG.
[0084] In the main processing, an initialization process is first executed (step S101). In the initialization process, an interrupt by a timer interrupt process is permitted, and various initialization settings are made to the registers and I / O devices in the main MPU 72. Thereafter, it is determined whether the power is turned on with the setting key inserted into the setting key insertion hole 57 and turned on (step S102). If the power is turned on with the setting key turned on (step S102: YES), and if the reset button 56 was not pressed when the power was turned on (step S103: NO), a partial clear process is executed (step S104), and then a setting value update process is executed (step S106). On the other hand, if the reset button 56 was pressed when the power was turned on (step S103: YES), then a full clear process is executed (step S105), and then a setting value update process is executed (step S106). The partial clear process (step S104) initializes a partial area of the main RAM 74, and the full clear process (step S105) initializes the entire area of the main RAM 74. The details of the partial clear process (step S104) and the full clear process (step S105) will be described later.
[0085] In the setting value update process, the current setting value is read and displayed on the credit display unit 65 on the condition that the setting key is inserted and turned ON. When the setting value update process is executed, either the partial clear process (step S104) or the full clear process (step S105) has been executed beforehand. Therefore, when the setting value update process starts, the credit display unit 65 displays a message indicating that the setting value is "1." In the setting value update process, the setting value is updated by 1 each time the reset button 56 is operated, and the updated setting value is displayed on the credit display unit 65. Note that if the reset button 56 is operated when the setting value is "6," the setting value is updated to "1." If the ON operation of the setting key is released after the start lever 41 is operated, the setting value selected at that time becomes the setting value set in this setting value update process, and the setting value update process ends. In this case, the display of the setting value on the credit display unit 65 ends. Thereafter, the process proceeds to normal processing (step S107). The normal processing will be described in detail later.
[0086] If the setting key has not been turned ON during the main processing (step S102: NO), power restoration processing is executed from step S108 onward. The power restoration processing is a process for restoring the state of the slot machine 10 to the state before the power was cut off. In the power restoration processing, the main RAM 74 is checked to determine whether the setting value of the slot machine 10 is normal (step S108). Specifically, if the setting value is any of "1" to "6," it is determined to be normal, and if it is "0" or "7" or greater, it is determined to be abnormal. If the setting value is normal, it is determined whether the power outage flag is set to "1" (step S109). The power outage flag is provided in the main RAM 74, and if the supply of operating power to the main MPU 72 is stopped and a predetermined power outage processing is executed normally, the power outage flag is set to "1." If the power outage flag is set to "1," it is determined whether the RAM determination value is normal (step S110). Specifically, the checksum value of the main RAM 74 is checked to determine whether the value is normal.
[0087] If all of steps S108 to S110 return a positive determination, this means that the power failure processing during the previous power outage was executed normally. In this case, the value of the stack pointer saved in the main RAM 74 is written to the stack pointer of the main MPU 72, and the data saved in the main RAM 74 is restored to the register of the main MPU 72, thereby restoring the state of the register of the main MPU 72 to the state before the power was interrupted (step S111). In addition, the power failure flag of the main RAM 74 is cleared to "0" (step S112). Thereafter, a power recovery command is sent to the production MPU 92 to acknowledge the execution of the power recovery processing (step S113), and the address before the power was interrupted is returned to (step S114).
[0088] The power restoration command is set with information indicating whether either the first CB winning data or the second CB winning data described below is stored in the main RAM 74. That is, in step S113, it is determined whether the first CB winning data is stored in the main RAM 74, and if the first CB winning data is stored, a power restoration command in which information indicating that the first CB winning data is stored is set is transmitted to the production side MPU 92. Also, in step S113, it is determined whether the second CB winning data is stored in the main RAM 74, and if the second CB winning data is stored, a power restoration command in which information indicating that the second CB winning data is stored is set is transmitted to the production side MPU 92. Also, in step S113, if it is determined that neither the first CB winning data nor the second CB winning data is stored in the main RAM 74, a power restoration command in which information indicating that neither the first CB winning data nor the second CB winning data is stored is set is transmitted to the production side MPU 92.
[0089] On the other hand, if a negative determination is made in any of steps S108 to S110, an operation prohibition process is executed. In the operation prohibition process, execution of the next timer interrupt process (FIG. 11) is prohibited (step S115), all output ports of the main MPU 72 are cleared to "0" to turn off all actuators connected to those output ports (step S116), and an error notification process is executed to notify the hall manager or the like of the occurrence of an error (step S117). This then becomes an infinite loop. The operation prohibition process is released by executing a partial clear process (step S104) or a full clear process (step S105).
[0090] Next, the timer interrupt process executed by the main MPU 72 will be described with reference to the flowchart of Fig. 11. The timer interrupt process is started, for example, every 1.49 milliseconds.
[0091] 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.
[0092] The power outage flag is set when a power outage signal from the power outage monitoring circuit of the power supply device 54 is input to the main MPU 72. In the power outage processing, first, it is determined whether command transmission has finished. If transmission has not finished, this processing is terminated, and the process returns to timer interrupt processing, terminating command transmission. If command transmission has finished, the value of the stack pointer of the main MPU 72 is saved in the main RAM 74. Thereafter, the output status of the output port of the main MPU 72 is cleared, and all actuators (not shown) are turned off. Then, when the power outage is resolved, a judgment value is calculated to determine whether the data in the main RAM 74 is normal and saved in the main RAM 74, and further RAM access is prohibited. After the above processing is performed, an infinite loop is entered in preparation for a complete power outage, which would prevent processing from being executed.
[0093] 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 loop lottery process is carried out to carry out a lottery corresponding to the AT state ST5. In step S207, a stepping motor control process is carried out to drive the stepping motors provided on each of the reels 32L, 32M, and 32R to spin these reels 32L, 32M, and 32R.
[0094] In step S208, the statuses of the various sensors connected to the input ports are read, and a sensor monitoring process is performed to monitor whether the read results are normal. Here, the slot machine 10 is provided with a detection sensor for detecting any fraudulent activity against the hopper device 53. As already explained, the hopper device 53 has the function of paying out medals stored in the storage tank to the medal tray 59 when a winning combination corresponding to the awarding of game media is achieved on the main line ML. The hopper device 53 is provided with a payout device for paying out medals stored in the storage tank toward the medal outlet 58, and a payout detection sensor for detecting medals paid out from the payout device. When it becomes necessary to pay out medals, the payout device is driven and controlled to pay out the medals, and the paid-out medals are detected by the payout detection sensor. Then, when the number of medals detected by the payout detection sensor reaches the number of medals to be paid out, the payout of medals from the payout device is stopped. In this case, a fraudulent act is anticipated, in which a fraudulent tool is inserted from the front of the slot machine 10 through the medal discharge port 58, preventing the payout detection sensor from detecting medals with the tool, thereby dispensing more medals than should actually be dispensed. In this slot machine 10, even though the payout device is controlled to dispense medals, if the payout detection sensor does not detect any medals for a predetermined period (e.g., 10 seconds), a payout abnormality occurs and the drive control of the payout device is stopped. If such fraudulent act is committed, a large number of medals will be dispensed within the predetermined period. Note that if a payout abnormality occurs, an abnormality alarm is issued, but this abnormality alarm can be cleared by performing an abnormality reset operation on the key cylinder 14 after refilling the medals.
[0095] To counter the above-described fraudulent behavior, the slot machine 10 is equipped with an object detection sensor for detecting objects moving from the medal outlet 58 toward the payout detection sensor. Multiple object detection sensors are provided along the path from the medal outlet 58 to the payout detection sensor. In the sensor monitoring process of step S208, if the object detection sensors detect an object in the order of the object detection sensor on the payout detection sensor side and the object detection sensor on the medal outlet 58 side within an abnormality detection period (e.g., 5 seconds), the system is deemed normal. However, if the object detection sensors detect an object in the order of the object detection sensor on the medal outlet 58 side and the object detection sensor on the payout detection sensor side within the abnormality detection period, the system is deemed to have detected an intrusion abnormality. If an intrusion abnormality is determined, the system sets the intrusion abnormality flag in the main RAM 74 to "1" and sends an intrusion abnormality command corresponding to the intrusion abnormality to the performance-side MPU 92. In response, the performance-side MPU 92 controls the upper lamp 61, speaker 62, and image display device 63 to issue an intrusion abnormality notification. The intrusion abnormality notification is temporarily stopped by stopping the supply of operating power to the slot machine 10, but if the intrusion abnormality flag in the main RAM 74 is set to "1" after the supply of operating power is resumed, the intrusion abnormality command is sent again to the performance-side MPU 92, and the intrusion abnormality notification is resumed. In order to cancel the state in which the intrusion abnormality flag has been set to "1", it is necessary to execute a partial clear process (step S104) or a full clear process (step S105).
[0096] In step S209, a timer subtraction process is performed to subtract values from each counter and timer. 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 side RAM 74 in the previous step S201 are restored to the corresponding register in the main side MPU 72.
[0097] In step S214, a management process is executed to manage the game history and display the details corresponding to the management results on the dual-purpose display unit 66. Specifically, the ratio of the total number of games in the second section SC2 (described later) to the total number of games is calculated, and the resulting ratio is displayed on the dual-purpose display unit 66. In this case, the calculation of the ratio of the total number of games in the second section SC2 to the total number of games may be performed for each set value. In this configuration, even if the set value is changed, the calculation may continue without initializing the information on the ratio performed for each set value. Thereafter, in step S215, an interrupt permission process is performed to permit the next timer interrupt, and this series of timer interrupt processes is terminated.
[0098] Next, the normal processing executed by the main MPU 72 will be described with reference to the flowchart of FIG.
[0099] First, an interrupt permission process is performed to permit the next timer interrupt (step S301), followed by a start waiting process (step S302). Figure 13 is a flowchart showing the start waiting process.
[0100] First, it is determined whether or not the replay bet setting flag stored in the main RAM 74 is set to "1" (step S401). The replay bet setting flag is a flag used by the main MPU 72 to determine whether or not the same number of bets as the previous bet number have already been set when any replay winning event has been achieved in the previous game. If the determination in step S401 is negative, the value of the bet number history counter also stored in the main RAM 74 is set to the bet number setting counter 74a (see FIG. 9) stored in the main RAM 74, provided that any replay winning event has been achieved in the previous game (step S402: YES). The bet number setting counter 74a is a counter used by the main MPU 72 to determine the number of bets for the game to be executed, and the bet number history counter is a counter used by the main MPU 72 to determine the number of bets for the previous game. Thereafter, the replay bet setting flag is set to "1" (step S404).
[0101] When an affirmative determination is made in step S401, when a negative determination is made in step S402, or when the processing of step S404 is executed, a bet handling process is executed (step S405). Fig. 14 is a flowchart showing the bet handling process.
[0102] If the current gaming state is not the second CB state ST3 (step S501: NO), the upper limit bet number, which is the upper limit number of gaming media that can be bet in the current game, is set to "3" (step S502). If the current gaming state is the second CB state ST3 (step S501: YES), the upper limit bet number, which is the upper limit number of gaming media that can be bet in the current game, is set to "2" (step S503). That is, in this slot machine 10, if the state is the second CB state ST3, the upper limit bet number is set to "2", and if the state is not the second CB state ST3, the upper limit bet number is set to "3".
[0103] When the processing of step S502 or step S503 is executed, on the condition that the value of the bet number setting counter 74a in the main RAM 74 is not the current bet upper limit number (step S504: NO), it is determined whether or not the number of virtual medals stored is one or more and a valid bet operation has been performed (step S505). The main RAM 74 is provided with a credit counter 74b (see FIG. 9) as an area for storing the number of virtual medals stored. In step S505, it is determined whether or not the number of virtual medals stored is one or more by determining whether or not the value of the credit counter 74b is one or more. Furthermore, if the first credit insertion button 47 is operated, it is determined that a valid bet operation has been performed, and if the second credit insertion button 48 is operated, it is determined that a valid bet operation has been performed on the condition that the value of the bet number setting counter 74a is one or less.
[0104] If the determination in step S505 is affirmative, a bet setting process is executed (step S506). In the bet setting process, when the first credit insertion button 47 is operated, if the sum of the value of the bet number setting counter 74a and the value of the credit counter 74b is equal to or greater than the upper limit number of bets, the value of the bet number setting counter 74a is set to the upper limit number of bets, and the value of the number of virtual medals used in the setting is subtracted from the credit counter 74b, and if the sum of the value of the bet number setting counter 74a and the value of the credit counter 74b is less than the upper limit number of bets, the value of the credit counter 74b is added to the bet number setting counter 74a and then the value of the credit counter 74b is cleared to "0". Furthermore, in the bet number setting process, when the second credit insertion button 48 is operated, if the sum of the value of the bet number setting counter 74a and the value of the credit counter 74b is 2 or more, the value of the bet number setting counter 74a is set to "2" and the value of the number of virtual medals used in the setting is subtracted from the credit counter 74b, and if the sum of the value of the bet number setting counter 74a and the value of the credit counter 74b is less than 2, the value of the credit counter 74b is added to the bet number setting counter 74a and then the value of the credit counter 74b is cleared to "0".
[0105] If a positive determination is made in step S504, if a negative determination is made in step S505, or if the processing of step S506 is executed, it is determined whether or not one medal has been detected by the inserted medal detection sensor 45a due to the insertion of a medal into the medal insertion slot 45 (step S507). If a positive determination is made in step S507, and the value of the bet number setting counter 74a in the main RAM 74 is less than the upper limit number of bets (step S508: NO), the value of the bet number setting counter 74a is incremented by 1 (step S509), and if the value of the bet number setting counter 74a is equal to or greater than the upper limit number of bets (step S508: YES), the value of the credit counter 74b in the main RAM 74 is incremented by 1 (step S510). When the processing of step S509 or step S510 is executed, on the condition that the value of the bet number setting counter 74a is equal to or greater than the upper limit number of bets and the value of the credit counter 74b is equal to or greater than the upper limit number of accumulated memories (specifically, "50") (step S511: YES), an acceptance prohibition process is executed (step S512). By executing the acceptance prohibition process, even if a medal is inserted into the medal insertion slot 45, the medal is discharged into the medal tray 59 without being detected by the inserted medal detection sensor 45a.
[0106] If a negative determination is made in step S507, if a negative determination is made in step S511, or if the processing of step S512 is executed, it is determined whether or not the current gaming state is the first CB state ST2 (step S513). If the current gaming state is the first CB state ST2 (step S513: YES), the bet setting completion flag at the time of acceptance provided in the main RAM 74 is set to "1" on the condition that the value of the bet number setting counter 74a is "3" (step S514: YES) (step S515). On the other hand, if the current gaming state is not the first CB state ST2 (step S513: NO), the bet setting completion flag at the time of acceptance is set to "1" on the condition that the value of the bet number setting counter 74a is 2 or more (step S516: YES) (step S515).
[0107] The bet set flag at the time of acceptance is a flag for the main MPU 72 to determine whether or not a sufficient number of gaming media have been bet to start one game. When the gaming state is the first CB state ST2, one game cannot be started unless "3" gaming media have been bet, but one game can be started only when "3" gaming media have been bet. Also, when the gaming state is not the first CB state ST2, one game cannot be started unless two or more gaming media have been bet, but one game can be started only when two or more gaming media have been bet.
[0108] Returning to the explanation of the start waiting process (FIG. 13), after the bet corresponding process is executed in step S405, it is determined whether or not the settlement button 51 has been operated (step S406). If the settlement button 51 has been operated (step S406: YES), the settlement process is executed (step S407), and then the bet set flag at the time of acceptance in the main RAM 74 is cleared to "0" (step S408). In the settlement process in step S407, if the bet set flag at the time of replay in the main RAM 74 is not set to "1", the hopper device 53 is driven and controlled so that the number of medals corresponding to the sum of the value of the bet number setting counter 74a and the value of the credit counter 74b are discharged into the medal tray 59. In this case, the bet number setting counter 74a is cleared to "0", and the credit counter 74b is also cleared to "0". On the other hand, when the bet setting flag for replay in the main RAM 74 is set to "1", the hopper device 53 is controlled and driven so that the number of medals corresponding to the value of the credit counter 74b is discharged into the medal tray 59. In this case, the credit counter 74b is cleared to "0".
[0109] Returning to the explanation of the normal processing (FIG. 12), after executing the start waiting processing in step S302, it is determined whether or not "1" has been set in either the bet set flag at replay time or the bet set flag at acceptance time in the main RAM 74 (step S303). If a negative determination is made in step S303, the process returns to step S302. If a positive determination is made in step S303, it is determined whether or not the start lever 41 has been operated (step S304). If the start lever 41 has not been operated, the process returns to step S302.
[0110] If the start lever 41 is operated (step S304: YES), the main line ML is activated and then the acceptance prohibition process is executed (step S305). By executing the acceptance prohibition process, even if a medal is inserted into the medal insertion slot 45, the medal is discharged into the medal tray 59 without being detected by the inserted medal detection sensor 45a.
[0111] Then, in step S306, a start setting process is executed to make various settings when the game starts, in step S307 a role lottery process is executed to draw the role for this game, and in step S308 a reel control process is executed to drive and control each of the reels 32L, 32M, and 32R in a manner corresponding to the result of the role lottery process for this game.
[0112] Thereafter, a medium providing process is executed (step S309). In the medium providing process, if a small win has been achieved in the current game, a process is executed to provide the player with a number of game media corresponding to the small win. Specifically, when virtual medals are to be provided, a value corresponding to the current small win is added to the credit counter 74b of the main RAM 74, and if the value of the credit counter 74b has reached the upper limit of the stored memory number, the hopper device 53 is driven and controlled so that medals exceeding the upper limit of the stored memory number are paid out to the medal tray 59. Furthermore, in the medium providing process, the display of the dual-purpose display unit 66 is controlled so as to display a number corresponding to the number of game media to be provided this time. The display corresponding to the number of game media on the dual-purpose display unit 66 continues until a new bet of game media is made.
[0113] After that, a response process at the end of the game is executed to enable the setting of the game status and game zone corresponding to the result of this game (step S310). Also, an external output setting process is executed to output the status of the slot machine 10 to the gaming hall management computer (step S311). After that, an acceptance permission process is executed (step S312). By executing the acceptance permission process, the medal inserted from the medal insertion slot 45 is detected by the inserted medal detection sensor 45a and then collected by the hopper device 53.
[0114] Next, the setting process at the start executed in step S306 of the normal process (FIG. 12) will be described with reference to the flowchart of FIG.
[0115] First, both the bet set flag at replay time and the bet set flag at acceptance time in the main RAM 74 are cleared to "0" (step S601). Thereafter, if the value of the bet number setting counter 74a in the main RAM 74 is "3" (step S602: NO), a first bet number command is sent to the production side MPU 92 (step S603), and if the value of the bet number setting counter 74a in the main RAM 74 is "2" (step S602: YES), a second bet number command is sent to the production side MPU 92 (step S604). The first bet number command is a command for making the production side MPU 92 recognize that the number of bets on the currently started game is "3", and the second bet number command is a command for making the production side MPU 92 recognize that the number of bets on the currently started game is "2".
[0116] When the processing of step S603 or step S604 is executed, the value of the bet number setting counter 74a in the master RAM 74 is set in the bet number history counter in the master RAM 74 (step S605). Note that the value of the bet number setting counter 74a is cleared to "0" when the current game is over.
[0117] Next, the lottery process for the winning combination executed in step S307 of the normal process (FIG. 12) will be described with reference to the flowchart of FIG.
[0118] In step S701, a first random number used to determine whether a winning combination has been achieved is acquired. In this slot machine 10, when the start lever 41 is operated, the first random number at that time is latched from the first random number circuit 75. The first random number circuit 75 generates a first random number between "0" and "65535." When the main MPU 72 confirms the operation of the start lever 41, it stores the value latched by the first random number circuit 75 in the main RAM 74. This configuration allows the first random number to be acquired promptly upon operation of the start lever 41, thereby avoiding synchronization problems. The first random number circuit 75 is configured to latch the value of the free-running counter each time the start lever 41 is operated.
[0119] After obtaining the first random number, a lottery table for determining whether a winning combination will be achieved is read from the main ROM 73 (step S702). The slot machine 10 is provided with six preset values, from "1" to "6." By inserting a setting key into the setting key insertion hole 57, turning it ON, and performing a predetermined operation, the player can select the winning probability corresponding to the preset value for the lottery process. A setting value of "n+1" provides a more favorable winning probability for the player than "n." Specifically, since the winning probability of a predetermined combination is higher for a setting value of "n+1" than for "n," a setting value of "n+1" is more favorable for the player than "n." Furthermore, even for setting values of the same level, a bet of "3" gaming media is more favorable for the player than a bet of "2." Furthermore, a first CB state ST2 and a second CB state ST3 exist as gaming states. In step S702, a lottery table corresponding to the combination of the current setting value, the current number of bets, and the current gaming state is selected.
[0120] The lottery table in the non-CB state will be explained using the case where the setting value is "3" as an example. Figure 17 is an explanatory diagram for explaining the lottery table for three coins selected when the number of bets is "3", and Figure 18 is an explanatory diagram for explaining the lottery table for two coins selected when the number of bets is "2". In the following explanation, the explanatory diagram in Figure 19 will be referred to as appropriate.
[0121] In the winning combination lottery table, index values IV are set as shown in Figs. 17 and 18, regardless of whether three coins or two coins are bet. Each index value IV is associated with winning data (i.e., winning combination) that will result in a win, and a point value PV is set. The point value PV determines the winning probability of the corresponding index value IV in relation to the maximum value ("65535") of the first random number circuit 75. In addition, the number of index values IV is the same when three coins are bet and when two coins are bet, and the type of winning data set for each index value IV is the same when three coins are bet and when two coins are bet, except for index value IV=17.
[0122] Specifically, the index values IV=1 to 6 are set with the first bell winning data and one of the first to sixth supplementary winning data. When a win occurs with index value IV=1, as shown in FIG. 19, if the first stop (the reel on which the stop command was first issued) is the left reel 32L, the second stop (the reel on which the stop command was second issued) is the center reel 32M, and the third stop (the reel on which the stop command was last issued) is the right reel 32R, the first bell winning is surely achieved regardless of the timing of operation of the stop buttons 42 to 44; otherwise, the first supplementary winning may be achieved. When a win occurs with index value IV=2, if the first stop is the left reel 32L, the second stop is the right reel 32R, and the third stop is the center reel 32M, the first bell winning is surely achieved regardless of the timing of operation of the stop buttons 42 to 44; otherwise, the fourth supplementary winning may be achieved. If the winning combination is an index value IV = 3, and the first stop is the center reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R, the first bell win is guaranteed regardless of the timing of the operation of the stop buttons 42-44; otherwise, the third supplementary win may be achieved. If the winning combination is an index value IV = 4, and the first stop is the center reel 32M, the second stop is the right reel 32R, and the third stop is the left reel 32L, the first bell win is guaranteed regardless of the timing of the operation of the stop buttons 42-44; otherwise, the sixth supplementary win may be achieved. If the winning combination is an index value IV = 5, and the first stop is the right reel 32R, the second stop is the left reel 32L, and the third stop is the center reel 32M, the first bell win is guaranteed regardless of the timing of the operation of the stop buttons 42-44; otherwise, the second supplementary win may be achieved. If a win occurs with index value IV=6, and the first stop is the right reel 32R, the second stop is the middle reel 32M, and the third stop is the left reel 32L, the first bell win will be achieved regardless of the timing of operation of each stop button 42 to 44, and in any other cases the fifth supplementary win may be achieved.
[0123] As already explained, in the slot machine 10, when the non-CB state is active, reel control is performed on each of the reels 32L, 32M, and 32R, allowing the reels to slide up to four symbols after the stop buttons 42-44 are operated. In other words, reel control is performed on each of the reels 32L, 32M, and 32R, allowing the reels to stop within a specified time (190 milliseconds) after the stop buttons 42-44 are operated. This reel control makes it easier to achieve a winning combination corresponding to a winning role, while also preventing the achievement of a winning combination corresponding to a non-winning role. However, because the amount of rotation of the reels 32L, 32M, and 32R that can be slid is limited as described above, if there are five or more symbols among the constituent symbols that make up the combination of symbols for a winning combination on one reel 32L, 32M, and 32R, the constituent symbols may not stop on the main line ML depending on the timing of the operation of the corresponding stop buttons 42 to 44 (this phenomenon is also called a "missed win"). The first bell win, the second bell win, and various replay wins are winning modes that do not result in a missed win if the reels 32L, 32M, and 32R stop in the corresponding order, while the first to ninth supplementary wins, the first watermelon win, the second watermelon win, the cherry win, the first CB win, and the second CB win are winning modes that may result in a missed win depending on the timing of the stop operation of the stop buttons 42 to 44 relative to the rotation positions of the reels 32L, 32M, and 32R.
[0124] The index values IV=7 to 9 are set with the second bell winning data and any of the seventh to ninth supplementary winning data. When the index value IV=7 is won, as shown in FIG. 19, if the first stop is the left reel 32L, the second bell winning is surely achieved regardless of the type of the second and third stop target reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44. In other cases, the seventh supplementary winning may be achieved. When the index value IV=8 is won, if the first stop is the center reel 32M, the second bell winning is surely achieved regardless of the type of the second and third stop target reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44. In other cases, the ninth supplementary winning may be achieved. If the index value IV=9 is a win, and the first stop is the right reel 32R, the second bell win will be achieved regardless of the type of the second and third stop targets, reels 32L, 32M, 32R, and the operation timing of each stop button 42 to 44; in all other cases, the eighth supplementary win may be achieved.
[0125] As shown in Figures 17 and 18, the first bell winning data is set for index value IV=10. When a win occurs with index value IV=10, as shown in Figure 19, the first bell winning is achieved regardless of the stopping order of reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44.
[0126] As shown in FIGS. 17 and 18, only the first watermelon winning data is set for index value IV=11. When a win occurs with index value IV=11, the first watermelon winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in FIG. 19. However, depending on the operation timing of the stop buttons 42 to 44, the first watermelon winning may not be achieved. As shown in FIGS. 17 and 18, only the second watermelon winning data is set for index value IV=12. When a win occurs with index value IV=12, the second watermelon winning may be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in FIG. 19. However, depending on the operation timing of the stop buttons 42 to 44, the second watermelon winning may not be achieved.
[0127] As shown in Figures 17 and 18, only cherry winning data is set for index value IV=13. When a win occurs with index value IV=13, a cherry winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in Figure 19. 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.
[0128] As shown in FIGS. 17 and 18, only the first chance replay winning data is set for index value IV=14. When a win occurs with index value IV=14, the first chance replay winning is surely achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44, as shown in FIG. 19. Also, as shown in FIGS. 17 and 18, only the second chance replay winning data is set for index value IV=15. When a win occurs with index value IV=15, the second chance replay winning is surely achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44, as shown in FIG. 19. Also, as shown in FIGS. 17 and 18, only the normal replay winning data is set for index value IV=16. When a win occurs with index value IV=16, as shown in FIG. 19, a normal replay win is definitely achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the operation timing of each of the stop buttons 42 to 44.
[0129] For the index value IV=17, only the first CB winning data is set as shown in FIG. 17 for the winning combination table when three coins are bet, and only the second CB winning data is set as shown in FIG. 18 for the winning combination table when two coins are bet. In other words, the first CB winning data is set as a winning combination only when the number of gaming media bets is "3," and the first CB winning can only be achieved when the number of gaming media bets is "3." Furthermore, the second CB winning data is set as a winning combination only when the number of gaming media bets is "2," and the second CB winning can only be achieved when the number of gaming media bets is "2." When the first CB winning data is set, if the number of gaming media bets is "3," the first CB winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in FIG. 19. However, the first CB winning may not be achieved depending on the operation timing of the stop buttons 42-44. When the second CB winning data is set, if the number of gaming media bets is "2", the second CB winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in Figure 19. However, there is a possibility that the second CB winning will not be achieved depending on the operation timing of each stop button 42 to 44.
[0130] Here, winning data other than the first CB winning data and the second CB winning data is erased in the game in which a win occurs regardless of whether the corresponding winning occurs or not, and is not carried over to games following the game in which a win occurs. In contrast, the first CB winning data and the second CB winning data are stored and retained in the game following the game in which a win occurs until the corresponding winning occurs, except when a clearing process of the main RAM 74 is performed (a partial clearing process (step S104) or a full clearing process (step S105) for the first CB winning data, and a full clearing process (step S105) for the second CB winning data). In this case, in a game in which either the first CB winning data or the second CB winning data is carried over, the index values IV corresponding to the first CB winning data and the second CB winning data are excluded from the lottery.
[0131] In other words, if a game is played with the number of bets being "3," and the first CB winning data is set in the main RAM 74, and the first CB winning data is carried over because the first CB winning data has not been achieved, the index value IV corresponding to the first CB winning data will be excluded from the lottery even if a game is played with the number of bets being "3," and the index value IV corresponding to the second CB winning data will be excluded from the lottery even if a game is played with the number of bets being "2." Also, if a game is played with the number of bets being "2," and the second CB winning data is set in the main RAM 74, and the second CB winning data is carried over because the second CB winning data has not been achieved, the index value IV corresponding to the first CB winning data will be excluded from the lottery even if a game is played with the number of bets being "3," and the index value IV corresponding to the second CB winning data will be excluded from the lottery even if a game is played with the number of bets being "2." This makes it possible to prevent either the first CB winning data or the second CB winning data from being newly stored even though either the first CB winning data or the second CB winning data has already been stored, and makes it possible to prevent multiple CB winning data from being accumulated and stored.
[0132] When the winning combination lottery table for betting three coins in FIG. 17 is selected, the probability of winning when the index value IV=1, the probability of winning when the index value IV=2, the probability of winning when the index value IV=3, the probability of winning when the index value IV=4, the probability of winning when the index value IV=5, and the probability of winning when the index value IV=6 are each approximately 1 / 21.8. The probability of winning when the index value IV=7, the probability of winning when the index value IV=8, and the probability of winning when the index value IV=9 are each approximately 1 / 21.8. The probability of winning when the index value IV=10 is approximately 1 / 9.4. The probability of winning when the index value IV=11 is approximately 1 / 164. The probability of winning when the index value IV=12 is approximately 1 / 146. The probability of winning when the index value IV=13 is approximately 1 / 423. The probability of winning when the index value IV=14 is approximately 1 / 328. Furthermore, the probability of winning when the index value IV=15 is approximately 1 / 164. The probability of winning when the index value IV=16 is approximately 1 / 7.3. The probability of winning when the index value IV=17 is approximately 1 / 3.3.
[0133] 18 is selected, the probability of winning for each of the index values IV=1 to 16 is lower than when the role lottery table for betting three coins is selected. Specifically, when the role lottery table for betting two coins is selected, the probability of winning for each of the index values IV=1 to 16 is 2 / 3 or less of the probability when the role lottery table for betting three coins is selected. This makes it possible to increase the probability of a small role win accompanied by the award of game media and a replay win that awards a replay in a game where "3" game media is bet, compared to a game where "2" game media is bet.
[0134] However, when the role selection table for two bets is selected, the probability of winning when the index value IV=17 is approximately 1 / 2.2. In contrast to this, when the role selection table for three bets is selected as described above, the probability of winning when the index value IV=17 is approximately 1 / 3.3. This makes it possible to make the probability that the second CB winning data is stored in the main RAM 74 in a game executed when two gaming media are bet, higher than the probability that the first CB winning data is stored in the main RAM 74 in a game executed when three gaming media are bet.
[0135] In addition to the role selection table for three coins bet and the role selection table for two coins bet, the main ROM 73 also stores a CB lottery table referenced in the role selection process (FIG. 16) for each of the first CB state ST2 and the second CB state ST3. Only one index value IV is set in the CB lottery table, and normal replay winning data is set for that index value IV. The probability of winning with that index value IV is 3 / 10. If the left stop button 42 is operated at the specified timing, a normal replay win is achieved regardless of the stopping order of the reels 32L, 32M, and 32R. If the left stop button 42 is not operated at the specified timing, a normal replay win is not achieved even if normal replay winning data is stored. On the other hand, if the index value IV is won but the left stop button 42 is not operated at the specified timing, or if the index value IV is not won, a first bell win may be achieved.
[0136] Here, the winning probability is the same for index values IV set to "1" to "6" except for index values IV=12 and 15. This applies whether the number of gaming media bets is "3" or "2." In contrast, the winning probability for index values IV=12 and 15 differs between the setting values "1" to "6." Specifically, the winning probability for index value IV=12 is lowest when the setting value is "1," the winning probability increases as the setting value increases, and is highest when the setting value is "6." Furthermore, the winning probability for index value IV=15 is lowest when the setting value is "1," the winning probability increases as the setting value increases, and is highest when the setting value is "6." This makes it possible to create differences in the degree of advantage between the setting values "1" to "6."
[0137] Returning to the explanation of the lottery process for winning combinations (FIG. 16), after selecting a lottery table in step S702, the index value IV is set to "1" (step S703), and then a judgment value DV used when determining whether a combination is a winning combination is set (step S704). In this judgment value setting process, a point value PV corresponding to the current index value IV is added to the current judgment value DV to set a new judgment value DV. Note that in the initial judgment value setting process, the value of the first random number acquired in step S701 is set as the current judgment value DV, and the point value PV corresponding to the current index value IV (index value IV=1) is added to the value of this first random number to set a new judgment value DV.
[0138] Thereafter, a win / loss determination is made for the combination corresponding to the index value IV (step S705). In the combination win / loss determination, it is determined whether the determination value DV exceeds "65535". If it exceeds "65535" (step S705: YES), a winning data acquisition process is executed to set the winning data corresponding to the index value IV at that time in the main RAM 74 (step S706).
[0139] If the judgment value DV does not exceed "65535" (step S705: NO), it means that the hand corresponding to the index value IV has not been obtained. In such a case, after incrementing the index value IV by 1 (step S707), it is determined whether or not there is a hand corresponding to the index value IV, i.e., whether or not there is a target for judgment of whether or not there is a winning combination (step S708). Specifically, it is determined whether or not the index value IV incremented by 1 exceeds the maximum value of the index value IV set in the lottery table. If there is a target for judgment of whether or not there is a winning combination, the process returns to step S704, and the judgment of whether or not the hand is a winning combination continues. At this time, in step S704, the point value PV corresponding to the current index value IV is added to the judgment value DV used for judgment of whether or not the previous hand is a winning combination (i.e., the current judgment value DV) to obtain a new judgment value DV, and in step S705, the winning combination is judged based on the judgment value DV.
[0140] When the process of step S706 is executed, or when a negative determination is made in step S708, it means that the judgment of the winning or losing combination has been completed. In this case, a first stop information setting process is performed to set stop information for reel stop control (step S709). Thereafter, an advantageous lottery process at the start of the game is executed in step S710, a first control process for the game zone is executed in step S711, and a stop order notification control process is executed in step S712. The process contents of these steps S710 to S712 will be explained in detail later.
[0141] Thereafter, a process for transmitting a game start command is executed (step S713). In this transmission process, if any of the winning roles has been obtained in the current role lottery process (FIG. 16), information corresponding to the winning role, information corresponding to the current game state, and information corresponding to the processing results of steps S710 and S711 are set in a game start command, and the game start command is transmitted to the production-side MPU 92. The game start command is a command for making the production-side MPU 92 recognize that a new game has started, and is a command for making the production-side MPU 92 recognize various information determined by the main-side MPU 72.
[0142] When the production-side MPU 92 receives a game start command, it ascertains various information about the current game from the game start command. The production-side MPU 92 then determines the content of the effects in accordance with the various information it has ascertained. The production-side MPU 92 then reads a data table corresponding to the determined content of the effects from the production-side ROM 93 into the production-side RAM 94, and executes light emission control of the upper lamp 61, sound output control of the speaker 62, and display control of the image display device 63 according to the read data table.
[0143] Next, the reel control process executed in step S308 of the normal process (FIG. 12) will be described with reference to the flowchart of FIG.
[0144] First, it is determined whether the current game is the start game (i.e., the first game) of the pseudo-bonus state ST4, which is a game state advantageous to the player (step S801). If the determination in step S801 is negative, a rotation start process is performed to start the rotation of each of the reels 32L, 32M, and 32R (step S802). In the rotation start process, it is determined whether a predetermined wait time (e.g., 4.1 seconds) has elapsed since the start of rotation of the reels 32L, 32M, and 32R 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 wait time for the next game is reset, and rotation start information is set in the motor control storage area provided in the main RAM 74. By performing this process, the stepping motor acceleration process is started in the stepping motor control process of step S207 in the timer interrupt process (FIG. 11), and each of the reels 32L, 32M, and 32R starts spinning. After that, the main MPU 72 waits until each of the reels 32L, 32M, and 32R rotates at a predetermined constant speed, and then ends the rotation start process. When the rotation speed of each of the reels 32L, 32M, and 32R reaches the constant speed, the main MPU 72 lights up the lamps (not shown) of each of the stop buttons 42 to 44, thereby notifying the player that it is now possible to issue a stop command.
[0145] If a positive determination is made in step S801, a process for reel effect is executed (step S803). The details of the process for reel effect will be described later, but if the conditions for executing a reel effect are met, an effect using the reels 32L, 32M, and 32R is executed. If a reel effect is generated in the process for reel effect, after the reel effect has ended, a spin start process similar to that in step S802 is executed. Furthermore, if the conditions for executing a reel effect are not met in the process for reel effect, a spin start process similar to that in step S802 is executed without generating a reel effect.
[0146] When the processing of step S802 or step S803 is executed, it is determined whether any of the stop buttons 42 to 44 has been operated (step S804). If none of the stop buttons 42 to 44 has been operated, the processing of step S804 is repeatedly executed until any of the stop buttons 42 to 44 is operated. If it is determined that any of the stop buttons 42 to 44 has been operated, it is determined whether or not the stop button 42 to 44 corresponding to the spinning reels 32L, 32M, 32R has been operated, i.e., whether or not a stop command has been issued (step S805). If a stop command has not been issued, the processing returns to step S804, and the processing of step S804 is repeatedly executed until any of the stop buttons 42 to 44 is operated. If a stop command has been issued, a stop command command is sent to the production-side MPU 92 (step S806). The stop command command is a command for causing the production-side MPU 92 to recognize which of the stop buttons 42 to 44 has been operated to issue the stop command. When a stop command is transmitted, the stop control process shown in steps S807 to S813 is performed to stop the reels that are spinning.
[0147] 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 S807). 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 S808).
[0148] 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 S808, a value of "0" to "4" is calculated as the number of slips based on the stop information stored in the main RAM 74.
[0149] Then, the calculated slip count is added to the symbol number of the reached symbol, and the symbol number of the stopped symbol that will actually stop at the base position is determined (step S809). 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 S810). If they are equal, a reel stop process is performed to stop the rotation of the reels 32L, 32M, and 32R (step S811). Then, it is determined whether all reels 32L, 32M, and 32R have stopped (step S812). If all reels 32L, 32M, and 32R have not stopped, a second stop information setting process is performed (step S813), and the process returns to step S804.
[0150] 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 (FIG. 16), and 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 stopped. As the stop information, slip number data indicating the correspondence between each symbol and the slip number is stored in advance in the main ROM 73 in correspondence with each lottery result and the stop order of each reel 32L, 32M, 32R. However, without being limited thereto, the slip number data corresponding to each lottery result and the stop order of each reel 32L, 32M, 32R may be configured to be derived during the rotation of the reels 32L, 32M, 32R.
[0151] The processes for setting the stop information include a first stop information setting process executed in step S709 of the winning combination lottery process (FIG. 16) and a second stop information setting process executed in step S813 of the reel control process (FIG. 20). 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.
[0152] If it is determined in step S812 that all reels 32L, 32M, and 32R are stopped, a win determination process is executed in step S814. In the win determination process, the type of symbols stopped on the main line ML on each reel 32L, 32M, and 32R is identified. Then, based on the contents of the winning data stored in the main RAM 74, it is determined whether the combination of symbols stopped and displayed on the main line ML on each reel 32L, 32M, and 32R corresponds to a winning combination in the winning combination lottery process. If the combination of symbols corresponds to a winning combination, a winning combination is established, and a win response process is executed. In the win response process, if the winning combination is a small combination, information on the number of game media to be awarded is set in the main RAM 74 so that game media can be awarded in the medium award process. On the other hand, if the winning combination is a replay win, a flag setting process is executed to enable a replay setting process to be executed in the next start waiting process (FIG. 13).
[0153] After the winning determination process is executed, a winning result command is sent to the production-side MPU 92 (step S815). The winning result command includes data indicating whether or not a win has been achieved this time, and if a win has been achieved, data indicating the type of win.
[0154] Next, the response process at the end of a game, which is executed in step S310 of the normal process (FIG. 12), will be described with reference to the flowchart of FIG. 21. Note that, since the process of step S310 in the normal process (FIG. 12) is executed after the reel control process (step S308), the response process at the end of a game is executed after all of the rotations of the reels 32L, 32M, and 32R in one game have stopped.
[0155] First, the first CB state ST2 executes CB processing to control the transition and progress of the second CB state ST3 (step S901). The CB processing will be described in detail later. Then, on the condition that the state is neither the first CB state ST2 nor the second CB state ST3 (step S902: NO), the process jumps to the processing corresponding to the current gaming state (step S903). Specifically, if the gaming state is the normal gaming state ST1, the normal processing is executed (step S904). If the gaming state is the pseudo-bonus state ST4, the pseudo-bonus processing is executed (step S905). If the gaming state is the AT state ST5, the AT processing is executed (step S906). If the gaming state is the end preparation state ST6, the second control processing of the gaming section is executed (step S907). In addition, when any of the normal processing in step S904, the pseudo bonus processing in step S905, and the AT processing in step S906 is executed, the second control processing of the gaming area (step S907) is also executed. In addition, when either the first CB state ST2 or the second CB state ST3 is executed, the second control processing of the gaming area (step S907) is also executed. The processing contents of steps S904 to S907 will be explained in detail later.
[0156] If the current gaming state is the first CB state ST2 or the second CB state ST3, a positive judgment is made in step S902, and the normal processing in step S904, the pseudo bonus processing in step S905, and the AT processing in step S906 are not executed. Therefore, if the first CB state ST2 or the second CB state ST3 is selected, the processing for progressing through the normal gaming state ST1, the processing for progressing through the pseudo bonus state ST4, and the processing for progressing through the AT state ST5 are not executed. On the other hand, even if the current gaming state is the first CB state ST2 or the second CB state ST3, the second control processing of the gaming section in step S907 is executed. Therefore, even if the first CB state ST2 or the second CB state ST3 is selected, the processing for progressing through the second section SC2 is executed.
[0157] <About game status and game area> Next, the gaming states and gaming intervals will be explained. Figure 22 is an explanatory diagram for explaining the gaming states and gaming intervals that exist in the slot machine 10.
[0158] The slot machine 10 has a normal gaming state ST1, a first CB state ST2, a second CB state ST3, a pseudo bonus state ST4, an AT state ST5, and an end preparation state ST6 as gaming states. These gaming states ST1 to ST6 do not occur in an overlapping manner.
[0159] The normal gaming state ST1 is a gaming state in which the player remains by executing a partial clear process (step S104) or a full clear process (step S105) of the main RAM 74. When the first CB state ST2 or the second CB state ST3 that occurred in the normal gaming state ST1 ends, or when the end preparation state ST6 ends, the gaming state becomes the normal gaming state ST1. In the normal gaming state ST1, one game can be played regardless of whether the number of gaming media bets is "3" or "2."
[0160] In the normal gaming state ST1, whether three coins are bet or two coins are bet, the expected net increase in gaming media in one game (the value obtained by subtracting the "number of gaming media bet in one game" from the "expected number of gaming media to be awarded in one game") is less than 1. In addition, the normal gaming state ST1 has a non-internal state in which neither the first CB winning data nor the second CB winning data is stored in the main RAM 74, and an internal state in which either the first CB winning data or the second CB winning data is stored in the main RAM 74.
[0161] The first CB state ST2 is a gaming state to which the game is transitioned when a first CB win is achieved while the first CB winning data is stored in the main RAM 74. In the first CB state ST2, one game can be played when the number of gaming media bets is "3," but one game cannot be played when the number of gaming media bets is "2." In addition, the second CB state ST3 is a gaming state to which the game is transitioned when a second CB win is achieved while the second CB winning data is stored in the main RAM 74. In the second CB state ST3, one game can be played when the number of gaming media bets is "2," but because the bet limit is set to "2," it is not possible to bet "3" gaming media.
[0162] The first CB state ST2 and the second CB state ST3 are game states that do not increase the number of game media owned by the player. Furthermore, both the first CB state ST2 and the second CB state ST3 are game states that reduce the number of game media owned by the player at the end of the game state compared to the number of game media owned by the player at the start of the game state. Details of the first CB state ST2 and the second CB state ST3 will be explained later.
[0163] The pseudo bonus state ST4 is a gaming state that is entered when the transition condition to the pseudo bonus state ST4 is met in the normal gaming state ST1. The pseudo bonus state ST4 ends when the remaining number of continued games in the pseudo bonus state ST4 becomes "0" or when the ending condition of the second section SC2 is met. If the pseudo bonus state ST4 ends without the ending condition of the second section SC2 (described below) being met and the transition condition to the AT state ST5 is not met, the game transitions to the end preparation state ST6. Also, if the pseudo bonus state ST4 ends when the ending condition of the second section SC2 (described below) is met, the game transitions to the normal gaming state ST1.
[0164] In the pseudo bonus state ST4, one game can be played whether the number of gaming media bets is "3" or "2." The pseudo bonus state ST4 has a non-internal state in which neither the first CB winning data nor the second CB winning data is stored in the main RAM 74, and an internal state in which either the first CB winning data or the second CB winning data is stored in the main RAM 74.
[0165] In the pseudo bonus state ST4, if an index value IV of 1 to 6 is achieved, the stop order of the reels 32L, 32M, and 32R that allows the first bell to be won is announced. Also, in the pseudo bonus state ST4, if an index value IV of 7 to 9 is achieved, the stop order of the reels 32L, 32M, and 32R that allows the second bell to be won is announced. If the first bell or second bell is won, 15 gaming media are awarded. This increases the expected number of gaming media awarded per game in the pseudo bonus state ST4. In the pseudo bonus state ST4, if three coins are bet, the expected net increase in gaming media per game is 1 or more. In the pseudo bonus state ST4, if two coins are bet, the expected net increase in gaming media per game is less than 1.
[0166] The AT state ST5 is a gaming state that is entered when the transition conditions for the AT state ST5 are met in the pseudo-bonus state ST4. The AT state ST5 ends when the remaining number of continued games in the AT state ST5 becomes "0" or when the ending conditions for the second section SC2 are met. If the AT state ST5 ends without the ending conditions for the second section SC2 (described below) being met and the second section SC2 ends when transitioning to the normal gaming state ST1, the game transitions to the end preparation state ST6. If the AT state ST5 ends without the ending conditions for the second section SC2 (described below) being met and the second section SC2 does not end when transitioning to the normal gaming state ST1, the game transitions to the normal gaming state ST1 without transitioning to the end preparation state ST6. Furthermore, if the AT state ST5 ends when the ending conditions for the second section SC2 (described below) are met, the game transitions to the normal gaming state ST1.
[0167] In the AT state ST5, one game can be played whether the number of gaming media bets is "3" or "2." The AT state ST5 has a non-internal state in which neither the first CB winning data nor the second CB winning data is stored in the main RAM 74, and an internal state in which either the first CB winning data or the second CB winning data is stored in the main RAM 74.
[0168] In the AT state ST5, if an index value IV of 1 to 6 is selected, the stop order of the reels 32L, 32M, and 32R that allows for the first bell win is announced. Furthermore, in the AT state ST5, if an index value IV of 7 to 9 is selected, the stop order of the reels 32L, 32M, and 32R that allows for the second bell win is announced. When the first bell win or the second bell win is achieved, 15 game media are awarded. This increases the expected number of game media awarded per game in the AT state ST5. When three coins are bet in the AT state ST5, the expected net increase in game media per game is 1 or more. When two coins are bet in the AT state ST5, the expected net increase in game media per game is less than 1.
[0169] The end preparation state ST6 is a game state to which the game is transitioned when the pseudo bonus state ST4 ends without the ending conditions of the second section SC2 described later being met and the conditions for transitioning to the AT state ST5 being met. The end preparation state ST6 is also a game state to which the game is transitioned when the AT state ST5 ends without the ending conditions of the second section SC2 described later being met and the second section SC2 ends upon transition to the normal game state ST1 thereafter.
[0170] The end preparation state ST6 ends when one game has been played. When the end preparation state ST6 ends, the game transitions to the normal gaming state ST1. In the end preparation state ST6, one game can be played regardless of whether the number of gaming media bets is "3" or "2." The end preparation state ST6 is a gaming state in which the expected net increase in gaming media in one game is less than 1 whether three or two coins are bet. In addition, the end preparation state ST6 exists in a non-internal state in which neither the first CB winning data nor the second CB winning data is stored in the main RAM 74, and an internal state in which either the first CB winning data or the second CB winning data is stored in the main RAM 74.
[0171] In the configuration in which various gaming states ST1 to ST6 exist as described above, gaming intervals are set in addition to these gaming states ST1 to ST6. A first interval SC1 and a second interval SC2 are set as gaming intervals. That is, in this slot machine 10, the factors that determine the gaming situation are the number of gaming media bets of "2" and "3", the setting values of "1" to "6", various gaming states ST1 to ST6, and the gaming intervals of the first interval SC1 and the second interval SC2.
[0172] The first section SC1 is a section in which a favorable gaming state (pseudo-bonus state ST4 and AT state ST5) is not initiated, in which the expected net increase in gaming media in one game (the value obtained by subtracting the number of gaming media bet in one game from the expected number of gaming media awarded in one game) can be 1 or greater when the winning combinations that are favorable to the player are announced in accordance with the stopping order of the reels 32L, 32M, and 32R, depending on the winning combinations that are achieved depending on the stopping order of the reels 32L, 32M, and 32R, and the favorable gaming state does not continue. When a partial clear process (step S104) or a full clear process (step S105) for the main RAM 74 is executed, the normal gaming state ST1 is entered, and the first section SC1 is entered. Furthermore, the first section SC1 is entered when an initialization process for the second section SC2 is executed in the second section SC2. The second section SC2 is a section in which the advantageous gaming state can be started and in which the advantageous gaming state can be continued.
[0173] FIG. 23(a) is an explanatory diagram for explaining the first section SC1 and the second section SC2. As described above, when the partial clearing process (step S104) or the full clearing process (step S105) of the main RAM 74 is executed, the first section SC1 is established. Also, when the initialization process for the second section SC2 is executed, the first section SC2 is established. On the other hand, the second section SC2 is established when a transition trigger to the second section SC2 occurs based on the lottery process (FIG. 16) in the first section SC1. In this case, a transition trigger to the second section SC2 may occur if a game with a bet of "3" is executed in the first section SC1, but a transition trigger to the second section SC2 does not occur even if a game with a bet of "2" is executed in the first section SC1. Therefore, a player hoping to transition to the second section SC2 in the first section SC1 needs to play a game with a bet of "3" rather than a game with a bet of "2."
[0174] In the first section SC1, the expected net increase in gaming media per game is always less than 1, whereas in the second section SC2, the expected net increase in gaming media per game is not only less than 1 but may also be 1 or greater. Therefore, the second section SC2 is in a more advantageous position than the first section SC1. Therefore, players will expect to transition to the second section SC2 in the first section SC1.
[0175] The first section SC1 ends when a transition trigger to the second section SC2 occurs, and the game transitions to the second section SC2. In contrast, the second section SC2 can end when the pseudo-bonus state ST4, AT state ST5, or termination preparation state ST6 ends and the game transitions to the normal gaming state ST1. When the second section SC2 ends, the game transitions to the first section SC1. Furthermore, the ending condition for the second section SC2 is set such that either the total number of games played reaches the upper limit number of games (specifically, 1,500 games) as the second section SC2 continues without transitioning to the first section SC1, or the limited total net increase in the number of gaming media reaches the upper limit net increase number (specifically, 2,400) as the second section SC2 continues without transitioning to the first section SC1. The limited total net increase in the number of gaming media is the increase in the predetermined difference from the predetermined reference value, where the minimum value of the predetermined difference is set as the predetermined reference value, and the value obtained by subtracting the total number of gaming media consumed to play games while the second section SC2 is continuing (``0'' when no gaming media is being played) from the total number of gaming media awarded through games played while the second section SC2 is continuing (``0'' when no gaming media is being awarded) is the predetermined difference.
[0176] In other words, if the limited total net increase in gaming media since the start of the second section SC2 reaches the upper limit as the second section SC2 continues, the second section SC2 ends and the game transitions to the first section SC1. Also, if the number of games played since the start of the second section SC2 reaches the upper limit as the second section SC2 continues, the second section SC2 ends and the game transitions to the first section SC1. If either of these ending conditions is met, even if the game is in the middle of the pseudo-bonus state ST4 or the AT state ST5, the pseudo-bonus state ST4 or the AT state ST5 ends in the game where the ending condition was met, and the second section SC2 ends, transitioning to the first section SC1 and the normal game state ST1. This prevents the second section SC2 from continuing excessively.
[0177] As shown in Figure 22, the normal gaming state ST1, the first CB state ST2, and the second CB state ST3 can be in either the first section SC1 or the second section SC2. On the other hand, the pseudo bonus state ST4, the AT state ST5, and the end preparation state ST6 are not in the first section SC1, but are only in the second section SC2.
[0178] 23(b) is an explanatory diagram for explaining the contents of each game state ST1 to ST6 in the second section SC2. As already explained, in the normal game state ST1, pseudo bonus state ST4, AT state ST5, and end preparation state ST6, it is possible to execute a game in either a situation where the number of game media bets is "3" or a situation where it is "2." In the first CB state ST2, it is possible to execute a game only when the number of game media bets is "3," and in the second CB state ST3, it is possible to execute a game only when the number of game media bets is "2."
[0179] In the normal gaming state ST1 in the second interval SC2, the expected net increase in gaming media is less than 1 whether a game with a bet number of "3" is played or a game with a bet number of "2" is played. In this case, in the normal gaming state ST1 in the second interval SC2, as described below, a lottery process for transition to the pseudo-bonus state ST4 may be executed based on the results of a lottery process (FIG. 16) for each game. However, this lottery process is executed in a game with a bet number of "3" but not in a game with a bet number of "2." Also, in the normal gaming state ST1 in the second interval SC2, as described below, the value of the release game number counter 74e provided in the main RAM 74 is decremented by 1 each time a game is played. If the value of the release game number counter 74e after the decrement is "0," transition to the pseudo-bonus state ST4 is confirmed. However, this decrement of the release game number counter 74e is executed in a game with a bet number of "3" but not in a game with a bet number of "2." Therefore, in the normal gaming state ST1 in the second section SC2, it is more advantageous for the player to have a game with a bet number of "3" executed than to have a game with a bet number of "2" executed.
[0180] In the pseudo bonus state ST4, when a game with a bet number of "3" is executed, the expected net increase in gaming media can be 1 or more, whereas when a game with a bet number of "2" is executed, the expected net increase in gaming media is less than 1. Therefore, in the pseudo bonus state ST4, it is more advantageous for the player to execute a game with a bet number of "3" than to execute a game with a bet number of "2". In the pseudo bonus state ST4, as will be described later, a lottery process for transitioning to the AT state ST5 can be executed based on the results of the lottery process ( FIG. 16 ) for the winning combination in each game. However, this lottery process is executed in a game with a bet number of "3", but is not executed in a game with a bet number of "2". Therefore, from this perspective, it is more advantageous for the player to execute a game with a bet number of "3" in the pseudo bonus state ST4 than to execute a game with a bet number of "2".
[0181] In the AT state ST5, when a game with a bet number of "3" is executed, the expected net increase in gaming media can be 1 or more, whereas when a game with a bet number of "2" is executed, the expected net increase in gaming media is less than 1. Therefore, in the AT state ST5, it is more advantageous for the player to execute a game with a bet number of "3" than to execute a game with a bet number of "2." In the AT state ST5, as will be described later, based on the results of the lottery process (FIG. 16) for each game, an additional lottery process for determining whether to increase the remaining number of games to be continued in the AT state ST5 and a lottery process for transitioning to an additional period in which the remaining number of games to be continued in the AT state ST5 is more likely to be executed. However, these additional lottery processes and transition lottery processes are executed in games with a bet number of "3," but are not executed in games with a bet number of "2." Therefore, from this perspective, it is more advantageous for the player to execute a game with a bet number of "3" in the AT state ST5 than to execute a game with a bet number of "2."
[0182] Even if it is advantageous to execute a game with a bet of "3" in the normal gaming state ST1, pseudo bonus state ST4, and AT state ST5 in the second section SC2 as described above, the number of gaming media awarded in a game with a bet of "2" in any of the normal gaming state ST1, pseudo bonus state ST4, and AT state ST5 in the second section SC2 is added to the limited total net increase in gaming media in the second section SC2, and a game with a bet of "2" in any of the normal gaming state ST1, pseudo bonus state ST4, and AT state ST5 in the second section SC2 is added to the total number of games executed as the second section SC2 continues. In other words, even though a game with a bet of "2" in any of the normal gaming state ST1, pseudo bonus state ST4, and AT state ST5 in the second section SC2 is disadvantageous to the player, that game contributes to the establishment of the ending condition of the second section SC2. From this point of view, when the second section SC2 is in either the normal game state ST1, the pseudo bonus state ST4 or the AT state ST5, it is more advantageous for the player to have a game with a bet number of "3" executed than to have a game with a bet number of "2" executed.
[0183] Even in the second section SC2, a first CB win and a second CB win are possible, just as in the first section SC1. If a first CB win occurs in the second section SC2, the first CB state ST2 is established in the second section SC2, and the second section SC2 is maintained in the first CB state ST2 and after the first CB state ST2 ends. Furthermore, if a second CB win occurs in the second section SC2, the second CB state ST3 is established in the second section SC2, and the second section SC2 is maintained in the second CB state ST3 and after the second CB state ST3 ends. As already explained, both the first CB state ST2 and the second CB state ST3 are game states in which the number of game media owned by the player at the end of the game state is less than the number of game media owned by the player at the start of the game state. In other words, the first CB state ST2 and the second CB state ST3 are game states that are disadvantageous to the player. On the other hand, games executed in either the first CB state ST2 or the second CB state ST3 in the second section SC2 are added to the total number of games executed as the second section SC2 continues. In other words, even though the games executed in the first CB state ST2 and the second CB state ST3 are disadvantageous to the player, those games contribute to achieving the ending condition of the second section SC2. Therefore, if the first CB state ST2 or the second CB state ST3 occurs in the second section SC2, it will be even more disadvantageous to the player.
[0184] Note that, in the end preparation state ST6, although the expected net increase value of the gaming medium is less than 1 whether the game with a bet number of "3" or the game with a bet number of "2" is executed in the second section SC2, the second section SC2 ends as the pseudo bonus state ST4 or the AT state ST5 ends, and it is a gaming state where only one game is executed. Therefore, the game executed in the end preparation state ST6 does not contribute to the restricted total net increase number of the gaming medium in the second section SC2, and further does not contribute to the total number of games in the second section SC2. However, it is not limited to this, and even the game executed in the end preparation state ST6 may be configured to contribute to the restricted total net increase number of the gaming medium in the second section SC2 and further contribute to the total number of games in the second section SC2.
[0185] <Regarding the CB states ST2 and ST3> Next, the first CB state ST2 and the second CB state ST3 will be described in detail. FIG. 24(a) is an explanatory diagram for explaining the first CB role (i.e., the index value IV in which the first CB winning data is to be stored in the main side RAM 74) and the second CB role (i.e., the index value IV in which the second CB winning data is to be stored in the main side RAM 74), and FIG. 24(b) is an explanatory diagram for explaining the first CB state ST2 and the second CB state ST3.
[0186] As shown in FIG. 24(a), the first CB role can win in a game with a bet number of "3", but cannot win in a game with a bet number of "2". In a game with a bet number of "3", the first CB role wins with a probability of about 1 / 3.3. However, if it is in any of the winning states of the first CB role (i.e., the state where the first CB winning data is stored in the main side RAM 74), the winning state of the second CB role (i.e., the state where the second CB winning data is stored in the main side RAM 74), the first CB state ST2, and the second CB state ST3, the first CB role is excluded from the lottery target in the lottery process of the role (FIG. 16).
[0187] The second CB role can be a winning combination in a game where the number of bets is "2," but cannot be a winning combination in a game where the number of bets is "3." In a game where the number of bets is "2," the probability of winning the second CB role is approximately 1 / 2.2. However, in any of the following states: the first CB role winning state (i.e., the state where the first CB winning data is stored in the main RAM 74), the second CB role winning state (i.e., the state where the second CB winning data is stored in the main RAM 74), the first CB state ST2, and the second CB state ST3, the second CB role is excluded from the lottery targets in the role lottery process (FIG. 16).
[0188] In the winning state of the 1st CB role, the 1st CB win can be achieved in a game with a bet number of "3," but the 1st CB win cannot be achieved in a game with a bet number of "2." Therefore, even if a game with a bet number of "2" is played in the winning state of the 1st CB role and the lottery process for the role (FIG. 16) results in a loss result that does not win any of the index values IV, the 1st CB win cannot be achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of the stop operation of the stop buttons 42 to 44. Also, even if a game with a bet number of "2" is played in the winning state of the 1st CB role and the lottery process for the role (FIG. 16) results in a win with index value IV that may result in a so-called missed win, the 1st CB win cannot be achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of the stop operation of the stop buttons 42 to 44. When a game with a bet number of "3" is played in the winning state of the 1st CB role and the 1st CB win is achieved, the 1st CB state ST2 is entered.
[0189] As shown in Figure 24(b), in the first CB state ST2, it is possible to play a game with a bet number of "3," but it is not possible to play a game with a bet number of 2 or less. In the first CB state ST2, normal replay winning data is stored in the main RAM 74 with a probability of 3 / 10 in the lottery process for each game (Figure 16), and when normal replay winning data is stored, a normal replay winning occurs regardless of the stopping order of the reels 32L, 32M, and 32R as long as the left stop button 42 is operated at the specified timing. When the left stop button 42 is not operated at the specified timing, a normal replay winning does not occur even if normal replay winning data is stored.
[0190] In the first CB state ST2, if the normal replay winning data is not stored in the main RAM 74 in the winning combination lottery process (FIG. 16), or if the normal replay winning data is stored in the main RAM 74 but the normal replay winning cannot be achieved because the left stop button 42 is not operated at the specified timing, the first bell winning may be achieved. In this case, the first bell winning is achieved regardless of the stopping order of the reels 32L, 32M, and 32R, but the first bell winning may not be achieved depending on the timing of the stop operation of the left stop button 42.
[0191] However, without being limited to this, a configuration may be adopted in which, when normal replay winning data is stored in the main RAM 74 in the lottery process for winning combinations (FIG. 16) in the first CB state ST2, a normal replay winning is reliably achieved regardless of the stop order of the reels 32L, 32M, and 32R and the stop operation timing of each of the stop buttons 42 to 44. Also, when normal replay winning data is not stored in the main RAM 74 in the lottery process for winning combinations (FIG. 16) in the first CB state ST2, a configuration may be adopted in which a first bell winning is reliably achieved regardless of the stop order of the reels 32L, 32M, and 32R and the stop operation timing of each of the stop buttons 42 to 44.
[0192] If the first bell win occurs in the first CB state ST2, one gaming medium is awarded. As already explained, in the first CB state ST2, a game can be played only when three gaming media have been bet. In contrast, the number of gaming media awarded in a game in the first CB state ST2 is one. The first CB state ST2 ends when thirty gaming media have been awarded. Therefore, in the first CB state ST2, an event in which one gaming medium is awarded in a game played by betting three gaming media must occur 30 times. In this case, the number of gaming media owned by the player will decrease by at least 60 from the start to the end of the first CB state ST2. Therefore, the first CB state ST2 is a gaming state that is disadvantageous to the player.
[0193] In addition, in the first CB state ST2, as described above, a normal replay win may occur, but neither a normal replay win nor a first bell win may occur. In this case, if the first CB state ST2 occurs in the second section SC2, the first CB state ST2, which is disadvantageous to the player, will continue for 30 games or more, and the number of games will be added to the total number of games played in the second section SC2.
[0194] In the winning state of the 2nd CB role, the 2nd CB win can be achieved in a game with a bet number of "2," but the 2nd CB win cannot be achieved in a game with a bet number of "3." Therefore, even if a game with a bet number of "3" is played in the winning state of the 2nd CB role and the lottery process for the role (FIG. 16) results in a loss result that does not win any of the index values IV, the 2nd CB win cannot be achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of the stop operation of the stop buttons 42 to 44. Also, even if a game with a bet number of "3" is played in the winning state of the 2nd CB role and the lottery process for the role (FIG. 16) results in a win with index value IV that may result in a so-called missed win, the 2nd CB win cannot be achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of the stop operation of the stop buttons 42 to 44. When a game with a bet number of "2" is played in the winning state of the 2nd CB role and the 2nd CB win is achieved, the 2nd CB state ST3 is entered.
[0195] As shown in Figure 24(b), in the second CB state ST3, it is possible to play a game when the number of bets is "2," and the upper limit number of bets for gaming media is "2." In the second CB state ST3, normal replay winning data is stored in the main RAM 74 with a probability of 3 / 10 in the lottery process for winning combinations in each game (Figure 16). When normal replay winning data is stored, if the left stop button 42 is operated at the specified timing, a normal replay winning is achieved regardless of the stopping order of the reels 32L, 32M, and 32R. If the left stop button 42 is not operated at the specified timing, a normal replay winning is not achieved even if normal replay winning data is stored.
[0196] In the second CB state ST3, if the normal replay winning data is not stored in the main RAM 74 in the winning combination lottery process (FIG. 16), or if the normal replay winning data is stored in the main RAM 74 but the normal replay winning cannot be achieved because the left stop button 42 is not operated at the specified timing, the first bell winning may be achieved. In this case, the first bell winning is achieved regardless of the stopping order of the reels 32L, 32M, and 32R, but the first bell winning may not be achieved depending on the timing of the stop operation of the left stop button 42.
[0197] However, without being limited to this, a configuration may be adopted in which, when normal replay winning data is stored in the main RAM 74 in the lottery process for winning combinations (FIG. 16) in the second CB state ST3, a normal replay winning is reliably achieved regardless of the stop order of the reels 32L, 32M, and 32R and the stop operation timing of each of the stop buttons 42 to 44. Also, when normal replay winning data is not stored in the main RAM 74 in the lottery process for winning combinations (FIG. 16) in the second CB state ST3, a configuration may be adopted in which a first bell winning is reliably achieved regardless of the stop order of the reels 32L, 32M, and 32R and the stop operation timing of each of the stop buttons 42 to 44.
[0198] If the first bell win occurs in the second CB state ST3, one gaming medium is awarded. As already explained, in the second CB state ST3, a game can be played only when two gaming media are bet. In contrast, the number of gaming media awarded in a game in the second CB state ST3 is one. The second CB state ST3 ends when thirty gaming media are awarded. Therefore, in the second CB state ST3, an event in which one gaming medium is awarded in a game played by betting two gaming media must occur 30 times. In this case, the number of gaming media owned by the player will decrease by at least 30 from the start to the end of the second CB state ST3. Therefore, the second CB state ST3 is a gaming state that is disadvantageous to the player. However, this disadvantage in the second CB state ST3 is lower than in the first CB state ST2.
[0199] In addition, in the second CB state ST3, as described above, a normal replay win may be achieved, but it may also be the case that neither a normal replay win nor a first bell win is achieved. In this case, if the second CB state ST3 occurs in the second section SC2, the second CB state ST3, which is disadvantageous to the player, will continue for 30 games or more, and the number of games will be added to the total number of games played in the second section SC2.
[0200] In the configuration in which the first CB state ST2 and the second CB state ST3 are set as game states disadvantageous to the player as described above, by executing a game with a bet of "2," a winning state for the second CB role is established and the second CB win is not realized, and then a game with a bet of "3" is executed. As a result of the lottery process for the role in each game (FIG. 16), it becomes possible to play without transitioning to the first CB state ST2 or the second CB state ST3, regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of the stop operation of each stop button 42-44. In other words, if a winning state for the second CB role is established by executing a game with a bet of "2," the second CB win is not realized even if the winning state for the second CB role is established by subsequently executing a game with a bet of "3." Furthermore, even if a game with a bet of "3" is executed in the winning state for the second CB role, the first CB role is excluded from the lottery process for the role (FIG. 16), so the winning state for the first CB role is not established. Since the first CB winning state is not achieved, the first CB winning will not be achieved, and the game state will not transition to the first CB state ST2. This makes it possible to play a game with a bet of "3" while preventing transitions to the first CB state ST2 and the second CB state ST3. By playing a game with a bet of "3", a transition to the second section SC2 may occur, as already explained, and a transition to the pseudo bonus state ST4 may occur.
[0201] Here, it is assumed that the slot machine 10 executes the process of clearing all of the main RAM 74 (step S105) for the purpose of obtaining an unfair advantage. For example, it is assumed that a fraudulent act occurs in which a fraudulent tool is used to prevent the payout detection sensor of the hopper device 53 from detecting medals when medals are to be paid out, thereby causing more medals to be paid out than should have been paid out. To address this issue, as already explained, the slot machine 10 is provided with an object detection sensor for detecting the intrusion of such a fraudulent tool. If the object detection sensor detects the intrusion of a fraudulent tool, an intrusion abnormality alert is issued. Therefore, even if the fraudulent tool is inserted in a way that is not detected by the object detection sensor, the intrusion of the fraudulent tool may be detected by the object detection sensor during repeated attempts to fraudulently pay out a large number of medals using the fraudulent tool, causing the intrusion abnormality alert to be issued. In this case, it is assumed that the fraudulent will forcibly terminate the intrusion abnormality alert by fraudulently executing the process of clearing all of the main RAM 74 (step S105). It is assumed that the illegally obtained medals will be used to play games in the slot machine 10 in which the intrusion abnormality notification is not executed.
[0202] However, if such fraudulent behavior is committed, the main RAM 74 is cleared completely (step S105), resulting in a state in which the second CB winning data is not stored in the main RAM 74. In other words, the state is one in which the second CB role is not winning. If a game with a bet of "3" is played in a state in which the second CB role is not winning, the first CB role may be winning, and if the first CB win is achieved, the game state becomes the first CB state ST2, which is unfavorable to the player. This makes it possible to disadvantage those who commit such fraudulent behavior. On the other hand, in an amusement hall, by playing a game with a bet of "2" before opening, etc., and creating a winning state for the second CB role, it is possible to allow normal players who do not commit such fraudulent behavior to play a game with a bet of "3" while preventing the first CB state ST2 and the second CB state ST3 from occurring.
[0203] As shown in FIG. 24(a), the probability of winning the second CB role in a game with a bet of "2" is approximately 1 / 2.2, whereas the probability of winning the first CB role in a game with a bet of "3" is approximately 1 / 3.3. In other words, the probability of winning the second CB role is set higher than the probability of winning the first CB role. This makes it possible to reduce the number of games required to achieve the winning state of the second CB role when a game with a bet of "2" is played in an amusement hall or the like to achieve the winning state of the second CB role. On the other hand, even if a game with a bet of "3" is played before accidentally achieving the winning state of the second CB role, the probability of winning the first CB role is lower than the probability of winning the second CB role, making it more difficult to win the first CB role.
[0204] In addition, the configuration is not limited to one in which the probability of winning the second CB role is higher than the probability of winning the first CB role, and the configuration may be one in which the probability of winning the first CB role is higher than the probability of winning the second CB role, or one in which the probability of winning the first CB role and the probability of winning the second CB role are the same or approximately the same.
[0205] Fig. 25 is a flowchart showing the CB processing executed by the main MPU 72. The CB processing is executed in step S901 of the response processing at the end of a game (Fig. 21). As already explained, the response processing at the end of a game (Fig. 21) is executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game, and therefore the CB processing is also executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game.
[0206] Whether the current gaming state is either the first CB state ST2 or the second CB state ST3 is determined (step S1001) by determining whether "1" is set in either the first CB state flag or the second CB state flag provided in the main RAM 74. The first CB state flag is a flag for specifying in the main MPU 72 whether the gaming state is the first CB state ST2, and the second CB state flag is a flag for specifying in the main MPU 72 whether the gaming state is the second CB state ST3.
[0207] If the determination in step S1001 is negative, it is determined whether or not a first CB winning has occurred in the current game (step S1002). That is, it is determined whether or not a symbol combination corresponding to the first CB winning has stopped on the main line ML when the first CB winning data is stored in the main RAM 74. If the first CB winning has occurred (step S1002: YES), the first CB state flag in the main RAM 74 is set to "1" (step S1003), and the first CB winning data in the main RAM 74 is cleared (step S1004). Then, a first CB winning command indicating a transition to the first CB state ST2 is sent to the production-side MPU 92 (step S1005). This changes the gaming state to the first CB state ST2. In the first CB state ST2, as already explained, steps S513 to S515 in the bet processing (FIG. 14) are executed, so that the game is played only when "3" gaming media has been bet.
[0208] If the determination in step S1002 is negative, it is determined whether or not a second CB win has been achieved in this game (step S1006). That is, it is determined whether or not a combination of symbols corresponding to the second CB win has stopped on the main line ML while the second CB winning data is stored in the main RAM 74. If the second CB win has been achieved (step S1006: YES), the second CB state flag in the main RAM 74 is set to "1" (step S1007), and the second CB winning data in the main RAM 74 is cleared (step S1008). Then, a second CB win command indicating a transition to the second CB state ST3 is sent to the production-side MPU 92 (step S1009). This changes the game state to the second CB state ST3. In the second CB state ST3, as already explained, the processing of steps S503, S508, S515 and S516 in the bet processing (Figure 14) is executed, and the game is executed only when "2" gaming media has been bet.
[0209] If a positive determination is made in step S1001, it is determined whether or not a first bell win has been achieved in this game (step S1010). If a first bell win has been achieved (step S1010: YES), the value of a total award counter provided in the main RAM 74 is incremented by 1 (step S1011). The total award counter is a counter used by the main MPU 72 to identify the total number of game media awarded in the first CB state ST2 or the second CB state ST3, and is cleared to "0" when the first CB state ST2 or the second CB state ST3 is started.
[0210] When the value of the total grant counter after adding 1 becomes "30", which is the termination reference number for the first CB state ST2 and the second CB state ST3 (step S1012: YES), the CB state flags corresponding to the current CB states ST2 and ST3 are cleared to "0" (step S1013). Then, a CB termination command indicating that the current CB states ST2 and ST3 have ended is sent to the production-side MPU 92 (step S1014).
[0211] Next, the transition of the game state to the CB states ST2 and ST3 and the restriction of the transition to the CB states ST2 and ST3 will be explained with reference to the time chart in Fig. 26. Fig. 26(a) shows the period in which the game is played when "3" gaming media are bet, Fig. 26(b) shows the period in which the game is played when "2" gaming media are bet, Fig. 26(c) shows the period in which the first CB role is won, Fig. 26(d) shows the period in which the second CB role is won, Fig. 26(e) shows the period in which the first CB winning or the second CB winning is possible, Fig. 26(f) shows the period in which either the first CB state ST2 or the second CB state ST3 is in effect, Fig. 26(g) shows the period in which the transition to the second section SC2 is possible in the first section SC1, and Fig. 26(h) shows the period in which the game is played in the second section SC2.
[0212] First, the case where transitions to the CB states ST2 and ST3 are restricted will be described.
[0213] At time t1 after the main RAM 74 is completely cleared (step S105), a game with a bet of "2" is started as shown in FIG. 26(b). In this case, neither the first CB nor the second CB combination has been won, and the game zone is the first zone SC1, in the normal game state ST1. Repeated execution of a game with a bet of "2" results in a winning state for the second CB combination at time t2, as shown in FIG. 26(d). In this case, by preventing the second CB combination from being won, a transition to the second CB state ST3 does not occur. Furthermore, execution of a game with a bet of "2" as shown in FIG. 26(b) during the winning state for the second CB combination results in a period in which the second CB combination can be won, as shown in FIG. 26(e).
[0214] After that, at timing t3, a state is reached in which a game with a bet number of "3" is repeatedly executed, as shown in FIG. 26(a). Even if the second CB role is won, if a game with a bet number of "3" is executed, the second CB role will not be won, and furthermore, if the second CB role is won, the first CB role will not be won. Therefore, at timing t3, as shown in FIG. 26(e), a period in which a CB role cannot be won is reached. Furthermore, if a game with a bet number of "2" is executed, no trigger for transition to the second section SC2 occurs, but if a game with a bet number of "3" is executed, a trigger for transition to the second section SC2 may occur, and therefore, at timing t3, a period in which a transition to the second section SC2 is possible is reached, as shown in FIG. 26(g).
[0215] Thereafter, at timing t4, an opportunity to transition to the second section SC2 occurs, resulting in the second section SC2 as shown in Figure 26(h), and then a game with a bet number of "3" is played, resulting in the game being completed in the second section SC2.
[0216] Then, at timing t5, a game with a bet number of "2" is executed as shown in FIG. 26(b). In this case, a game with a bet number of "2" is executed in the winning state of the second CB role, so a situation arises in which the second CB winning may be achieved as shown in FIG. 26(e). Even if a game with a bet number of "2" is executed in the second section SC2, it is treated as a game that has been completed in the second section SC2 as shown in FIG. 26(h). Then, at timing t6, the second CB winning is achieved, and the state shifts to the second CB state ST3 as shown in FIG. 26(f). Even if a game in the second CB state ST3 is executed in the second section SC2, it is treated as a game that has been completed in the second section SC2 as shown in FIG. 26(h).
[0217] Next, a case where a game with the bet number "3" is repeated from the timing after the process of clearing all of the main RAM 74 (step S105) is executed will be described.
[0218] At time t7, after the main RAM 74 is completely cleared (step S105), a game with a bet of "3" is started, as shown in FIG. 26(a). In this case, neither the first CB nor the second CB combination has been won, and the game zone is the first zone SC1, in the normal gaming state ST1. When a game with a bet of "3" is played, an opportunity to transition to the second zone SC2 may occur, and therefore, at time t7, as shown in FIG. 26(g), a transition period to the second zone SC2 is possible. Thereafter, an opportunity to transition to the second zone SC2 occurs at time t8, and the zone becomes the second zone SC2, as shown in FIG. 26(h). After that, a game with a bet of "3" is played, and the game is consumed in the second zone SC2.
[0219] After that, a game with a bet number of "3" is repeatedly executed, resulting in a winning state of the first CB role at time t9, as shown in FIG. 26(c). Furthermore, while the winning state of the first CB role is in place, a game with a bet number of "3" is executed as shown in FIG. 26(a), resulting in a period in which the first CB winning is possible, as shown in FIG. 26(e). After that, the first CB winning is achieved at time t10, resulting in the first CB state ST2, as shown in FIG. 26(f). Even if a game in the first CB state ST2 is executed in the second section SC2, it is treated as a game that has been played in the second section SC2, as shown in FIG. 26(h).
[0220] After that, the first CB state ST2 ends at timing t11 as shown in Figure 26(f). Even after the first CB state ST2 ends, the second section SC2 continues as shown in Figure 26(h), and if a game with a bet of "3" is played as shown in Figure 26(a), it is treated as a game that has been played in the second section SC2 as shown in Figure 26(h).
[0221] Next, a case where a game with the bet number of "2" is repeated from the timing after the process of clearing all of the main RAM 74 (step S105) is executed will be described.
[0222] At time t12 after the all-clear process (step S105) of the main RAM 74 is executed, a game with a bet number of "2" is started as shown in FIG. 26(b). In this case, neither the first CB nor the second CB combination is won, and the game zone is the first zone SC1, and the game zone is in the normal gaming state ST1. Then, by repeatedly executing a game with a bet number of "2," the game enters a winning state for the second CB combination at time t13 as shown in FIG. 26(d). In this case, by preventing the second CB combination from being won, a transition to the second CB state ST3 does not occur. Furthermore, by executing a game with a bet number of "2" as shown in FIG. 26(b) while the second CB combination is won, a period in which the second CB combination can be won is entered as shown in FIG. 26(e). Note that when a game with a bet number of "2" is executed, no opportunity to transition to the second zone SC2 occurs, and therefore, the period does not become a period in which a transition to the second zone SC2 is possible, as shown in FIG. 26(g). Thereafter, the second CB win occurs at the timing t14, and the state becomes the second CB state ST3 from the timing t14 to the timing t15 as shown in FIG. 26(f).
[0223] Next, the contents of various notifications executed in relation to the winning status of the CB role and the number of bets on gaming media will be explained.
[0224] As described above, the first CB state ST2 and the second CB state ST3 are unfavorable game states for the player, but by first playing a game with a bet number of "2" to enter a winning state for the second CB role, and then playing a game with a bet number of "3", it is possible to aim for the occurrence of the pseudo bonus state ST4 and the AT state ST5 while preventing transition to the first CB state ST2 and the second CB state ST3. In this case, the slot machine 10 is configured to notify that the first CB role is not in a winning state and to notify that the second CB role is in a winning state.
[0225] 27(a) to 27(c) are explanatory diagrams for explaining the contents of notifications related to the winning states of the first CB combination and the second CB combination executed by the image display device 63. FIG.
[0226] In a situation where the game can be played and in a situation where the game is being played, a predetermined character image G11 is displayed as a moving image on the image display device 63 as shown in Figures 27(a) to 27(c). In this case, in a situation where neither the first CB role nor the second CB role has been won, a non-internal notification image G12 is displayed in a partial area of the image display device 63 as shown in Figure 27(a). The non-internal notification image G12 is displayed in a corner of the image display device 63 so as not to overlap with the predetermined character image G11 in the front-to-back direction. The non-internal notification image G12 remains displayed as long as the situation where neither the first CB role nor the second CB role has been won continues.
[0227] As the non-internal notification image G12, a non-internal explicit image G21 indicating that neither the first CB role nor the second CB role has been won, and a non-internal consumed game count image G22 indicating the number of games played in a situation in which neither the first CB role nor the second CB role has been won are displayed. Specifically, a text image saying "Returning" is displayed as the non-internal explicit image G21. This clearly indicates that neither the first CB role nor the second CB role has been won.
[0228] Specifically, the non-internal consumed game count image G22 displays a text image such as "010 games" indicating the number of games played in a situation where neither the first CB role nor the second CB role was won. In this case, "000 games" is displayed as the non-internal consumed game count image G22 until the first game in a situation where neither the first CB role nor the second CB role was won is completed after the partial clear process (step S104) or the full clear process (step S105) of the main RAM 74 is executed. Also, "000 games" is displayed as the non-internal consumed game count image G22 until the first game in a situation where neither the first CB role nor the second CB role was won is completed after the first CB state ST2 or the second CB state ST3 ends. Thereafter, the number of games displayed as the non-internal consumed game count image G22 is incremented by one each time a game is played, whether it is a game with a bet of "3" or a game with a bet of "2."
[0229] In a situation where neither the first CB role nor the second CB role has been won, if the second CB role is won in a game with a bet of "2", and the second CB role is won, the display of the non-internal notification image G12 will end as shown in Figure 27(b). In this case, although the display of the predetermined character image G11 continues, an image clearly indicating that the second CB role has been won will not be displayed on the image display device 63.
[0230] When neither the first CB nor the second CB role has been won, if the first CB role is won in a game with a bet of "3" and the first CB role is entered into a winning state, the display of the non-internal notification image G12 is terminated as shown in FIG. 27(c). In this case, a first internal explicit image G13 indicating that the first CB role has been entered into a winning state is displayed in a partial area of the image display device 63. The first internal explicit image G13 is displayed in a corner of the image display device 63 so as not to overlap with the predetermined character image G11 in the front-to-back direction. The first internal explicit image G13 remains displayed as long as the winning state of the first CB role continues. Then, when the first CB win is achieved and the game state transitions to the first CB state ST2, the display of the first internal explicit image G13 is terminated.
[0231] In the first CB state ST2, a CB state display is displayed on the image display device 63. In the second CB state ST3, a CB state display is also displayed on the image display device 63. The specific content of the CB state display is arbitrary, but for example, the entire display screen of the image display device 63 may be dimmed when a predetermined character image G11 is displayed on the image display device 63. In addition, an image indicating the remaining number of game media required to be paid out until the first CB state ST2 or the second CB state ST3 ends may be displayed.
[0232] In addition to the above notifications, various bet number-related notifications are also executed as notifications related to the winning status of the first CB role and the second CB role. Specifically, as a bet number-related notification, in a situation where neither the first CB role nor the second CB role has been won, if the second CB role is won in a game with a bet number of "2", a winning notification for the second CB role is executed by the time the stopping operation of reels 32L, 32M, and 32R becomes effective. The execution manner of the winning notification for the second CB role is arbitrary, but for example, a message such as "Winning the second CB role" is output from speaker 62. The winning notification for the second CB role is issued when a game with a bet number of "2" is played in the winning status of the second CB role, even after the game in which the second CB role was won.
[0233] In the winning state of the second CB role, if a game with a bet number of "2" is executed, a two-bet notification is executed. The manner of execution of the two-bet notification is arbitrary, but for example, a message such as "Two coins bet" is output from the speaker 62. In the winning state of the second CB role, if a game with a bet number of "2" is repeated without a game with a bet number of "3" in between, the two-bet notification is not issued in the second game onwards of the game with a bet number of "2".
[0234] In a situation where neither the first CB role nor the second CB role is won, a 3-bet notification is issued when a game with a bet number of "3" is executed. The manner of execution of the 3-bet notification is arbitrary, but for example, a message such as "3 coins bet" is output from the speaker 62. In a situation where neither the first CB role nor the second CB role is won, if a game with a bet number of "3" is repeated without a game with a bet number of "2" in between, the 3-bet notification is not issued in the second or subsequent games with a bet number of "3".
[0235] In a situation where neither the first CB role nor the second CB role has been won, if the first CB role is won in a game with a bet number of "3", a winning notification for the first CB role will be executed by the time the stopping operation of reels 32L, 32M, and 32R becomes effective. The manner in which the winning notification for the first CB role is executed is arbitrary, but for example, a message such as "Winning the first CB role" is output from speaker 62. However, the winning notification for the first CB role is generated only in the game in which the first CB role is won, and is not executed in either a game with a bet number of "2" or a game with a bet number of "3" in the winning state of the first CB role thereafter.
[0236] In the winning state of the first CB role, if a game with a bet number of "2" is executed, a two-bet compatible notification is executed. The manner of execution of the two-bet compatible notification is arbitrary, but for example, a message such as "Two coins bet" is output from the speaker 62. In the winning state of the first CB role, if a game with a bet number of "2" is repeated without a game with a bet number of "3" in between, the two-bet compatible notification is not issued in the second game onwards of the game with a bet number of "2".
[0237] Next, how various notifications are executed in relation to the winning state of the CB combination and the number of bets of gaming media will be described with reference to the time chart of FIG. Figure 28(a) shows the execution period of a game with a bet number of "2", Figure 28(b) shows the execution period of a game with a bet number of "3", Figure 28(c) shows the period during which the alarm sound for betting "2" that occurs when a game with a bet number of "2" is executed is output, Figure 28(d) shows the period during which the alarm sound for betting "3" that occurs when a game with a bet number of "3" is executed is output, Figure 28(e) shows the period during which the non-internal alarm image G12 is displayed on the image display device 63, Figure 28(f) shows the period during which the first internal explicit image G13 is displayed on the image display device 63, Figure 28(g) shows the period during which the first CB role is in a winning state, Figure 28(h) shows the period during which the second CB role is in a winning state, Figure 28(i) shows the period during which the first CB state ST2 or the second CB state ST3 is executed, and Figure 28(j) shows the period during which the CB state display is being displayed on the image display device 63.
[0238] When the supply of operating power to the slot machine 10 is started, the performance control of the performance is started by the performance-side MPU 92 at timing t1. In this case, since the all-clear process (step S105) of the main RAM 74 is being executed, neither the first CB role nor the second CB role has been won. Therefore, at timing t1, the display of the non-internal notification image G12 is started on the image display device 63 as shown in FIG. 28(e).
[0239] Thereafter, at timing t2, a game with a bet number of "3" is executed as shown in FIG. 28(b). In this case, since a game with a bet number of "3" is executed when neither the first CB role nor the second CB role is won, an alert sound corresponding to the 3-bet alert is output as shown in FIG. 28(d). This allows players and gaming hall managers to recognize that a game with a bet number of "3" is being executed when neither the first CB role nor the second CB role is won. Also, at timing t2, the display content of the non-internal game count image G22 of the non-internal alert image G12 on the image display device 63 is updated from "000 games" to "001 games."
[0240] At timing t3, as shown in FIG. 28(b), a game with a bet number of "3" is executed again in a situation where neither the first CB role nor the second CB role has been won. However, since this game is a game with a bet number of "3" executed from the second onward without an intervening game with a bet number of "2," the three-bet notification is not executed. This makes it possible to prevent the three-bet notification from being repeatedly executed in response to intentional repetition of a game with a bet number of "3" in a situation where neither the first CB role nor the second CB role has been won. Also, at timing t3, the display content of the non-internal game count image G22 of the non-internal notification image G12 on the image display device 63 is updated from "001 game" to "002 game."
[0241] After that, at timing t4, as shown in FIG. 28(b), a game with a bet of "3" is executed again in a situation where neither the first CB role nor the second CB role is won. In this game, the first CB role is won as shown in FIG. 28(g). Therefore, at timing t4, as shown in FIG. 28(d), an alert sound corresponding to the winning notification of the first CB role is output. This allows the player and the amusement hall manager to recognize that the first CB role has been won. Furthermore, the alert corresponding to the winning of the first CB role is initiated before the timing at which the reels 32L, 32M, and 32R are stopped in the game in which the first CB role is won. This allows the player and the amusement hall manager to recognize that the first CB role has been won before the reels 32L, 32M, and 32R are stopped in the game in which the first CB role is won. Also, at timing t4, the display content of the non-internal game count image G22 of the non-internal notification image G12 on the image display device 63 is updated from "002 games" to "003 games."
[0242] After that, at the timing of t5, the game in which the first CB role was won ends without the first CB winning occurring. In this case, at the timing of t5, the display of the non-internal notification image G12 on the image display device 63 ends as shown in Fig. 28(e), and the display of the first internal explicit image G13 on the image display device 63 begins as shown in Fig. 28(f). This makes it possible for the player and the gaming hall manager to recognize that the first CB role has been won.
[0243] After that, at timing t6, a game with the bet number "3" is executed in the winning state of the first CB role as shown in Figure 28(b). Then, at timing t7, when the game ends, the first CB win is realized as shown in Figures 28(g) and 28(i), and the game transitions to the first CB state ST2. In this case, at timing t7, the display of the first internal indicating image G13 on the image display device 63 is ended as shown in Figure 28(f), and the CB state display on the image display device 63 is started as shown in Figure 28(j).
[0244] After that, at timing t8, a game with the bet number of "3" is executed in the first CB state ST2. In this game, the CB state display continues on the image display device 63 as shown in FIG. 28(j). After that, a game with the bet number of "3" is repeated, and the first CB state ST2 ends at timing t9 as shown in FIG. 28(i). In this case, the CB state display on the image display device 63 ends at timing t9 as shown in FIG. 28(j). Furthermore, since neither the first CB role nor the second CB role has been won, the display of the non-internal notification image G12 on the image display device 63 begins at timing t9 as shown in FIG. 28(e). In this case, the display content of the non-internal played game count image G22 of the non-internal notification image G12 on the image display device 63 becomes "000 games."
[0245] 28(a), a game with the bet number of "2" is executed in a situation where neither the first CB role nor the second CB role is won. At the timing of t10, the display content of the non-internal played game count image G22 of the non-internal notification image G12 on the image display device 63 is updated from "000 games" to "001 games."
[0246] After that, at timing t11, as shown in FIG. 28(a), a game with a bet of "2" is executed again in a situation where neither the first CB role nor the second CB role is won. In this game, the second CB role is won as shown in FIG. 28(h). Therefore, at timing t11, as shown in FIG. 28(c), an alert sound corresponding to the winning notification of the second CB role is output. This allows the player and the amusement hall manager to recognize that the second CB role has been won. Furthermore, the alert corresponding to the winning of the second CB role is initiated before the stop operation of reels 32L, 32M, and 32R becomes effective in the game in which the second CB role is won. This allows the player and the amusement hall manager to recognize that the second CB role has been won before the stop operation of reels 32L, 32M, and 32R is performed in the game in which the second CB role is won. Also, at timing t11, the display content of the non-internal game count image G22 of the non-internal notification image G12 on the image display device 63 is updated from "001 game" to "002 game."
[0247] After that, at the timing of t12, the game in which the second CB winning combination was achieved ends without the second CB winning combination being achieved. In this case, at the timing of t12, the display of the non-internal notification image G12 on the image display device 63 ends as shown in Fig. 28(e). This allows the player and the gaming hall manager to recognize that the second CB winning combination has been achieved.
[0248] After that, at timing t13, a game with the number of bets set to "2" is executed in the winning state of the second CB role, as shown in FIG. 28(a). In this case, as shown in FIG. 28(c), an alert sound corresponding to the 2-bet notification is output, and an alert sound corresponding to the winning of the second CB role is output again. This allows the player and the gaming hall manager to recognize that a game with the number of bets set to "2" has been executed in the winning state of the second CB role, and also allows the player and the gaming hall manager to recognize that the second CB role has been won. In addition, the winning notification of the second CB role is initiated before the stop operation of the reels 32L, 32M, and 32R becomes effective. This allows the player and the gaming hall manager to recognize that the second CB role has been won before the stop operation of the reels 32L, 32M, and 32R is performed.
[0249] After that, at timing t14, as shown in FIG. 28(a), a game with a bet count of "2" is executed again in the winning state of the second CB role. However, since this game is a game with a bet count of "2" executed from the second onward without an intervening game with a bet count of "3," the two-bet notification is not executed. This prevents the two-bet notification from being repeatedly executed when the game with a bet count of "2" is intentionally repeated in the winning state of the second CB role. Meanwhile, at timing t14, as shown in FIG. 28(c), an alarm sound corresponding to the winning notification of the second CB role is output again. This allows the player and the gaming hall manager to recognize that the second CB role has been won. Furthermore, the winning notification of the second CB role is initiated before the timing when the stop operation of reels 32L, 32M, and 32R becomes effective. This allows the player and the manager of the gaming hall to recognize that the second CB combination has been won before the reels 32L, 32M, and 32R are stopped.
[0250] After that, at timing t15 and timing t16, as shown in Fig. 28(b), a game with the number of bets "3" is executed in the winning state of the second CB role. Since the execution of a game with the number of bets "3" in the winning state of the second CB role is the originally expected game content, a 3 bet corresponding notification and a winning corresponding notification of the second CB role are not executed for that game.
[0251] After that, at timing t17, as shown in FIG. 28(a), a game with the number of bets set to "2" is executed in the winning state of the second CB role. In this case, as shown in FIG. 28(c), an alert sound corresponding to the 2-bet alert is output, and an alert sound corresponding to the winning of the second CB role is output again. This allows the player and the gaming hall manager to recognize that a game with the number of bets set to "2" has been executed in the winning state of the second CB role, and also allows the player and the gaming hall manager to recognize that the second CB role has been won. In addition, the winning alert for the second CB role is initiated before the stop operation of the reels 32L, 32M, and 32R becomes effective. This allows the player and the gaming hall manager to recognize that the second CB role has been won before the stop operation of the reels 32L, 32M, and 32R is performed.
[0252] After that, at timing t18, as shown in FIG. 28(a), a game with a bet count of "2" is executed again in the winning state of the second CB role. However, since this game is a game with a bet count of "2" executed from the second onward without an intervening game with a bet count of "3," the two-bet notification is not executed. This prevents the two-bet notification from being repeatedly executed in response to intentional repetition of a game with a bet count of "2" in the winning state of the second CB role. Meanwhile, at timing t18, as shown in FIG. 28(c), an alarm sound corresponding to the winning notification of the second CB role is output again. This allows the player and the gaming hall manager to recognize that the second CB role has been won. Furthermore, the winning notification of the second CB role is initiated before the timing at which the stop operation of reels 32L, 32M, and 32R becomes effective. This allows the player and the manager of the gaming hall to recognize that the second CB combination has been won before the reels 32L, 32M, and 32R are stopped.
[0253] Next, a processing configuration for performing various notifications executed in relation to the winning state of the CB combination and the number of bets on gaming media as described above will be described.
[0254] 29 is a flowchart showing the internal notification control process executed by the production side MPU 92. The internal notification control process is repeatedly executed by the production side MPU 92 at relatively short intervals (for example, every 4 milliseconds).
[0255] First, it is determined whether a supply start command has been received from the main MPU 72 (step S1101). When the supply of operating power starts, the main MPU 72 transmits one of a power restoration command, a full initialization command, and a partial initialization command as the supply start command in the main processing (FIG. 10) if no abnormality has occurred in the storage state of the main RAM 74. As already explained, the power restoration command is a command transmitted when no abnormality has occurred in the storage state of the main RAM 74 and the address before power was cut off is returned to without executing the partial clear process (step S104) and the full clear process (step S105). The full initialization command is a command transmitted when the full clear process (step S105) has been executed, as will be described later. The partial initialization command is a command transmitted when the partial clear process (step S104) has been executed, as will be described later.
[0256] If the determination in step S1101 is affirmative, a control process at the start of supply is executed (step S1102). Fig. 30 is a flowchart showing the control process at the start of supply.
[0257] When the all clear process (step S105) is being executed in the main process (FIG. 10) of the main MPU 72 and an all initialization command is received (step S1201: YES), the display of the non-internal notification image G12 on the image display device 63 is started (step S1202). When the all clear process (step S105) is executed, as will be described in detail later, all areas of the main RAM 74 are initialized, resulting in a situation where neither the first CB role nor the second CB role has been won. Therefore, when the all initialization command is received, the display of the non-internal notification image G12 on the image display device 63 is started. In this case, the display content of the non-internal number of games played image G22 of the non-internal notification image G12 is "000 games."
[0258] When the partial clear process (step S104) is being executed in the main process (FIG. 10) of the main MPU 72 and a partial initialization command is received (step S1203: YES), it is determined whether or not the second CB role is in a winning state based on the information set in the partial initialization command (step S1204). When the partial clear process (step S104) is executed, as will be described in detail later, the area in the main RAM 74 where the second CB winning data will be stored is not initialized, and areas other than that area (including the area where the first CB winning data is stored) are initialized.
[0259] If the second CB winning data was stored in the main RAM 74 immediately before the supply of operating power was stopped, the state in which the second CB winning data is stored in the main RAM 74 is maintained even after the partial clear process (step S104) is executed after the supply of operating power is resumed. On the other hand, if the second CB winning data was not stored in the main RAM 74 immediately before the supply of operating power was stopped, the state in which the second CB winning data is not stored in the main RAM 74 is maintained even after the partial clear process (step S104) is executed after the supply of operating power is resumed. As will be described later, information indicating whether the second CB winning data is stored in the main RAM 74 is set in the partial initialization command. Therefore, in step S1204, it is determined whether information indicating that the second CB winning data is stored is included in the partial initialization command.
[0260] If a negative determination is made in step S1204, the display of the non-internal notification image G12 on the image display device 63 is started (step S1205). In this case, the display content of the non-internal number of games played image G22 of the non-internal notification image G12 becomes "000 games." If a positive determination is made in step S1204, the second CB internal flag provided in the production-side RAM 94 is set to "1" (step S1206). The second CB internal flag is a flag for the production-side MPU 92 to identify that the second CB role is in a winning state.
[0261] If a power restoration command has been received from the main MPU 72 (step S1207: YES), it is determined whether or not the second CB role has been won based on the information set in the power restoration command (step S1208). As already explained, the power restoration command contains information indicating whether or not either the first CB winning data or the second CB winning data is stored in the main RAM 74. If the second CB role has been won (step S1208: YES), the second CB internal flag in the performance RAM 94 is set to "1" (step S1209).
[0262] If the second CB role is not in a winning state (step S1208: NO), it is determined whether the first CB role is in a winning state based on the information set in the power recovery command (step S1210). If the first CB role is not in a winning state (step S1210: NO), the display of the non-internal notification image G12 on the image display device 63 begins (step S1211). In this case, the display content of the non-internal number of games played image G22 of the non-internal notification image G12 becomes "000 games." If the first CB role is in a winning state (step S1210: YES), the display of the first internal explicit image G13 on the image display device 63 begins (step S1212). Then, the first CB internal flag provided in the production-side RAM 94 is set to "1" (step S1213). The first CB internal flag is a flag that allows the production-side MPU 92 to identify that the first CB role is in a winning state.
[0263] Returning to the explanation of the internal notification control process (Fig. 29), when a winning result command has been received from the main MPU 72 (step S1103: YES), it is determined from the information set in the winning result command whether the first CB combination has been won in the current game and whether the first CB combination has not been achieved (step S1104). The main MPU 72 sends a winning result command to the production MPU 92 in step S815, which is a process executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game in the reel control process (Fig. 20). The winning result command contains information corresponding to the type of winning data that was to be stored in the main RAM 74 in the lottery process for the combination in the current game (Fig. 16), information on whether a winning has been achieved in the current game, and, if a winning has been achieved in the current game, information on the type of winning that was the target of the winning. If a positive judgment is made in step S1104, the first CB internal flag in the production side RAM 94 is set to "1" (step S1105), the display of the non-internal notification image G12 on the image display device 63 is terminated (step S1106), and the display of the first internal explicit image G13 on the image display device 63 is started (step S1107).
[0264] In the internal notification control process, if a winning result command is received from the main MPU 72 (step S1103: YES), it is determined from the information set in the winning result command whether the second CB role was won in this game and the second CB winning was not achieved (step S1108). If the determination in step S1108 is affirmative, the second CB internal flag in the performance RAM 94 is set to "1" (step S1109), and the display of the non-internal notification image G12 on the image display device 63 is terminated (step S1110).
[0265] In the internal notification control process, if a winning result command has been received from the main MPU 72 (step S1103: YES), it is further determined whether a first CB winning command or a second CB winning command has been received from the main MPU 72, thereby determining whether a first CB winning or a second CB winning has occurred in the current game (step S1111). As already explained, if a first CB winning has occurred, the main MPU 72 sends a first CB winning command in step S1005 of the CB processing (Fig. 25), and if a second CB winning has occurred, it sends a second CB winning command in step S1009 of the CB processing (Fig. 25).
[0266] If any of the CB wins has been achieved (step S1111: YES), a process for clearing the CB internal flag is executed (step S1112). In the process for clearing the CB internal flag, if the first CB internal flag in the performance-side RAM 94 is set to "1," the first CB internal flag is cleared to "0." If the second CB internal flag in the performance-side RAM 94 is set to "1," the second CB internal flag is cleared to "0." Then, a process for terminating various displays is executed (step S1113). In the process for terminating, if the non-internal notification image G12 is displayed on the image display device 63, the display of the non-internal notification image G12 is terminated. If the first internal explicit image G13 is displayed on the image display device 63, the display of the first internal explicit image G13 is terminated. Then, a CB state display is started on the image display device 63 (step S1114).
[0267] In the internal notification control process, if a winning result command has been received from the main MPU 72 (step S1103: YES), it is further determined whether a CB end command has been received from the main MPU 72, thereby determining whether the CB states ST2 and ST3 that were to be executed have ended (step S1115). As already explained, when the CB states ST2 and ST3 that were to be executed have ended, the main MPU 72 sends a CB end command in step S1014 of the CB process (Fig. 25).
[0268] When the CB states ST2 and ST3 to be executed have ended (step S1115: YES), the display of the CB state on the image display device 63 is ended (step S1116). After that, the display of the non-internal notification image G12 on the image display device 63 is started (step S1117).
[0269] In the internal notification control process, if a game start command is received from the main MPU 72 (step S1118: YES) and both the first CB internal flag and the second CB internal flag of the presentation RAM 94 are not set to "1" (steps S1119 and S1120: NO), non-internal notification process is executed (step S1121). Also, if a game start command is received from the main MPU 72 (step S1118: YES) and the first CB internal flag of the presentation RAM 94 is set to "1" (step S1119: YES), first CB internal notification process is executed (step S1122). Also, if a game start command is received from the main MPU 72 (step S1118: YES) and the second CB internal flag of the presentation RAM 94 is set to "1" (step S1120: YES), second CB internal notification process is executed (step S1123).
[0270] FIG. 31 is a flowchart showing the non-internal internal notification process executed in step S1121 of the internal notification control process (FIG. 29).
[0271] First, the value of a return counter provided in the presentation-side RAM 94 is incremented by 1 (step S1301). The return counter is a counter used by the presentation-side MPU 92 to identify the number of games that have been played since the image display device 63 started displaying the non-internal notification image G12, and a number corresponding to the value set in the return counter is displayed as a non-internal count of games played image G22 in the non-internal notification image G12. Note that when the image display device 63 starts displaying the non-internal notification image G12, the value of the return counter is cleared to "0." Thereafter, the display content of the non-internal notification image G12 is updated so that a number corresponding to the value set in the return counter after incrementing by 1 is displayed in the non-internal count of games played image G22 in the non-internal notification image G12 (step S1302).
[0272] Thereafter, it is determined whether the number of bets for the current game is "3" (step S1303). As already explained, in the start setting process (FIG. 15) executed when a game is started, the master MPU 72 sends a first number of bets command if the number of bets for the game is "3" (step S603), and sends a second number of bets command if the number of bets for the game is "2" (step S604). In step S1303, it is determined whether the first number of bets command has been received from the master MPU 72.
[0273] If the determination in step S1303 is affirmative, on the condition that the "3" bet notified flag in the production-side RAM 94 is not set to "1" (step S1304: NO), the "3" bet notifying process is executed (step S1305), and then the "3" bet notifying flag is set to "1" (step S1306). In the "3" bet notifying process, a 3-bet notification is executed to notify that a game with a bet number of "3" has been executed in a situation where neither the first CB combination nor the second CB combination has been won. As a result, a message such as "3 coins bet" is output from the speaker 62. The "3" bet notifying flag is a flag for the production-side MPU 92 to determine whether a 3-bet notification has already been executed when a game with a bet number of "3" is repeated. By not executing the "3" bet notification process when the "3" bet notification flag is set to "1", it is possible to prevent the 3 bet notification from being repeated when a game with the bet number of "3" is repeated in a situation where neither the first CB role nor the second CB role is won.
[0274] If a positive determination is made in step S1304, or if the processing of step S1306 is executed, it is determined whether or not the first CB role has been won in the current game from the information set in the currently received game start command (step S1307). If the first CB role has been won (step S1307: YES), a notification process for when the first CB role has been won is executed (step S1308). In the notification process for when the first CB role has been won, a notification corresponding to the winning of the first CB role is executed. As a result, a message such as "You have won the first CB role" is output from the speaker 62.
[0275] If a negative determination is made in step S1303, that is, if the number of bets in this game is "2" and a second bet number command has been received from the main MPU 72, the "3" bet notified flag in the performance RAM 94 is cleared to "0" (step S1309). Note that the "3" bet notified flag is also cleared to "0" when neither the first CB combination nor the second CB combination has been won.
[0276] Thereafter, it is determined whether or not the second CB role has been won in the current game from the information set in the currently received game start command (step S1310). If the second CB role has been won (step S1310: YES), a notification process for when the second CB role has been won is executed (step S1311). In the notification process for when the second CB role has been won, a notification corresponding to the winning of the second CB role is executed. As a result, a message such as "You have won the second CB role" is output from the speaker 62.
[0277] FIG. 32 is a flowchart showing the first CB internal intermediate notification process executed in step S1122 of the internal notification control process (FIG. 29).
[0278] First, it is determined whether the number of bets for the current game is "2" (step S1401). As already explained, in the start setting process (FIG. 15) executed when a game is started, the master MPU 72 sends a first bet number command if the number of bets for the game is "3" (step S603), and sends a second bet number command if the number of bets for the game is "2" (step S604). In step S1401, it is determined whether the second bet number command has been received from the master MPU 72.
[0279] If a positive determination is made in step S1401, on the condition that the "2" bet notified flag in the production-side RAM 94 is not set to "1" (step S1402: NO), the "2" bet notifying process is executed (step S1403), and then the "2" bet notifying flag is set to "1" (step S1404). In the "2" bet notifying process, a 2-bet notification is executed to notify that a game with a bet number of "2" has been executed in the winning state of the first CB combination. As a result, a message such as "2 coins bet" is output from the speaker 62. The "2" bet notifying flag is a flag for the production-side MPU 92 to determine whether a 2-bet notification has already been executed when a game with a bet number of "2" is repeated. By not executing the "2" bet notification process when the "2" bet notification flag is set to "1", it is possible to prevent the 2 bet notification from being repeated when a game with the number of bets being "2" is repeated in the winning state of the first CB role.
[0280] If a negative determination is made in step S1401, the "2" bet notified flag in the performance-side RAM 94 is cleared to "0" (step S1405). The "2" bet notified flag is also cleared to "0" when the first CB combination is won, and is also cleared to "0" when the second CB combination is won.
[0281] FIG. 33 is a flowchart showing the second CB internal intermediate notification process executed in step S1123 of the internal notification control process (FIG. 29).
[0282] First, it is determined whether the number of bets for the current game is "2" (step S1501). As already explained, in the start setting process (FIG. 15) executed when a game is started, the master MPU 72 sends a first bet number command if the number of bets for the game is "3" (step S603), and sends a second bet number command if the number of bets for the game is "2" (step S604). In step S1501, it is determined whether the second bet number command has been received from the master MPU 72.
[0283] If a positive determination is made in step S1501, on the condition that the "2" bet notified flag in the production-side RAM 94 is not set to "1" (step S1502: NO), the "2" bet notifying process is executed (step S1503), and then the "2" bet notifying flag is set to "1" (step S1504). In the "2" bet notifying process, a 2-bet notification is executed to notify that a game with a bet number of "2" has been executed in the winning state of the second CB combination. As a result, a message such as "2 coins bet" is output from the speaker 62. The "2" bet notifying flag is a flag for the production-side MPU 92 to determine whether a 2-bet notification has already been executed when a game with a bet number of "2" is repeated. By not executing the "2" bet notification process when the "2" bet notification flag is set to "1", it is possible to prevent the 2 bet notification from being repeated when a game with the number of bets being "2" is repeated in the winning state of the second CB role.
[0284] If a positive determination is made in step S1502, or if the processing of step S1504 is executed, a notification process for when the second CB is won is executed (step S1505). In the notification process for when the second CB is won, a notification corresponding to the winning of the second CB role is executed. As a result, a message such as "You have won the second CB role" is output from the speaker 62. By executing the notification process for when the second CB is won as described above, a notification corresponding to the winning of the second CB role is executed every time a game with the number of bets of "2" is executed in the winning state of the second CB role.
[0285] If a negative determination is made in step S1501, the "2" bet notified flag in the performance-side RAM 94 is cleared to "0" (step S1506). The "2" bet notified flag is also cleared to "0" when the first CB combination is won, and is also cleared to "0" when the second CB combination is won.
[0286] Next, the contents of the areas of the main RAM 74 that are to be initialized in the partial clear process (step S104) and the full clear process (step S105) in the main MPU 72 will be described.
[0287] Figure 34 is an explanatory diagram for explaining the contents of the storage areas of the main RAM 74. As shown in Figure 34, an address is set in each storage area of the main RAM 74. The addresses are set as consecutive number information. Specifically, the address "0000" is set as the starting address, the address "0001" is set as the next address in the sequence, the address "0002" is set as the next address in the sequence, and so on, with subsequent addresses being set in consecutive order.
[0288] A second CB winning data area, which is an area for storing second CB winning data, is set as a storage area corresponding to the start address "0000." When the index value IV to which the second CB winning data is set in the lottery process for winning combinations (FIG. 16) is won, the second CB winning data is set in the second CB winning data area, and when a second CB win is achieved, the second CB winning data is cleared from the second CB winning data area.
[0289] The first CB winning data area, which is an area for storing the first CB winning data, is set as a storage area corresponding to the next sequential address, "0001," relative to the starting address, "0000." When the index value IV to which the first CB winning data is set in the winning combination lottery process (FIG. 16) is won, the first CB winning data is set in the first CB winning data area, and when the first CB win is established, the first CB winning data is cleared from the first CB winning data area.
[0290] A setting value storage area, which is an area for storing the setting value to be set, is set as the storage area corresponding to "0002" which is the next in order after "0001." The setting value selected in the setting value update process (step S106) of the main process (FIG. 10) is stored in the setting value storage area.
[0291] FIG. 35(a) is a flowchart showing the all clear processing executed in step S105 of the main processing (FIG. 10).
[0292] First, the target address is set to "0000", which is the start address of the main RAM 74 (step S1601). Then, a clear execution process is executed to clear the storage area corresponding to the current target address in the main RAM 74 to "0" (step S1602).
[0293] Thereafter, an address update process is executed (step S1603) to set the target address to the next sequential address in the addresses of the main RAM 74. As a result, if the target address up to that point was the start address "0000," the target address becomes "0001," and if the target address up to that point was "0001," the target address becomes "0002."
[0294] Thereafter, it is determined whether the target address after being updated by the address update process corresponds to the end address (step S1604). The end address is the address that corresponds next in order to the final address set in the main RAM 74. If a negative determination is made in step S1604, the process returns to step S1602. By repeating the processes of steps S1602 to S1604 in this manner, all storage areas in the main RAM 74 are cleared to "0".
[0295] If the determination in step S1604 is affirmative, the process proceeds to step S1605. In step S1605, initialization is performed on the storage area that was the target of the clear execution process in step S1602 in this all clear process. Thereafter, a all initialization command indicating that the all clear process has been executed on the main RAM 74 is sent to the production side MPU 92 (step S1606).
[0296] FIG. 35(b) is a flowchart showing the partial clearing process executed in step S104 of the main process (FIG. 10).
[0297] First, the next sequential address "0001" relative to the start address of the main RAM 74 is set as the target address (step S1701). As a result, the second CB winning data area, which is the storage area corresponding to "0000" which is the start address of the main RAM 74, is excluded from the targets for executing "0" clear and is also excluded from the targets for executing the initial setting process (step S1705). After that, a clear execution process is executed to clear to "0" the storage area corresponding to the current target address in the main RAM 74 (step S1702).
[0298] Thereafter, an address update process is executed to set the target address to the next sequential address in the addresses of the main RAM 74 (step S1703). As a result, if the previous target address was "0001," which is the next sequential address relative to the start address of the main RAM 74, the target address becomes "0002," and if the previous target address was "0002," the target address becomes "0003."
[0299] Thereafter, it is determined whether the target address after being updated by the address update process corresponds to the end address (step S1704). The end address is the address that corresponds next in order to the final address set in the main RAM 74. If a negative determination is made in step S1704, the process returns to step S1702. By repeating the processes of steps S1702 to S1704 in this manner, all of the storage areas of the main RAM 74 except for the second CB winning data area, which is the storage area corresponding to the start address of the main RAM 74, are cleared to "0".
[0300] If a positive determination is made in step S1704, the process proceeds to step S1705. In step S1705, initialization is performed on the storage area that was the target of the clear execution process in step S1702 in this partial clear process. After that, a partial initialization command indicating that the partial clear process has been executed on the main RAM 74 is sent to the production side MPU 92 (step S1706). In this case, it is determined whether or not second CB winning data is stored in the main RAM 74, and if second CB winning data is stored, a partial initialization command is sent with the corresponding information set.
[0301] Next, the manner in which the partial clearing process (step S104) and the full clearing process (step S105) are executed by the main MPU 72 will be described with reference to the time chart of FIG. Figure 36(a) shows the period when operating power is supplied to the main MPU72, Figure 36(b) shows the period when the main processing (Figure 10) is being executed in the main MPU72, Figure 36(c) shows the execution timing of the setting update start operation in which the power switch 55 is turned ON when the setting key insertion hole 57 is turned ON using the setting key and the reset button 56 is not being pressed, Figure 36(d) shows the execution timing of the RAM clear operation in which the power switch 55 is turned ON when the setting key insertion hole 57 is turned ON using the setting key and the reset button 56 is being pressed, Figure 36(e) shows the period when the partial clear processing (step S104) is being executed in the main MPU72, Figure 36(f) shows the period when the full clear processing (step S105) is being executed in the main MPU72, Figure 36(g) shows the period when the first CB role is in a winning state, and Figure 36(h) shows the period when the second CB role is in a winning state.
[0302] First, we will explain the case where the supply of operating power to the main MPU 72 is started while the second CB winning data is stored in the main RAM 74, and a partial clear process (Figure 35 (b)) is executed in the main MPU 72.
[0303] At time t1, as shown in FIG. 36(c), the setting key insertion hole 57 is turned on with the setting key, and the reset button 56 is not pressed. This causes the power switch 55 to be turned on to start the setting update. At time t1, as shown in FIG. 36(a), the supply of operating power to the main MPU 72 begins. As shown in FIG. 36(b), the main MPU 72 starts the main processing (FIG. 10). From time t2 to time t3, the main MPU 72 executes the partial clear processing (FIG. 35(b)) as shown in FIG. 36(e). In this case, as shown in FIG. 36(h), the supply of operating power to the main MPU 72 begins with the second CB winning data stored in the main RAM 74. The second CB winning data remains stored even after time t3. The setting value update processing (step S106) is executed after time t3.
[0304] As described above, when the setting update start operation is performed, a partial clear process (Fig. 35(b)) is executed, so that even if the supply of operating power to the main MPU 72 is stopped while the second CB role is in a winning state and the setting value update process (step S106) is executed when the supply of operating power is subsequently resumed, the winning state of the second CB role can be maintained after the setting value update process (step S106) is executed. This makes it possible to prevent an incident from occurring in which the manager of an amusement hall has to repeatedly run a game with the number of bets "2" before the opening of the amusement hall to bring the second CB role into a winning state every time the setting value is changed.
[0305] Next, we will explain the case where the supply of operating power to the main MPU 72 is started while the second CB winning data is stored in the main RAM 74, and the main MPU 72 executes the all clear process (Figure 35 (a)).
[0306] At time t4, as shown in FIG. 36(d), the setting key insertion hole 57 is turned on with the setting key, and the reset button 56 is pressed. This causes the power switch 55 to be turned on and the RAM clear operation to be performed. As shown in FIG. 36(a), the supply of operating power to the main MPU 72 begins at time t4, and the main processing (FIG. 10) begins in the main MPU 72 as shown in FIG. 36(b). From time t5 to time t6, the main MPU 72 executes the all-clear processing (FIG. 35(a)) as shown in FIG. 36(f). In this case, as shown in FIG. 36(h), the supply of operating power to the main MPU 72 begins with the second CB winning data stored in the main RAM 74, but the second CB winning data is erased at time t6. The setting value update processing (step S106) is executed after time t6.
[0307] As described above, when the RAM clear operation is performed, the all clear process (Fig. 35(a)) is executed and the second CB winning data is erased. This makes it possible to create a situation where the first CB role and the second CB role are not won when the all clear process (Fig. 35(a)) is executed fraudulently. If a game with a bet of "3" is executed without winning the second CB role, the first CB win will be established and the game may transition to the first CB state ST2, which is disadvantageous to the player. This makes it possible to limit the profits that can be obtained by fraudulently executing the all clear process (Fig. 35(a)).
[0308] Next, we will explain the case where the supply of operating power to the main MPU 72 is started while the first CB winning data is stored in the main RAM 74, and a partial clear process (Figure 35 (b)) is executed in the main MPU 72.
[0309] At time t7, as shown in FIG. 36(c), when the setting key insertion hole 57 is turned on with the setting key and the reset button 56 is not pressed, the power switch 55 is turned on to start the setting update. As a result, at time t7, the supply of operating power to the main MPU 72 is started as shown in FIG. 36(a), and the main processing (FIG. 10) is started in the main MPU 72 as shown in FIG. 36(b). Then, from time t8 to time t9, the main MPU 72 executes the partial clear processing (FIG. 35(b)) as shown in FIG. 36(e). In this case, as shown in FIG. 36(g), the supply of operating power to the main MPU 72 is started with the first CB winning data stored in the main RAM 74, but the first CB winning data is erased at time t9. Note that the setting value update processing (step S106) is executed after time t9.
[0310] As described above, even if a partial clear process (Figure 35(b)) is executed when the setting update start operation is performed, the first CB winning data is erased, so that the state in which the first CB winning data is stored, which is not normal in the actual game, can be eliminated when the setting value is changed.
[0311] <About Section 2 SC2> Next, the second section SC2 will be described. First, the first control process of the gaming section executed by the main MPU 72 will be described with reference to the flowchart in Fig. 37. The first control process of the gaming section is executed in step S711, which is a process executed after the winning / losing judgment of the winning combination is completed in the winning combination lottery process (Fig. 16).
[0312] First, it is determined whether the second section flag in the main RAM 74 is set to "1" (step S1801). The second section flag is a flag that allows the main MPU 72 to identify whether the gaming section is the second section SC2 or not; if the second section flag is set to "1", it is the second section SC2, and if the value of the second section flag is "0", it is the first section SC1. If the second section flag is set to "1" (step S1801: YES), the processing from step S1802 onwards is not executed. As a result, if it is the second section SC2, the direct hit lottery processing in step S1806 and the lottery processing for the number of games to be released in step S1810 are not executed.
[0313] If the second interval flag is not set to "1" (step S1801: NO), it is determined whether the current gaming state is the first CB state ST2 or the second CB state ST3 (step S1802). If the current gaming state is the first CB state ST2 or the second CB state ST3 (step S1802: YES), the processing from step S1803 onwards is not executed. As a result, even if the current gaming state is the first interval SC1, if it is the first CB state ST2 or the second CB state ST3, the processing for setting it to the second interval SC2 in step S1805, the direct hit lottery processing in step S1806, and the lottery processing for the number of games to be released in step S1810 are not executed.
[0314] If the current gaming state is neither the first CB state ST2 nor the second CB state ST3 (step S1802: NO), it is determined whether the value of the bet number setting counter 74a in the main RAM 74 is "3" to determine whether the number of bets in the current game is "3" (step S1803). If the number of bets in the current game is "2" (step S1803: NO), the processing from step S1804 onwards is not executed. As a result, in a game in which the number of bets is "2" even if it is the first section SC1, the processing for setting the second section SC2 in step S1805, the direct hit lottery processing in step S1806, and the lottery processing for the number of games to be released in step S1810 are not executed.
[0315] If the number of bets on the current game is "3" (step S1803: YES), it is determined whether or not any index value IV has been won in the lottery process for the current role (FIG. 16) (step S1804). If the lottery process for the current role (FIG. 16) is a miss (step S1804: NO), the processes from step S1805 onwards are not executed. As a result, even if the first section SC1 is selected, if the lottery process for the role (FIG. 16) is a miss, the process for setting it to the second section SC2 in step S1805, the direct hit lottery process in step S1806 and the lottery process for the number of games to be released in step S1810 are not executed.
[0316] If any index value IV is won in the lottery process for this winning combination (FIG. 16) (step S1804: YES), the second section flag of the main RAM 74 is set to "1", and the number of continued games counter 74c (see FIG. 9) and the total number of wins counter 74d (see FIG. 9) provided in the main RAM 74 are each cleared to "0" (step S1805). Setting the second section flag to "1" results in the second section SC2.
[0317] The continued game number counter 74c is a counter for specifying the number of games executed from the start of the second section SC2 when the second section SC2 is continued without the first section SC1 in between, in the main MPU 72. When the value of the continued game number counter 74c reaches a value corresponding to the upper limit number of games (specifically, 1500 games) in the second section SC2, the second section SC2 ends with the game that was reached, even if the pseudo bonus state ST4 or the AT state ST5 is in the middle, and the state transitions to the first section SC1 and the normal gaming state ST1.
[0318] The total acquisition counter 74d is a counter for specifying the limited total net increase in the number of game media from the start of the second section SC2 when the second section SC2 is continued without the first section SC1 in between, in the main MPU 72. As already explained, the limited total net increase in the number of game media is the increase in the predetermined difference from the predetermined reference value, where the minimum value of the predetermined difference is the predetermined reference value, and the difference is calculated by subtracting the total number of game media consumed to execute games when the second section SC2 is continuing (0 when no game is being executed) from the total number of game media awarded by games executed when the second section SC2 is continuing (0 when no game media is awarded). If the value of the total winnings counter 74d reaches a value corresponding to the upper limit of the net increase in the number of coins (specifically, 2,400 coins) in the second section SC2, even if the game is in the middle of the pseudo-bonus state ST4 or the AT state ST5, the second section SC2 ends in the game in which the value is reached, and the game transitions to the first section SC1, which is the normal game state ST1.
[0319] Thereafter, a direct hit lottery process is executed (step S1806). In the direct hit lottery process, a direct hit lottery table provided in the main ROM 73 and a lottery counter periodically updated in the main RAM 74 are used to determine by lottery whether or not a direct hit into the pseudo bonus state ST4 will occur. In the lottery process for the current game (FIG. 16), if the index value IV=11 is won, there is a 2% chance of a direct hit into the pseudo bonus state ST4; if the index value IV=12 is won, there is a 1% chance of a direct hit into the pseudo bonus state ST4; if the index value IV=13 is won, there is a 10% chance of a direct hit into the pseudo bonus state ST4; if the index value IV=14 is won, there is a 5% chance of a direct hit into the pseudo bonus state ST4; and if the index value IV=15 is won, there is a 2% chance of a direct hit into the pseudo bonus state ST4. In this case, the lower the probability of winning the lottery process for the winning combination (FIG. 16), the higher the probability of winning the pseudo bonus state ST4 directly. This makes it possible to increase the advantage of winning the index value IV with a low probability of winning in the lottery process for the winning combination (FIG. 16).
[0320] If a direct hit lottery process results in a direct hit win to enter the pseudo bonus state ST4 (step S1807: YES), the first transition confirmation flag provided in the main RAM 74 is set to "1" (step S1808). The first transition confirmation flag is a flag for the main MPU 72 to identify that a direct hit lottery process (step S1806) executed when transitioning to the second section SC2 resulted in a win to enter the pseudo bonus state ST4. If the first transition confirmation flag is set to "1", processing is executed to transition the game state to the pseudo bonus state ST4 when the current game ends.
[0321] Thereafter, a process for lighting up the section display unit 67 is executed (step S1809). In the process for lighting up the section display unit 67, the section display unit 67 is switched from an off state to an on state. As a result, the section display unit 67 starts to notify that it is in the second section SC2.
[0322] If the direct hit lottery process does not result in a direct hit win to enter the pseudo bonus state ST4 (step S1807: NO), a lottery process for determining the number of release games is executed (step S1810). The number of release games is a counter used by the main MPU 72 to determine the number of games required to transition to the pseudo bonus state ST4 when the transition lottery process (step S2112) described below does not result in a win to transition to the pseudo bonus state ST4. In the lottery process for determining the number of release games, a lottery table for determining the number of release games pre-stored in the main ROM 73 is first read out, and numerical information is acquired from a lottery counter that is periodically updated in the main RAM 74. The numerical information acquired from the lottery counter is then compared with the lottery table for determining the number of release games to select the number of release games. In this case, the number of release games is selected from the following: 50 games, 100 games, 200 games, 300 games, 400 games, 500 games, 600 games, 700 games, and 800 games. The probability of selecting each of these numbers of release games is the same. However, this is not limited to this, and the configuration may be such that the probability of selecting a larger number of release games is set higher, or the probability of selecting a smaller number of release games is set higher. After executing the lottery process for the number of release games, the number of release games selected in the lottery process for the number of release games is set in the release game number counter 74e (see Figure 9) provided in the main RAM 74 (step S1811). The release game number counter 74e is a counter used by the main MPU 72 to determine the remaining number of release games.
[0323] Thereafter, a lighting lottery process for the interval display unit 67 is executed (step S1812). In the lighting lottery process for the interval display unit 67, using a lighting lottery table provided in the main ROM 73 and a lottery counter that is periodically updated in the main RAM 74, it is determined by lottery whether the interval display unit 67 should be in a lighting state from the beginning when the second interval SC2 is set this time (i.e., immediate lighting) or whether the interval display unit 67 should be in a lighting state when the subsequent transition to the pseudo bonus state ST4 occurs (i.e., lighting standby). In the lottery process for the role in this game (Fig. 16), if the index value IV = 1 to 10 is selected, there is a 50% probability that the light will be turned on immediately and a 50% probability that the light will be waiting. If the index value IV = 11 is selected, there is a 65% probability that the light will be turned on immediately and a 35% probability that the light will be waiting. If the index value IV = 12 is selected, there is a 62% probability that the light will be turned on immediately and a 38% probability that the light will be waiting. If the index value IV = 13 is selected, there is an 80% probability that the light will be turned on immediately and a 20% probability that the light will be waiting. % probability that standby lighting will be selected, and if the winning index value IV=14 is selected, there is a 75% probability that instant lighting will be selected and a 25% probability that standby lighting will be selected, if the winning index value IV=15 is selected, there is a 70% probability that instant lighting will be selected and a 30% probability that standby lighting will be selected, if the winning index value IV=16 is selected, there is a 40% probability that instant lighting will be selected and a 60% probability that standby lighting will be selected, and if the winning index value IV=17 is selected, there is a 30% probability that instant lighting will be selected and a 70% probability that standby lighting will be selected. In this case, the lower the index value IV's probability of winning in the winning combination lottery process (Figure 16), the higher the probability that instant lighting will be selected.
[0324] If immediate lighting is selected in the lighting lottery process for the section display unit 67 (step S1812) (step S1813: YES), lighting process for the section display unit 67 is executed (step S1814). In the lighting process for the section display unit 67, the section display unit 67 is switched from an off state to an on state. This causes the section display unit 67 to start announcing that it is in the second section SC2.
[0325] On the other hand, if standby for lighting is selected in the lighting lottery process (step S1812) for the section display unit 67 (step S1813: NO), the standby for lighting flag provided in the main RAM 74 is set to "1" (step S1815). The standby for lighting flag is a flag that allows the main MPU 72 to identify that the section display unit 67 is waiting to be switched from an off state to an on state in the second section SC2.
[0326] Next, the second control process for the gaming area executed by the main MPU 72 will be described with reference to the flowchart in Figure 38. The second control process for the gaming area is executed in step S907 of the response process at the end of gaming (Figure 21). As described above, the response process at the end of gaming is executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game, and therefore the second control process for the gaming area is also executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game.
[0327] If the second section flag of the main RAM 74 is set to "1" and the current gaming section is the second section SC2 (step S1901: YES), the state of the flag of the main RAM 74 is checked to determine whether the current gaming state is the end preparation state ST6 (step S1902). The end preparation state ST6 is a gaming state to which the game enters when the pseudo bonus state ST4 ends without the ending condition of the second section SC2, which will be described later, being satisfied, and when the second section SC2 ends upon the subsequent transition to the normal gaming state ST1.
[0328] If the state is in the end preparation state ST6 (step S1902: YES), it is determined whether or not the end preparation complete flag provided in the main RAM 74 is set to "1" (step S1903). The end preparation complete flag is a flag that the main MPU 72 uses to determine whether or not one game has been played in the end preparation state ST6. In the pseudo bonus process (step S905) in the response process at the time of game termination (FIG. 21), if it is determined that the number of remaining continued games in the pseudo bonus state ST4 is 0 and that the second section SC2 will end upon the subsequent transition to the normal game state ST1, a flag is set to transition to the end preparation state ST6 and the end preparation complete flag is cleared to "0." In addition, in the AT processing (step S906) in the response processing at the end of play (Figure 21), if it is determined that the number of remaining continuing games in the AT state ST5 is 0 and the second section SC2 will end upon the subsequent transition to the normal game state ST1, a flag is set to set the end preparation state ST6 and the end preparation completion flag is cleared to "0".
[0329] If the end preparation completion flag is not set to "1" (step S1903: NO), the end preparation completion flag is set to "1" (step S1904), and then the processing from step S1905 onwards is executed. If the end preparation completion flag is set to "1" (step S1903: YES), this means that one game has been played in the end preparation state ST6. In this case, processing is executed to end the second section SC2.
[0330] Specifically, the initialization process for the second section SC2 is first executed (step S1914). In the initialization process for the second section SC2, the second section flag in the main RAM 74 is cleared to "0." This sets the gaming section to the first section SC1. In addition, in the initialization process for the second section SC2, even if the player is in the pseudo bonus state ST4, various data indicating the pseudo bonus state ST4 (including the pseudo bonus state flag), including a counter for storing the number of remaining games to be played in the pseudo bonus state ST4, are cleared, thereby transitioning the gaming state to the normal gaming state ST1. In addition, in the initialization process for the second section SC2, even if the player is in the AT state ST5, various data indicating the AT state ST5 (including the AT state flag), including a counter for storing the number of remaining games to be played in the AT state ST5, are cleared, thereby transitioning the gaming state to the normal gaming state ST1. In addition, in the initialization process for the second section SC2, the release game number counter 74e in the main RAM 74 is cleared to "0." Therefore, even if the current gaming state is the normal gaming state ST1, the first CB state ST2, or the second CB state ST3, the remaining number of release games at that time (i.e., the ceiling number of games) is invalidated, and the remaining number of release games is reset upon a new transition to the second section SC2 thereafter. Note that even if the first CB state ST2 or the second CB state ST3 is in the middle of the first CB state ST2 or the second CB state ST3, the initialization process for the second section SC2 is executed, thereby ending the second section SC2, but the first CB state ST2 and the second CB state ST3 continue as they are without ending.
[0331] Thereafter, if the section display unit 67 is in a lit state, the section display unit 67 is switched from a lit state to an unlit state (step S1915). This ends the notification on the section display unit 67 that it is the second section SC2. Then, a second section initialization command indicating that the second section SC2 has been initialized is sent to the production-side MPU 92 (step S1916). This causes the production-side MPU 92 to execute a performance corresponding to the end of the second section SC2.
[0332] If the game is not in the end preparation state ST6 (step S1902: NO), or if the processing of step S1904 has been executed, the value of the continued game number counter 74c in the main RAM 74 is incremented by 1 (step S1905). As already explained, the continued game number counter 74c is a counter that allows the main MPU 72 to determine the number of games that have been played since the start of the second section SC2 when the second section SC2 is continued without the first section SC1 in between.
[0333] Then, it is determined whether the value of the continued game number counter 74c after adding 1 is equal to or greater than 1500, which is the upper limit number of games (step S1906). If the value of the continued game number counter 74c is equal to or greater than 1500, this means that the ending condition for the second section SC2 has been met. In this case, a positive determination is made in step S1906, and processing is executed to end the second section SC2 in steps S1914 to S1916. The processing content of steps S1914 to S1916 has already been described. As a result, the second section SC2 ends and the first section SC1 begins. If the pseudo-bonus state ST4 is in the middle of the pseudo-bonus state, the pseudo-bonus state ST4 is forcibly ended and the normal gaming state ST1 is entered. If the AT state ST5 is in the middle of the AT state, the AT state ST5 is forcibly ended and the normal gaming state ST1 is entered.
[0334] If the value of the continued game number counter 74c is less than 1500 (step S1906: NO), it is determined whether any of the first chance replay win, second chance replay win, and normal replay win has been achieved in the current game (step S1907). In this case, whether the number of bets in the current game is "2" or "3," the determination in step S1907 is also made, and whether the current game is in any of the game states of the normal gaming state ST1, the first CB state ST2, the second CB state ST3, the pseudo bonus state ST4, and the AT state ST5.
[0335] If no replay win has been achieved (step S1907: NO), the number of bets for the current game (i.e., the value of the bet number setting counter 74a) is subtracted from the total win number counter 74d of the master RAM 74 (step S1908). In this case, even if a replay win was achieved in the previous game and the current game is a game that corresponds to a replay due to the realization of the replay win, the number of bets for the current game (i.e., the value of the bet number setting counter 74a) is subtracted from the total win number counter 74d.
[0336] As already explained, the total acquisition counter 74d is a counter for specifying the limited total net increase in game media from the start of the second section SC2 when the second section SC2 is continued without the first section SC1 in between, in the main MPU 72. Note that, as already explained, the limited total net increase in game media is the increase in the predetermined difference from the predetermined reference value, where the minimum value of the predetermined difference is the predetermined reference value, and the difference is calculated by subtracting the total number of game media consumed to execute games when the second section SC2 is continuing ("0" when no games are being executed) from the total number of game media awarded by games executed when the second section SC2 is continuing ("0" when no game media is awarded).
[0337] Thereafter, it is determined whether any of the minor winning combinations (the first to ninth supplementary winning combinations, the first bell winning combination, the second bell winning combination, the first watermelon winning combination, the second watermelon winning combination, and the cherry winning combination) that result in the awarding of gaming media in the current game has been achieved (step S1909). In this case, whether the number of bets in the current game is "2" or "3" is subject to the determination in step S1909, and whether the current game is in any of the gaming states of the normal gaming state ST1, the first CB state ST2, the second CB state ST3, the pseudo bonus state ST4, and the AT state ST5 is subject to the determination in step S1909. If the determination in step S1909 is affirmative, the number of gaming media awarded in the current game is added to the total winning number counter 74d of the main RAM 74 (step S1910).
[0338] If a negative determination is made in step S1909, or if the processing of step S1910 is executed, it is determined whether the value of the total acquisition number counter 74d in the main RAM 74 is equal to or greater than 0 (step S1911). If the value of the total acquisition number counter 74d is less than 0 (step S1911: NO), the total acquisition number counter 74d is cleared to "0" (step S1912).
[0339] As described above, since the number of bets on the current game is subtracted from the total win counter 74d in step S1908, if, for example, no small win is achieved in a game in the normal gaming state ST1 immediately after the transition to the second section SC2, the value of the total win counter 74d will be less than 0. In this case, a negative determination is made in step S1911, and the total win counter 74d is cleared to "0" in step S1912. As a result, if the value obtained by subtracting the "total number of gaming media consumed to execute games while the second section SC2 is continuing ("0" when no games are being executed)" from the "total number of gaming media awarded by games executed while the second section SC2 is continuing ("0" when no gaming media are being awarded)" is set as the predetermined difference, the minimum value of the predetermined difference is set as the predetermined reference value, and the limited total net increase in gaming media, which is the increase in the predetermined difference from the predetermined reference value, can be measured using the total win counter 74d.
[0340] If a positive determination is made in step S1907, if a positive determination is made in step S1911, or if the processing of step S1912 is executed, it is determined whether the value of the total winnings counter 74d exceeds the upper limit net increase of "2400" (step S1913). If the value of the total winnings counter 74d exceeds "2400," this means that the ending condition for the second section SC2 is met. In this case, a positive determination is made in step S1913, and processing to end the second section SC2 is executed in steps S1914 to S1916. The processing content of steps S1914 to S1916 has already been described. As a result, the second section SC2 ends and the first section SC1 begins. If the pseudo-bonus state ST4 was in the middle of the pseudo-bonus state, the pseudo-bonus state ST4 is forcibly ended and the normal gaming state ST1 is entered. If the AT state ST5 was in the middle of the AT state, the AT state ST5 is forcibly ended and the normal gaming state ST1 is entered.
[0341] Here, if any replay win is achieved, a positive determination is made in step S1907, and the processes of steps S1908 to S1912 are not executed. In a game in which a replay win is achieved, the gaming media owned by the player at the start of the game are used to set a bet, but as a benefit from the replay win, the player can replay a new game with the same number of bets as the number of bets made in the game in which the replay win was achieved. In other words, the number of gaming media owned by the player does not change in a game in which a replay win is achieved. In this case, by not executing the processes of steps S1908 to S1912 in a game in which a replay win is achieved, it is possible to omit the execution of the process to change the value of the total win counter 74d in a game in which the number of gaming media owned by the player does not change, and it is possible to avoid the execution of unnecessary processes.
[0342] On the other hand, even in a game in which a replay win is established, in step S1913, it is determined whether or not the value of the total win counter 74d exceeds the upper limit net increase of coins, "2400." As a result, even if the value of the total win counter 74d has already exceeded the upper limit net increase of coins, "2400," in a game prior to the game in which a replay win is established, but the initialization process for the second section SC2 has not been executed due to noise or the like, it is possible to determine that the value of the total win counter 74d has exceeded the upper limit net increase of coins, "2400," in the game in which a replay win is established thereafter, and it becomes possible to execute the initialization process for the second section SC2.
[0343] If a negative decision is made in step S1913, an ending handling process is executed (step S1917). Figure 39 is a flowchart showing the ending handling process.
[0344] First, it is determined whether or not the first ending flag stored in the master RAM 74 is set to "1" (step S2001). The first ending flag is a flag used by the master MPU 72 to determine whether or not the number of games played in the second section SC2, which is measured using the continued game counter 74c, is likely to reach the upper limit number of games.
[0345] If the first ending flag is not set to "1" (step S2001: NO), it is determined whether the sum of the value of the continued game number counter 74c in the main RAM 74, the value of the pseudo bonus continuation counter provided in the main RAM 74, and the value of the AT continuation counter provided in the main RAM 74 is equal to or greater than the upper limit number of games in the second section SC2 (step S2002). The pseudo bonus continuation counter is a counter used by the main MPU 72 to determine the remaining number of continued games in the pseudo bonus state ST4. The AT continuation counter is a counter used by the main MPU 72 to determine the remaining number of continued games in the AT state ST5. As already explained, the upper limit number of games in the second section SC2 is set to 1500 games. Note that the upper limit number of games in the second section SC2 is not limited to 1500 games, and may be less than 1500 games or more than 1500 games.
[0346] If a positive determination is made in step S2002, the first ending flag is set to "1" (step S2003). When the first ending flag is set to "1," the transition condition to the AT state ST5 is not established in the pseudo bonus state ST4 (details will be described later), and the number of remaining continued games is not added in the AT state ST5. Furthermore, when the pseudo bonus state ST4 or the AT state ST5 ends and the game transitions to the normal game state ST1, the second section SC2 ends and the game transitions to the first section SC1. This prevents the transition condition to the AT state ST5 from being established in a situation where the ending condition of the second section SC2 is established, and prevents the number of remaining continued games in the AT state ST5 from being added.
[0347] Then, a first ending command is sent to the production-side MPU 92 (step S2004). The first ending command includes information on the number of games required until the ending condition of the second section SC2 is met, i.e., information corresponding to the difference between the upper limit number of games for the second section SC2 and the value of the continuing game number counter 74c.
[0348] By receiving the first ending command, the production-side MPU 92 can grasp that the first ending flag has been set to "1" in the main-side MPU 72. If the production-side MPU 92 receives the first ending command when the production has not yet started in an execution mode corresponding to the ending period, and if the game state at that time is AT state ST5, the production-side MPU 92 uses the reception of the first ending command as a trigger to change the execution mode of the production in the upper lamp 61, speaker 62, and image display device 63 to the execution mode corresponding to the ending period. On the other hand, if the production-side MPU 92 receives the first ending command when the production has not yet started in an execution mode corresponding to the ending period and the game state is not AT state ST5, when the game state transitions to AT state ST5, the production-side MPU 92 changes the execution mode of the production in the upper lamp 61, speaker 62, and image display device 63 to the execution mode corresponding to the ending period. The situation in which the first ending flag is set to "1" basically occurs in the pseudo bonus state ST4 or the AT state ST5, but it can also occur in the first CB state ST2 or the second CB state ST3. Also, even if the first ending flag is set to "1" in the first CB state ST2, the second CB state ST3, or the pseudo bonus state ST4, the game content will not change, and the execution mode of the presentation will not change either.
[0349] If a positive determination is made in step S2001, if a negative determination is made in step S2002, or if the processing of step S2004 is executed, it is determined whether or not the second ending flag provided in the main RAM 74 is set to "1" (step S2005). The second ending flag is a flag for the main MPU 72 to identify that there is a high possibility that the limited total net increase in the number of gaming media measured using the total acquisition counter 74d will reach the upper limit net increase.
[0350] If the second ending flag is not set to "1" (step S2005: NO), the sum of the value of the pseudo bonus continuation counter and the value of the AT continuation counter is multiplied by the expected value of game media acquired in the pseudo bonus state ST4 and the AT state ST5, and the result is added to the value of the total acquisition number counter 74d. It is determined whether the result is equal to or greater than the upper limit net increase in the number of game media acquired in the second section SC2 (step S2006). The expected value of game media acquired in one game in the pseudo bonus state ST4 and the AT state ST5 is approximately 5. As already explained, the upper limit net increase in the number of game media acquired in the second section SC2 is set to 2400. Note that the upper limit net increase in the number of game media acquired in the second section SC2 is not limited to 2400, and may be less than 2400 or more than 2400.
[0351] If a positive determination is made in step S2006, the second ending flag is set to "1" (step S2007). When the second ending flag is set to "1," the transition condition to the AT state ST5 is not established in the pseudo bonus state ST4 (details will be described later), and the number of remaining continued games is not added in the AT state ST5. Furthermore, when the pseudo bonus state ST4 or the AT state ST5 ends and the game transitions to the normal game state ST1, the second section SC2 ends and the game transitions to the first section SC1. This prevents the transition condition to the AT state ST5 from being established in a situation where the ending condition of the second section SC2 is established, and prevents the number of remaining continued games in the AT state ST5 from being added.
[0352] Then, a second ending command is sent to the production-side MPU 92 (step S2008). The second ending command includes information on the limited total net increase in the number of game media required until the ending condition of the second section SC2 is met, i.e., information corresponding to the difference between the upper limit net increase in the number of game media in the second section SC2 and the value of the total acquisition counter 74d.
[0353] By receiving the second ending command, the production-side MPU 92 can grasp that the second ending flag has been set to "1" in the main-side MPU 72. If the production-side MPU 92 receives the second ending command when the production has not yet started in an execution mode corresponding to the ending period, and if the game state at that time is AT state ST5, the production-side MPU 92 uses the reception of the second ending command as a trigger to change the execution mode of the production in the upper lamp 61, speaker 62, and image display device 63 to the execution mode corresponding to the ending period. On the other hand, if the production-side MPU 92 receives the second ending command when the production has not yet started in an execution mode corresponding to the ending period and the game state is not AT state ST5, when the game state transitions to AT state ST5, the production-side MPU 92 changes the execution mode of the production in the upper lamp 61, speaker 62, and image display device 63 to the execution mode corresponding to the ending period. The second ending flag is set to "1" in the pseudo bonus state ST4 or the AT state ST5, but does not occur in the normal game state ST1, the first CB state ST2, or the second CB state ST3. Also, even if the second ending flag is set to "1" in the pseudo bonus state ST4, the game content does not change, and the execution mode of the presentation does not change either.
[0354] <Regarding normal game state ST1> Next, the processing contents in the normal game state ST1 will be explained. Figure 40 is a flowchart showing the advantageous lottery processing at the start of the game executed by the main MPU 72. The advantageous lottery processing at the start of the game is executed in step S710, which is processing that is executed after the winning / losing judgment of the winning combination is completed in the winning combination lottery processing (Figure 16) and before the first control processing of the game section (step S711).
[0355] First, it is determined whether the second section flag in the main RAM 74 is set to "1" (step S2101). As already explained, the second section flag is a flag for the main MPU 72 to identify whether the gaming section is the second section SC2 or not. When the second section flag is set to "1", it is the second section SC2, and when the value of the second section flag is "0", it is the first section SC1. When the second section flag is not set to "1" (step S2101: NO), the processing from step S2102 onwards is not executed. As a result, when it is the first section SC1, the processing for transitioning the gaming state to the pseudo bonus state ST4 from step S2106 onwards is not executed.
[0356] If the second section flag is set to "1" (step S2101: YES), and if the current game state is the pseudo bonus state ST4 or the AT state ST5 (step S2102: YES), the advantageous state processing at the start of the game is executed (step S2103). The advantageous state processing at the start of the game will be explained later.
[0357] If the second section flag is set to "1" (step S2101: YES) and the gaming state is neither the pseudo bonus state ST4 nor the AT state ST5 (step S2102: NO), it is determined whether the current gaming state is the first CB state ST2 or the second CB state ST3 (step S2104). If the current gaming state is the first CB state ST2 or the second CB state ST3 (step S2104: YES), the processing from step S2105 onwards is not executed. As a result, even if it is the second section SC2, if it is the first CB state ST2 or the second CB state ST3, the processing from step S2106 onwards to transition the gaming state to the pseudo bonus state ST4 is not executed.
[0358] If the current gaming state is neither the first CB state ST2 nor the second CB state ST3 (step S2104: NO), it is determined whether the value of the bet number setting counter 74a in the main RAM 74 is "3" or not, thereby determining whether the number of bets in the current game is "3" (step S2105). If the number of bets in the current game is "2" (step S2105: NO), the processing from step S2106 onwards is not executed. As a result, in a game where the number of bets is "2" even if it is in the second section SC2, the processing from step S2106 onwards to transition the gaming state to the pseudo bonus state ST4 is not executed.
[0359] If the number of bets on the current game is "3" (step S2105: YES), it is determined whether the value of the continued game counter 74c is equal to or greater than the reference number of games (step S2106), and it is also determined whether the value of the total win counter 74d is equal to or greater than the reference number of wins (step S2107). As already explained, the continued game counter 74c is a counter used by the main MPU 72 to determine the number of games executed from the start of the second interval SC2 when the second interval SC2 is continued without the first interval SC1 in between. If the value of the continued game counter 74c reaches a value corresponding to the upper limit number of games (specifically, 1500 games) during the second interval SC2, the second interval SC2 ends with the game that reached the upper limit, even if the pseudo-bonus state ST4 is in progress, and the game transitions to the first interval SC1 and the normal gaming state ST1. As already explained, the total acquisition counter 74d is a counter for determining the limited total net increase in game media from the start of the second section SC2 when the second section SC2 is continued without the first section SC1 in between, in the main MPU 72. As already explained, the limited total net increase in game media is the increase in the predetermined difference from the predetermined reference value, where the minimum value of the predetermined difference is the predetermined reference value, and the difference is calculated by subtracting the total number of game media consumed to execute games when the second section SC2 is continuing (0 when no game is being executed) from the total number of game media awarded by games executed when the second section SC2 is continuing (0 when no game media is awarded). If the value of the total winnings counter 74d reaches a value corresponding to the upper limit of the net increase in number of coins (specifically, 2,400 coins) in the second section SC2, even if the pseudo-bonus state ST4 is in the middle of being reached, the second section SC2 ends in the game in which that value is reached, and the state shifts to the first section SC1 and the normal game state ST1.
[0360] The standard number of games is set to be less than the upper limit of 1500 games in the second section SC2, specifically 1450 games. The standard number of winnings is set to be less than the upper limit of 2400 net increase in the second section SC2, specifically 2150 coins.
[0361] If the value of the continuing game number counter 74c is equal to or greater than the reference number of games (step S2106: YES), or if the value of the total winnings counter 74d is equal to or greater than the reference number of winnings (step S2107: YES), the third transition confirmation flag provided in the main RAM 74 is set to "1" (step S2108). The third transition confirmation flag is a flag for the main MPU 72 to identify whether or not a transition to the pseudo-bonus state ST4 has been confirmed due to the upper limit number of games in the second section SC2 being equal to or greater than the reference number of games or the limited total net increase in the number of game media in the second section SC2 being equal to or greater than the reference number of winnings.
[0362] When the third transition confirmation flag is set to "1," a process is executed to transition the game state to the pseudo-bonus state ST4 when the current game ends. In other words, when the pre-end period, in which the ending condition of the second section SC2 is close to being met, is reached in the normal game state ST1, the pseudo-bonus state ST4 is forcibly entered. This makes it possible to award the benefit of the pseudo-bonus state ST4 occurring when the pre-end period is reached in the normal game state ST1. The pseudo-bonus state ST4, which begins when the third transition confirmation flag is set to "1," starts with a continued game count of 50 games. The continued game count set at the start is the difference between the upper limit of 1,500 games for the second section SC2 and the base number of 1,450 games. Furthermore, as already explained, the expected value of gaming media to be acquired in one game in the pseudo-bonus state ST4 is approximately 5 pieces, so the product of the number of continuing games set at the start and the expected value to be acquired is the same or approximately the same as the difference between the maximum net increase in the number of pieces in the second section SC2, 2,400 pieces, and the standard number to be acquired, 2,150 pieces.
[0363] After executing the process of step S2108, various clearing processes are executed (step S2109). In the various clearing processes, the values of the second transition confirmation flag and the transition waiting counter provided in the main RAM 74 are each cleared to "0." The second transition confirmation flag is a flag that is set to "1" when a transition is won in the transition lottery process (step S2112) described below, and the transition waiting counter is a counter that the main MPU 72 uses to determine that the number of transition waiting games (specifically, 5 games) has been played since the second transition confirmation flag was set to "1." When a transition is won in the transition lottery process (step S2112), not only is the second transition confirmation flag set to "1," but a value corresponding to the number of transition waiting games is also set in the transition waiting counter, and the value of the transition waiting counter is decremented by 1 each time one game is played while the second transition confirmation flag is set to "1." Then, when the value of the transition waiting counter becomes "0" while the second transition confirmation flag is set to "1," the gaming state transitions to the pseudo bonus state ST4. Therefore, a transition to the pseudo bonus state ST4 occurs when the transition waiting number of games is consumed after a transition win is achieved in the transition lottery process (step S2112). In this case, if the third transition confirmation flag is set to "1" as described above, even if the second transition confirmation flag was set to "1" at that time, the second transition confirmation flag is cleared to "0." This makes it possible to prioritize the occurrence of the pseudo bonus state ST4 triggered by the third transition confirmation flag being set to "1" over the occurrence of the pseudo bonus state ST4 triggered by the second transition confirmation flag being set to "1."
[0364] If the value of the continuing game number counter 74c is less than the reference number of games played and the value of the total win number counter 74d is less than the reference number of wins (step S2106 and step S2107: NO), then, on the condition that the second transition confirmation flag in the main RAM 74 is not set to "1" (step S2110: NO), it is determined whether or not any of the index values IV = 11 to 15 has been won in the lottery process for the current winning combination (FIG. 16) (step S2111). If the determination in step S2111 is affirmative, a transition lottery process is executed (step S2112). In the transition lottery process, whether or not to transition to the pseudo bonus state ST4 is determined by lottery using a transition lottery table provided in the main ROM 73 and a lottery counter that is periodically updated in the main RAM 74. In the lottery process for the current game (FIG. 16), if an index value IV=11 is won, there is a 20% chance of winning the transition to the pseudo-bonus state ST4; if an index value IV=12 is won, there is a 10% chance of winning the transition to the pseudo-bonus state ST4; if an index value IV=13 is won, there is a 40% chance of winning the transition to the pseudo-bonus state ST4; if an index value IV=14 is won, there is a 30% chance of winning the transition to the pseudo-bonus state ST4; and if an index value IV=15 is won, there is a 20% chance of winning the transition to the pseudo-bonus state ST4. In this case, the lower the probability of winning the index value IV in the lottery process for the game (FIG. 16), the higher the probability of winning the transition to the pseudo-bonus state ST4. This increases the advantage of winning an index value IV with a low winning probability in the lottery process for the game (FIG. 16).
[0365] If the transition lottery process results in a win to transition to the pseudo bonus state ST4 (step S2113: YES), a bonus type determination process is executed to determine the type of pseudo bonus state ST4 (step S2114). The pseudo bonus state ST4 is set to a big bonus, which is relatively advantageous, and a regular bonus, which is relatively less advantageous. The big bonus is a pseudo bonus state ST4 that continues until 50 games with a bet of "3" are played, while the regular bonus is a pseudo bonus state ST4 that continues until 20 games with a bet of "3" are played. Note that, as long as the big bonus is relatively more advantageous than the regular bonus, the number of games played may be arbitrary. Furthermore, if the big bonus is relatively more advantageous than the regular bonus, the number of continuing games may be the same for both bonuses, but the expected value of game media acquired per game may be higher for the big bonus than for the regular bonus, making the big bonus relatively more advantageous than the regular bonus. The details of the bonus type determination process will be described later.
[0366] Thereafter, the second transition confirmation flag provided in the main RAM 74 is set to "1" (step S2115), and a value corresponding to the number of transition standby games (specifically, 5 games) is set to the transition standby counter provided in the main RAM 74 (step S2116). The second transition confirmation flag is a flag that allows the main MPU 72 to determine whether or not a transition has been won in the transition lottery process (step S2112), and the transition standby counter is a counter that allows the main MPU 72 to determine that the number of transition standby games (specifically, 5 games) has been played since the second transition confirmation flag was set to "1." When a transition has been won in the transition lottery process (step S2112), not only is the second transition confirmation flag set to "1," but a value corresponding to the number of transition standby games is also set to the transition standby counter, and the value of the transition standby counter is decremented by 1 each time one game is played while the second transition confirmation flag is set to "1." Then, when the second transition confirmation flag is set to "1," the value of the transition waiting counter becomes "0," and the gaming state transitions to the pseudo bonus state ST4. Therefore, a transition to the pseudo bonus state ST4 occurs when the number of transition waiting games is consumed after the transition is won in the transition lottery process (step S2112).
[0367] Next, the normal processing executed by the main MPU 72 will be described with reference to the flowchart in Figure 41. The normal processing is executed in step S904 of the response processing at the end of a game (Figure 21). As described above, the response processing at the end of a game is executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game, and therefore the normal processing is also executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game.
[0368] If the second section flag of the main RAM 74 is set to "1" and the current game section is the second section SC2 (step S2201: YES), it is determined whether the first transition confirmation flag of the main RAM 74 is set to "1" (step S2202). If a transition to the second section SC2 has occurred at the start of the current game and a direct hit has been won in the direct hit lottery process (step S1806) executed to determine the transition, the first transition confirmation flag is set to "1".
[0369] If the first transition confirmation flag is set to "1" (step S2202: YES), a first start setting process is executed (step S2203). In the first start setting process, a pseudo bonus state flag provided in the main RAM 74 is set to "1." Also, in the first start setting process, a value corresponding to 50 games, which is the number of continuation games of the big bonus, is set in the pseudo bonus continuation counter provided in the main RAM 74 as the initial number of continuation games in the pseudo bonus state ST4. That is, in a configuration in which the pseudo bonus state ST4 is configured with a big bonus and a regular bonus, which have relatively high and low advantageous degrees, a transition to the pseudo bonus state ST4 occurs when a direct hit is won in the direct hit lottery process (step S1806). The pseudo bonus state flag is a flag for determining whether the gaming state is in the pseudo bonus state ST4 by the main MPU 72, and the pseudo bonus continuation counter is a counter for determining the remaining number of continuation games in the pseudo bonus state ST4 by the main MPU 72.
[0370] Then, a first start command is sent to the production-side MPU 92 (step S2204). The first start command is a command indicating that the pseudo-bonus state ST4 has newly started in a situation where neither the first ending flag nor the second ending flag in the main RAM 74 is set to "1." The first start command also includes information indicating that the initial number of continuing games in the pseudo-bonus state ST4 is 50 games.
[0371] When the first start command is received, the presentation-side MPU 92 causes the upper lamp 61, speaker 62, and image display device 63 to execute presentations corresponding to the pseudo bonus state ST4. In this case, the image display device 63 displays a moving image corresponding to the big bonus, and also displays a display indicating the number of remaining games in the pseudo bonus state ST4 and the number of gaming media acquired in the pseudo bonus state ST4. Figure 42(a) is an explanatory diagram for explaining the display contents of the image display device 63 when the first start command is received.
[0372] As shown in FIG. 42(a), the image display device 63 displays a first effect image G31, which displays a moving image corresponding to the pseudo bonus state ST4 when neither the first ending flag nor the second ending flag is set to "1." The image display device 63 also displays a game count image G32 indicating the number of games remaining to be played in the pseudo bonus state ST4, and an acquisition count image G33 indicating the number of gaming media acquired by the player in the pseudo bonus state ST4. The first effect image G31 displays a moving image in which a predetermined character image is displayed in front of a predetermined background image, and the display manner of the predetermined background image and the predetermined character image changes. The game count image G32 displays the initial number of games to be played when the pseudo bonus state ST4 begins. Each time a game is subsequently played and the remaining number of games to be played in the pseudo bonus state ST4 is decremented by one, the number displayed in the game count image G32 is decremented by one. Furthermore, when an additional game is added to the remaining number of games to be played in the pseudo bonus state ST4, the number corresponding to the additional game is added to the number displayed in the game count image G32. When the pseudo bonus state ST4 is initiated, the acquired number image G33 displays "0 acquired", and if the game is subsequently played in the pseudo bonus state ST4 and the number of gaming media owned by the player increases, the number of gaming media thus increased is added to the number displayed in the acquired number image G33.
[0373] Returning to the explanation of the normal processing (FIG. 41), if the first transition confirmation flag is not set to "1" (step S2202: NO), it is determined whether or not the third transition confirmation flag in the main RAM 74 is set to "1" (step S2205). As already explained, the third transition confirmation flag is a flag for the main MPU 72 to identify whether or not a transition to the pseudo-bonus state ST4 has been confirmed due to the number of continued games in the second section SC2 being equal to or greater than the reference number of games or the limited total net increase in the number of game media in the second section SC2 being equal to or greater than the reference number of acquisitions.
[0374] If the third transition confirmation flag is set to "1" (step S2205: YES), a second start setting process is executed (step S2206). In the second start setting process, the pseudo bonus state flag in the main RAM 74 is set to "1." Also, in the second start setting process, a value corresponding to 50 games, which is the number of continuation games for a big bonus, is set in the pseudo bonus continuation counter in the main RAM 74 as the initial number of continuation games for the pseudo bonus state ST4. In other words, in a configuration in which a big bonus and a regular bonus, which have relatively high and low advantageous degrees, are set as the pseudo bonus state ST4, if a transition to the pseudo bonus state ST4 occurs because the number of continuation games in the second section SC2 is equal to or greater than the reference number of games or the limited total net increase in the number of gaming media in the second section SC2 is equal to or greater than the reference number of acquisitions, a transition to the big bonus will occur.
[0375] Then, a second start command is sent to the production-side MPU 92 (step S2207). The second start command is a command indicating that the pseudo-bonus state ST4 has newly started in a situation where the ending condition is met or where the ending condition is likely to be met. The second start command also includes information indicating that the initial number of continuing games in the pseudo-bonus state ST4 is 50.
[0376] When the second start command is received, the presentation-side MPU 92 controls the upper lamp 61, speaker 62, and image display device 63 to execute presentations corresponding to the pseudo bonus state ST4. In this case, the image display device 63 displays a moving image corresponding to the pseudo bonus state ST4, and also displays a display indicating the number of gaming media acquired in the pseudo bonus state ST4. However, unlike when the first start command is received, no display indicating the remaining number of continued games in the pseudo bonus state ST4 is performed. When the transition to the pseudo bonus state ST4 occurs because the number of continued games in the second section SC2 is equal to or greater than the reference number of games or the limited total net increase in gaming media in the second section SC2 is equal to or greater than the reference number of acquisitions, the pseudo bonus state ST4 may end with the end of the second section SC2 if the number of continued games in the second section SC2 reaches the upper limit number of games or the limited total net increase in gaming media in the second section SC2 reaches the upper limit net increase before the remaining number of continued games in the pseudo bonus state ST4 reaches "0." In this case, by not displaying the remaining number of continuing games in the pseudo-bonus state ST4 as described above, it is possible to prevent the player from feeling uncomfortable about the fact that the pseudo-bonus state ST4 has ended when the ending condition of the second section SC2 is met.
[0377] FIG. 42(b) is an explanatory diagram illustrating the display contents of the image display device 63 when a second start command is received. As shown in FIG. 42(b), the image display device 63 displays a second effect image G41, which displays a moving image corresponding to a situation in which the number of continued games in the second section SC2 is equal to or exceeds the reference number of games or the limited total net increase in gaming media in the second section SC2 is equal to or exceeds the reference number of gaming media acquired, and an acquired number image G33, which indicates the number of gaming media acquired by the player in the pseudo-bonus state ST4. The second effect image G41 displays a moving image in which a specific character image is displayed in front of a specific background image, and the display manner of the specific background image and the specific character image changes. When the pseudo-bonus state ST4 starts, the acquired number image G33 displays "0 acquired." If the number of gaming media owned by the player increases as a result of playing a game in the pseudo-bonus state ST4, the increased number of gaming media is added to the number displayed in the acquired number image G33.
[0378] Returning to the explanation of the normal processing (FIG. 41), if the third transition confirmation flag is not set to "1" (step S2205: NO), it is determined whether the current gaming state is the first CB state ST2 or the second CB state ST3 (step S2208). If the current gaming state is the first CB state ST2 or the second CB state ST3 (step S2208: YES), the processing from step S2209 onw...
Claims
[Claim 1] a means for generating a predetermined execution period based on the occurrence of a predetermined trigger, which will continue over a plurality of games and when completed will grant a predetermined benefit to the player; a predetermined effect control means for controlling the effect execution means so that a predetermined effect period occurs over a plurality of games when a predetermined target game is executed during the predetermined execution period; a mid-way termination means for terminating the predetermined performance period during execution based on the establishment of a predetermined condition in a situation during the predetermined performance period; Equipped with The non-target games include a first non-target game, which is a game in which the number of bets is less than the maximum number of bets of the gaming machine and can be completed in one game, and a second non-target game, which is a game that occurs in a predetermined gaming state that continues over multiple games, The predetermined condition is established based on the occurrence of the predetermined gaming state during the predetermined performance period, The gaming machine includes a means for setting a predetermined effect content for the predetermined effect period based on the occurrence of the first non-target game during the predetermined effect period, A gaming machine characterized in that even if the first non-target game occurs during the specified execution period, the number of remaining games to be played during the specified execution period does not decrease.
Citation Information
Patent Citations
Game machine
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