gaming machines

A control system in gaming machines manages game progression and transitions to enhance entertainment value by introducing dynamic states and interactive elements, improving player engagement.

JP7761088B2Active Publication Date: 2025-10-28SANYO BUSSAN KK
View PDF 3 Cites 0 Cited by

Patent Information

Application Number
JP2024090360
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-06-04
Publication Date
2025-10-28
Estimated Expiration
2038-05-15

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance entertainment value and player engagement.

Method used

Implement a control system that manages game progression, transitions to advantageous states, and includes features like transition expectation effects, reception responses, and notification mechanisms to enhance player interaction and engagement.

Benefits of technology

Increases the enjoyment and engagement of gaming by providing dynamic game states and interactive elements that enhance player interaction.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007761088000001
    Figure 0007761088000001
  • Figure 0007761088000002
    Figure 0007761088000002
  • Figure 0007761088000003
    Figure 0007761088000003
Patent Text Reader

Abstract

To provide a game machine capable of diversifying execution modes of variable display of patterns.SOLUTION: When a reel provided for a reel unit 31 starts to rotate, an acceleration period occurs first. When the acceleration period is over, "1" is set to a constant-speed flag 74c provided for a main side RAM 74 and a constant-speed period starts. Also, when "1" is set to the constant-speed flag 74c, operation of the stop button is validated. In so doing, in starting a game, reel performance may be executed, and after the reel performance is executed, the reel starts to rotate again. When the reel starts to rotate again, the acceleration period of one of the reels is over and then the acceleration period of the reel next starts. Until the acceleration period of the reel next starts after the acceleration period of one of the reels is over, a standby period can occur. Many kinds of this standby period exist.SELECTED DRAWING: Figure 9
Need to check novelty before this filing date? Find Prior Art

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 tray storage section on the front of the machine that stores gaming balls awarded to a player. The gaming balls stored in the tray storage section are guided to a gaming ball launcher and launched toward a gaming area in response to the player's launch operation. When a gaming ball enters a ball entry section provided in the gaming area, for example, a lottery process is executed, or the gaming ball is paid out to the tray storage section from a payout device. Also known in pachinko machines are configurations that include an upper tray storage section and a lower tray storage section as the tray storage section. In this case, gaming balls stored in the upper tray storage section are guided to the gaming ball launcher, and surplus gaming balls in the upper tray storage section are discharged to the lower tray storage section. Also known in pachinko machines are configurations that use a display device or a rotating body to display changing images.

[0003] In addition, in a slot machine, when a start lever is operated to start a new game while medals have 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, which starts the rotation of the reels, thereby starting the display of varying patterns. If a stop button is operated during the rotation of the reels, the control means executes a rotation stop control, which stops the rotation of the reels. If the stopped pattern 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 to improve the entertainment value of the game, and there is still room for improvement in this regard.

[0006] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that can increase the enjoyment of gaming. [Means for solving the problem]

[0007] In order to solve the above problem, the invention described in claim 1 is as follows: A first control means for managing the progress of a game; A second control means for controlling the execution of the performance based on the information transmitted from the first control means; Equipped with The first control means A zone setting means for setting the game zone to a second zone that is more advantageous to the player than the first zone; A transition expectation setting means for setting the second section to a transition expectation state; means for executing a predetermined lottery process in the transition expectation state; A means for transitioning to an advantageous gaming state that is advantageous to the player based on a specific win in the predetermined lottery process; a means for updating the predetermined reference information stored in the predetermined storage means to approach the predetermined end information based on the occurrence of an update trigger when a game is executed in the advantageous gaming state; A predetermined update means for updating the predetermined reference information to move away from the predetermined end information when a predetermined grant condition is established in the advantageous game state; a predetermined transmitting means for transmitting predetermined transmission information corresponding to the updated information when the predetermined reference information is updated by the predetermined updating means to move away from the predetermined end information; means for updating the continuation criterion information stored in the continuation criterion storage means to approach the specific end information based on the occurrence of an update trigger during execution of the game in the second section; a section termination means for terminating the second section when the continuation criteria information becomes the specific termination information in the second section; A means for terminating the advantageous gaming state based on the fact that the predetermined reference information becomes the predetermined end information before the continuation reference information becomes the specific end information in the advantageous gaming state in the second section; The aforementioned When the second section ends based on the fact that the continuation standard information becomes the specific end information in the advantageous gaming state in the second section, the advantageous gaming state is ended. Means and Equipped with The second control means A transition expectation effect control means for performing a transition expectation effect in the transition expectation state; a reception response means for executing a reception response process for executing a performance corresponding to the predetermined reference information being updated to move away from the predetermined end information based on the reception of the predetermined transmission information; Equipped with The section setting means includes a section continuation means for continuing the second section after the advantageous gaming state has ended in a situation where the continuation standard information in the second section is information included in a range between specific information that the continuation standard information can reach before reaching the specific end information and the initial information of the continuation standard information. 、 A configuration in which there is a case where a transition to the advantageous gaming state occurs after a predetermined state is reached, and a case in which a transition to the advantageous gaming state does not occur after the predetermined state is reached, The gaming machine is provided with a means for making the gaming section the second section in the predetermined state, regardless of whether the gaming section transitions to the advantageous gaming state after the predetermined state is reached or whether the gaming section does not transition to the advantageous gaming state after the predetermined state is reached; The reception response means is a notification means for updating continuation information of a notification target so that the updated information corresponding to the predetermined transmission information can be recognized by a player in the game; a later notification means for updating continuation information to be notified later so as to prevent the updated information corresponding to the predetermined transmission information from being recognized by a player in the game; Equipped with The post-notification means comprises means for executing an effect that allows a player to recognize the information updated by the plurality of updates collectively when the predetermined update means updates the information multiple times in a specific situation in the advantageous gaming state and the total amount of information updated by the plurality of updates exceeds a predetermined amount of information, The transition expectation effect control means is provided with a means for prioritizing the execution of the specific effect over the execution of the transition expectation effect when the transition expectation state is set by the transition expectation setting means in a situation where a specific effect is being executed. It is characterized by: [Effects of the Invention]

[0008] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. 1 is a front view of a slot machine according to a first embodiment. [Figure 2] 1 is a perspective view of the slot machine with the front door open. FIG. [Figure 3] FIG. [Figure 4] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 5] 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the combination lines. FIG. [Figure 6] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 7]FIG. 10A is a front view of the common display area, and FIG. 10B is an explanatory diagram for explaining the contents of information corresponding to the stop order displayed on the common display section. [Figure 8] 10A and 10B are explanatory diagrams for explaining the relationship between the notification content of the stop order in the image display device and the display content of the stop order in the multi-purpose display unit. [Figure 9] FIG. 2 is an electrical configuration diagram of the slot machine. [Figure 10] 10 is a flowchart showing main processing executed by a main MPU. [Figure 11] 10 is a flowchart showing a timer interrupt process executed by the main MPU. [Figure 12] 10 is a flowchart showing a process executed by the main MPU during a power outage. [Figure 13] 10 is a flowchart showing normal processing executed by the main MPU. [Figure 14] FIG. 2 is an explanatory diagram for explaining the configuration of a random number circuit group provided on a main control board. [Figure 15] FIG. 2 is an explanatory diagram for explaining the configurations of the first to twelfth shared random number circuits and the first to fourth dedicated random number circuits. [Figure 16] 10 is a flowchart showing a random number acquisition process executed by the main MPU. [Figure 17] 10 is a flowchart showing the lottery process for determining winning combinations executed by the main MPU. [Figure 18] FIG. 10 is an explanatory diagram for explaining a lottery table for a normal mode. [Figure 19] FIG. 10 is an explanatory diagram for explaining the relationship between the stopping order of the reels and the winning patterns that are achieved when the lottery table for the normal mode is selected. [Figure 20] FIG. 10 is an explanatory diagram for explaining a lottery table for the first RT mode. [Figure 21] FIG. 10 is an explanatory diagram for explaining the relationship between the stop order of the reels and the winning patterns that are achieved when the lottery table for the first RT mode is selected. [Figure 22]FIG. 10 is an explanatory diagram for explaining a lottery table for the second RT mode. [Figure 23] FIG. 10 is an explanatory diagram for explaining the relationship between the stop order of the reels and the winning patterns that are achieved when the lottery table for the second RT mode is selected. [Figure 24] 10A to 10C are explanatory diagrams for explaining index values ​​with different winning probabilities among the set values ​​of "1" to "6." [Figure 25] FIG. 10 is an explanatory diagram for explaining an offset table. [Figure 26] 10 is a flowchart showing the winning data acquisition process executed by the main MPU. [Figure 27] 10 is a flowchart showing a reel control process executed by the main MPU. [Figure 28] FIG. 1 is an assembled perspective view of the left reel. [Figure 29] FIG. 2A is a connection diagram showing a drive system of a stepping motor, and FIG. 2B is a diagram showing the drive characteristics of the stepping motor. [Figure 30] FIG. 4 is an explanatory diagram for explaining the contents of an excitation sequence table. [Figure 31] FIG. 10 is an explanatory diagram for explaining required driving characteristics. [Figure 32] FIG. 10 is an explanatory diagram for explaining an acceleration table. [Figure 33] 10 is a flowchart showing an acceleration process executed by the main MPU. [Figure 34] 10 is a flowchart showing a stepping motor control process executed by a main MPU. [Figure 35] 4 is a flowchart showing a motor control process executed by a main MPU. [Figure 36] 10(a) to 10(f) are time charts showing the flow of drive control of the reel when the supply of operating power is stopped while the reel is rotating and then resumed. [Figure 37] 10 is a flowchart showing a re-acceleration process executed by the main MPU during reel effect. [Figure 38] 10(a) to 10(i) are time charts showing how each reel is respinned after the execution of a reel effect. [Figure 39] 1 is an explanatory diagram for explaining the game states and game zones that exist in a slot machine. FIG. [Figure 40] 10 is a flowchart showing the first control processing of the gaming area executed by the main MPU. [Figure 41] 10 is a flowchart showing a notification control process executed by a main MPU. [Figure 42] 10 is a flowchart showing the notification process executed by the production side MPU. [Figure 43] 10 is a flowchart showing the transition lottery process for a false precursor state executed by the main MPU. [Figure 44] 10 is a flowchart showing the response process executed by the main MPU when a game ends. [Figure 45] 10 is a flowchart showing the second control processing of the gaming area executed by the main MPU. [Figure 46] (a) to (f) are time charts showing how the transition to the advantageous zone and the return to the normal zone occur. [Figure 47] 10 is a flowchart showing a transition lottery process for a chance state executed by the main MPU. [Figure 48] 10 is a flowchart showing normal processing executed by the main MPU. [Figure 49] 10 is a flowchart showing a chance state process executed by the main MPU. [Figure 50] FIG. 10A is an explanatory diagram for explaining a lottery table for low probability, and FIG. 10B is an explanatory diagram for explaining a lottery table for high probability. [Figure 51] (a1) to (a4), (b1) to (b4) are explanatory diagrams for explaining how numerical information is handled when a lottery process for transition to the ART state is executed. [Figure 52] 10 is a flowchart showing normal performance control processing executed by the performance side MPU. [Figure 53] 10 is a flowchart showing the performance control processing for a false premonition state executed by the performance side MPU. [Figure 54] 10(a) to 10(f) are time charts showing how false omen effects and chance effects are executed. [Figure 55] (a) is an explanatory diagram for explaining the display contents of the false premonition effect on the image display device, and (b) is an explanatory diagram for explaining the display contents of the chance effect on the image display device. [Figure 56] 10 is a flowchart showing a bonus process executed by the main MPU. [Figure 57] 10 is a flowchart showing a bonus process executed by the main MPU at the start of a game. [Figure 58] 10 is a flowchart showing the process executed by the main MPU at the start of a game during a bonus. [Figure 59] 10 is a flowchart showing the bonus state processing executed by the main MPU. [Figure 60] 10 is a flowchart showing a preparation state process executed by the main MPU. [Figure 61] (a) is an explanatory diagram for explaining the contents of the storage area of ​​the main RAM, and (b) is an explanatory diagram for explaining the contents of the storage area of ​​the production-side RAM. [Figure 62] 10 is a flowchart showing the top-up processing executed by the main MPU. [Figure 63] 10 is a flowchart showing a continuous lottery process executed by the main MPU. [Figure 64] (a) is an explanatory diagram for explaining the common add-on table, and (b) is an explanatory diagram for explaining the direct add-on table. [Figure 65] 10 is a flowchart showing a direct addition process executed by the main MPU. [Figure 66] (a) to (e) are time charts showing how the number of added games is directly added by the regular lottery process and the direct addition process. [Figure 67](a) An explanatory diagram for explaining the A loop lottery table, (b) An explanatory diagram for explaining various continuation lottery tables, and (c) An explanatory diagram for explaining the B loop lottery table. [Figure 68] 10 is a flowchart showing the A-loop processing executed by the main MPU. [Figure 69] 10 is a flowchart showing a B loop process executed by the main MPU. [Figure 70] 10 is a flowchart showing the ART state processing executed by the main MPU. [Figure 71] (a) to (h) are time charts for explaining an overview of the effects that occur in the ART state. [Figure 72] 10 is a flowchart showing the non-normal performance control processing executed by the performance side MPU. [Figure 73] This is a flowchart showing the processing for the direct addition effect executed by the effect side MPU. [Figure 74] 10 is a flowchart showing the A loop performance processing executed by the performance side MPU. [Figure 75] This is a flowchart showing the selection process for special added effects executed by the effect side MPU. [Figure 76] An explanatory diagram to explain the types of special added effects. [Figure 77] This is a flowchart showing the processing for special added effects executed by the effect side MPU. [Figure 78] (a) to (d) are time charts showing how expected effects and special added effects are executed when loop A occurs. [Figure 79] 10 is a flowchart showing the B loop performance processing executed by the performance side MPU. [Figure 80] (a) to (c) are time charts showing how the special freeze effect is executed when a B loop occurs. [Figure 81] 10 is a flowchart showing the stock release process executed by the production-side MPU. [Figure 82]10(a) to 10(c) are explanatory diagrams for explaining the display content of the image display device in the ART state. [Figure 83] (a) to (g) are time charts showing how various release effects are executed. [Figure 84] 10 is a flowchart showing an ending handling process executed by the main MPU. [Figure 85] 10 is a flowchart showing the ending production process executed by the production-side MPU. [Figure 86] 10A and 10B are explanatory diagrams for explaining the display content of the image display device when an ending performance is being performed. [Figure 87] 10 is a flowchart showing the ending effect termination process executed by the effect-side MPU. [Figure 88] 10 is a flowchart showing a freeze setting process executed by a main MPU. [Figure 89] 10(a) to 10(f) are time charts showing how the ending performance is executed. [Figure 90] This is a flowchart showing the presentation control processing for the advantageous maintenance zone executed by the presentation side MPU. [Figure 91] FIG. 10A is an explanatory diagram for explaining the content of a bonus winning notification image, and FIG. 10B is an explanatory diagram for explaining the content of a bonus type notification image. [Figure 92] (a) to (i) are time charts showing the progression of the advantageous maintenance zone. [Figure 93] 10 is a flowchart showing a management process executed by the main MPU. [Figure 94] 10(a) to 10(e) are time charts showing how the results of game history management are displayed using the multipurpose display unit. [Figure 95] 10 is a flowchart showing the pseudo bonus generation management process executed by the main MPU in the second embodiment. [Figure 96] 10 is a flowchart showing the pseudo bonus management process executed by the main MPU. [Figure 97] 10 is a flowchart showing the pseudo bonus start processing executed by the main MPU. [Figure 98] FIG. 10A is an explanatory diagram for explaining the initial continuation game number table, and FIG. 10B is an explanatory diagram for explaining the transition condition game number table. [Figure 99] FIG. 2 is an explanatory diagram for explaining the contents of a storage area of ​​a main RAM. [Figure 100] 10 is a flowchart showing the processing executed by the main MPU at the start of a game during a pseudo bonus. [Figure 101] FIG. 10(a) is an explanatory diagram for explaining the contents of the first add-on table, and FIG. 10(b) is an explanatory diagram for explaining the contents of the second add-on table. [Figure 102] 10 is a flowchart showing the pseudo bonus progression process executed by the main MPU. [Figure 103] (a)~(f) is a time chart showing how the number of added games changes depending on the status of the ART winning flag in the pseudo bonus state. [Figure 104] This is a flowchart showing the effect control processing for pseudo bonuses executed by the effect side MPU. [Figure 105] (a) to (g) are time charts showing how pre-branching effects and branching effects are executed in the pseudo-bonus state. [Figure 106] 10(a) to 10(d) are explanatory diagrams for explaining the first to fourth add-on tables in the third embodiment. [Figure 107] FIG. 10 is an explanatory diagram for explaining an index correspondence table. [Figure 108] 10(a) to 10(d) are explanatory diagrams for explaining first to fourth compressed data. [Figure 109] 10 is a flowchart showing the additional lottery processing executed by the main MPU. [Figure 110] 10 is a flowchart showing the process of acquiring an added index executed by the main MPU. [Figure 111]13 is a flowchart showing a random number acquisition process executed by a main MPU in the fourth embodiment. [Figure 112] FIG. 11 is an explanatory diagram for explaining the configuration of a random number circuit group provided on a main control board in the fifth embodiment. [Figure 113] 13 is a flowchart showing normal performance control processing executed by the performance-side MPU in the sixth embodiment. [Figure 114] 13 is a flowchart showing the performance control processing for a false premonition state executed by the performance side MPU in the seventh embodiment. [Figure 115] 13 is a flowchart showing the bonus notification process during the ending executed by the production-side MPU in the eighth embodiment. [Figure 116] 13 is a flowchart showing a process executed by a main MPU during a power outage in the ninth embodiment. [Figure 117] 23 is a flowchart showing a stop operation determination process executed by a main MPU in the tenth embodiment. [Figure 118] FIG. 2 is an explanatory diagram for explaining each history area provided in the main RAM. [Figure 119] 10 is a flowchart showing a rotation monitoring process executed by the main MPU. [Figure 120] 10 is a flowchart showing main processing executed by a main MPU. [Figure 121] 23 is a flowchart showing a direct addition process executed by the main MPU in the eleventh embodiment. [Figure 122] 23 is a flowchart showing a direct addition process executed by the main MPU in the twelfth embodiment. [Figure 123] 22 is a flowchart showing a chance state process executed by the main MPU in the thirteenth embodiment. [Figure 124] (a1) to (a5), (b1) to (b5) are explanatory diagrams for explaining how numerical information is handled when a lottery process for transition to the ART state is executed. DETAILED DESCRIPTION OF THE INVENTION

[0010] First Embodiment A first embodiment of the present invention applied to a slot machine 10, which is a type of gaming machine, will be described in detail below with reference to the drawings. Fig. 1 is a front view of the slot machine 10, Fig. 2 is a perspective view of the slot machine 10 with the front door 12 open, and Fig. 3 is a front view of the cabinet 11.

[0011] 2 and 3, the slot machine 10 has a housing 11 that forms its outer shell. The housing 11 is formed by fixing a number of wooden panels together, so that the overall shape of the housing 11 is box-like and open to the front.

[0012] 1 and 2, a front door 12 is attached to the front side of the housing 11. The front door 12 is supported by the housing 11 around a pivot 12a provided on the left side of the front door 12 so that the interior space of the housing 11 can be opened and closed. The front door 12 is locked so that it cannot be opened by a locking device 13 provided on the back side of the front door 12, and this locked state can be released by unlocking the key cylinder 14 with a predetermined key.

[0013] 1, a gaming panel 20 is provided near the upper center of the front door 12. Three vertically long display windows 21L, 21M, and 21R are formed side by side on the gaming panel 20. The display windows 21L, 21M, and 21R are made of a transparent or translucent material, and the interior of the slot machine 10 can be seen through each of the display windows 21L, 21M, and 21R.

[0014] As shown in FIGS. 2 and 3, the interior of the housing 11 is divided into two sections, upper and lower, by a partition plate 11a, and a reel unit 31 is attached to the upper part of the partition plate 11a. The reel unit 31 includes a left reel 32L, a center reel 32M, and a right reel 32R, each of which is cylindrical. Each reel 32L, 32M, and 32R is rotatably supported so that its central axis coincides with the rotation axis of the reel 32L, 32M, and 32R. The rotation axes of the reels 32L, 32M, and 32R are arranged on the same axis extending substantially horizontally, and each reel 32L, 32M, and 32R corresponds one-to-one to each display window 21L, 21M, and 21R. Therefore, a portion of the surface of each reel 32L, 32M, and 32R is visible through the corresponding display window 21L, 21M, and 21R. Furthermore, when the reels 32L, 32M, and 32R rotate forward, the surfaces of the reels 32L, 32M, and 32R are projected through the display windows 21L, 21M, and 21R as if they are moving from top to bottom.

[0015] 1, a start lever 41 that is operated to start the rotation of each of the reels 32L, 32M, and 32R is provided on the lower left side of the game panel 20. When this start lever 41 is operated after gaming media such as medals and virtual medals have been bet, each of the reels 32L, 32M, and 32R starts to rotate all at once.

[0016] Stop buttons 42, 43, and 44 are provided on the right side of the start lever 41. These stop buttons 42, 43, and 44 are operated to individually stop the spinning reels 32L, 32M, and 32R. Each stop button 42, 43, and 44 is located directly below the display window 21L, 21M, and 21R corresponding to the reel 32L, 32M, and 32R to be stopped. Each stop button 42, 43, and 44 is ready to stop the left reel 32L after a predetermined time has elapsed since the reel started spinning.

[0017] One game (playing session) corresponds to the time when each reel 32L, 32M, 32R starts to rotate based on the operation of the start lever 41, and when each reel 32L, 32M, 32R stops to rotate based on the operation of each stop button 42, 43, 44, and when various processes such as the awarding of game media and management of the game status are completed.

[0018] A medal insertion slot 45 for inserting medals as investment value is provided on the right side below the display windows 21L, 21M, and 21R. As shown in FIG. 2, medals inserted through the medal insertion slot 45 are guided by a selector 52 provided on the back of the front door 12 to a hopper device 53 if reception is permitted, or to a medal receiving tray 59 from a medal discharge port 58 provided at the bottom front of the front door 12 if reception is prohibited (see FIG. 1). Note that the hopper device 53 has the function of paying out medals stored in a storage tank through the medal discharge port 58 to the medal receiving tray 59 when a winning combination corresponding to the award of gaming media is achieved on an active line.

[0019] 1, provided below the medal insertion slot 45 is a return button 46 that is pressed when medals inserted into the medal insertion slot 45 become stuck in the selector 52. Also provided below the display window portions 21L, 21M, 21R on the left side are a first credit insertion button 47 for inserting the maximum number of credited virtual medals that can be bet at one time, a second credit insertion button 48 for inserting two virtual medals at a time, and a third credit insertion button 49 for inserting one virtual medal at a time.

[0020] A settlement button 51 is provided on the left side of the start lever 41. That is, the slot machine 10 has a credit function that stores and stores, as virtual medals, any surplus medals inserted up to a predetermined maximum value (equivalent to 50 medals) and medals paid out when a prize is won, and when the settlement button 51 is operated while virtual medals are stored and stored, the virtual medals are paid out from the medal outlet 58 as real medals.

[0021] 2 and 3, a power supply unit 54 is provided inside the cabinet 11 to the left of the hopper unit 53. The power supply unit 54 is provided with a power switch 55 that is operated when powering on or off, a reset button 56 for resetting various states of the slot machine 10, and a setting key insertion unit 57 that is operated to change the setting state of the slot machine 10 within the range of "Setting 1" to "Setting 6." Note that the setting state of the slot machine 10 is not limited to six stages from "Setting 1" to "Setting 6," and may be any number of stages.

[0022] By inserting a setting key into the setting key insertion slot 57 and rotating it in a predetermined direction, the setting key insertion slot 57 is turned on. In this state, the slot machine 10 enters a changeable state, in which the setting state of the slot machine 10 can be changed, by starting the supply of operating power to the slot machine 10 (i.e., by starting the supply of operating power to the MPU 72 of the main control device 70). In this state, each time the reset button 56 is pressed, the setting state of the slot machine 10 changes by one step in ascending order within the range of "Setting 1" to "Setting 6." Note that if the reset button 56 is operated in the "Setting 6" state, the setting state is updated to "Setting 1." Furthermore, by rotating the setting key inserted into the setting key insertion slot 57 from the "ON" position in the direction opposite to the predetermined direction and returning it to its initial position, the setting key insertion slot 57 is turned off. When the start lever 41 is operated and the setting key insertion slot 57 is turned off, the changeable state ends, and the game becomes playable with the setting values ​​at that time. In other words, even if the reset button 56 is operated after the changeable state has ended, the set value cannot be changed.

[0023] The setting state of the slot machine 10 determines the degree of advantage per unit time in the slot machine 10, and the larger the value of "setting n" (n is an integer from "1" to "6") (i.e., the higher the setting value), the higher the degree of advantage. Specifically, the higher the setting value, the higher the probability of winning the bonus state (BB state and RB state), and the higher the probability of winning the small role that triggers the award of gaming media.

[0024] Next, the symbols on the reels 32L, 32M, and 32R will be described.

[0025] 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.

[0026] 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.

[0027] 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.

[0028] In the slot machine 10, one main line ML is set so as to connect positions where symbols on each of the reels 32L, 32M, and 32R are visible. The main line ML is a line connecting the middle symbols on the left reel 32L, the middle symbols on the middle reel 32M, and the middle symbols on the right reel 32R. When a predetermined number of gaming media have been bet, the reels 32L, 32M, and 32R start to spin, and a winning combination is achieved on the main line ML, one of the following is awarded: a benefit in the form of gaming media, a benefit in the form of a replay, or a transition to a gaming state.

[0029] 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.

[0030] 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.

[0031] The minor winning combinations that award gaming media include the first supplementary winning combination, the second supplementary winning combination, the third supplementary winning combination, the first bell winning combination, the second bell winning combination, the first watermelon winning combination, the second watermelon winning combination, and the cherry winning combination. Specifically, the first supplementary winning combination occurs when the stopped symbol on the left reel 32L on the main line ML is a "watermelon" symbol, the stopped symbol on the center reel 32M is a "replay" symbol, and the stopped symbol on the right reel 32R is a "bell" symbol. The second supplementary winning combination occurs when the stopped symbol on the left reel 32L on the main line ML is a "watermelon" symbol, the stopped symbol on the center reel 32M is a "bell" symbol, and the stopped symbol on the right reel 32R is a "bell" symbol. If the stopped symbols on the left reel 32L on the main line ML are a "replay" symbol, the stopped symbols on the center reel 32M are a "bell" symbol, and the stopped symbols on the right reel 32R are a "bell" symbol, the third supplementary win will be awarded. If any of the first to third supplementary wins is awarded, the number of gaming media to be awarded will be "1".

[0032] If the stopped symbol on the left reel 32L, the stopped symbol on the center reel 32M, and the stopped symbol on the right reel 32R on the main line ML are a "bell" symbol, a first bell win will occur. If the stopped symbol on the left reel 32L, the stopped symbol on the center reel 32M, and the stopped symbol on the right reel 32R are a "bell" symbol, a second bell win will occur. If either the first or second bell win occurs, the number of gaming media to be awarded will be "11".

[0033] If the stopped symbol on the left reel 32L, the stopped symbol on the middle reel 32M, and the stopped symbol on the right reel 32R on the main line ML are a "watermelon" symbol, the first watermelon win will be awarded. If the stopped symbol on the left reel 32L, the stopped symbol on the middle reel 32M, and the stopped symbol on the right reel 32R are a "watermelon" symbol on the main line ML, the second watermelon win will be awarded. If either the first or second watermelon win is awarded, the number of game media to be awarded will be "5". If the stopped symbol on the left reel 32L on the main line ML is a "cherry" symbol, a cherry win will be awarded regardless of the stopped symbol on the middle reel 32M and the right reel 32R. If a cherry win is awarded, the number of game media to be awarded will be "2".

[0034] Winnings that grant the privilege of replay, which allows you to play the next game without betting gaming media, include the regular replay win, the first chance replay win, the second chance replay win, the first RT replay win, the second RT replay win, the first fall replay win, and the second fall replay win. In detail, if the stopping pattern on the left reel 32L on the main line ML is a "replay" pattern, the stopping pattern on the middle reel 32M is a "replay" pattern, and the stopping pattern on the right reel 32R is a "replay" pattern, if the stopping pattern on the left reel 32L on the main line ML is a "bell" pattern, the stopping pattern on the middle reel 32M is a "cherry" pattern, and the stopping pattern on the right reel 32R is a "bell" pattern, or if the stopping pattern on the left reel 32L on the main line ML is a "watermelon" pattern, the stopping pattern on the middle reel 32M is a "cherry" pattern, and the stopping pattern on the right reel 32R is a "bell" pattern, a regular replay will be won.

[0035] If the stopped symbol on the left reel 32L on the main line ML is a "replay" symbol, the stopped symbol on the middle reel 32M is a "cherry" symbol, and the stopped symbol on the right reel 32R is a "bell" symbol, the first chance replay will be won. If the stopped symbol on the left reel 32L on the main line ML is a "watermelon" symbol, the stopped symbol on the middle reel 32M is a "bell" symbol, and the stopped symbol on the right reel 32R is a "replay" symbol, the second chance replay will be won.

[0036] If the stopped symbol on the left reel 32L on the main line ML is a "bell" symbol, the stopped symbol on the middle reel 32M is a "replay" symbol, and the stopped symbol on the right reel 32R is a "replay" symbol, the first RT replay win will be awarded. If the stopped symbol on the left reel 32L on the main line ML is a "watermelon" symbol, the stopped symbol on the middle reel 32M is a "replay" symbol, and the stopped symbol on the right reel 32R is a "replay" symbol, the second RT replay win will be awarded.

[0037] If the stopped symbols on the left reel 32L on the main line ML are "replay" symbols, the stopped symbols on the middle reel 32M are "cherry" symbols, and the stopped symbols on the right reel 32R are "replay" symbols, the first fall replay win will be awarded.If the stopped symbols on the left reel 32L on the main line ML are "replay" symbols, the stopped symbols on the middle reel 32M are "replay" symbols, and the stopped symbols on the right reel 32R are "bell" symbols, the second fall replay win will be awarded.

[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 is achieved in a game where you bet "3" gaming media, you will be able to start playing the next game with "3" gaming media betted, without having to bet any gaming media.

[0039] Of the various replay wins mentioned above, the first RT replay win, second RT replay win, first fall replay win, and second fall replay win not only trigger the award of the replay win bonus, but also trigger a transition to a lottery mode. In this slot machine 10, multiple lottery modes are set in the role lottery process (Figure 17) so that the types of roles to be drawn and the winning probability of each role differ, and a transition between these lottery modes occurs when a replay win, which triggers a transition to a lottery mode, is achieved. The contents of each lottery mode and the conditions for transitioning to each lottery mode will be explained in detail later.

[0040] State transition winnings that only result in a transition of the game state include the 1st BB winning, the 2nd BB winning, the 3rd BB winning, the 4th BB winning, the 1st RB winning, and the 2nd RB winning. In detail, when the stopped symbol on the left reel 32L, the stopped symbol on the center reel 32M, and the stopped symbol on the right reel 32R on the main line ML are a "red 7" symbol, the 1st BB winning occurs. When the stopped symbol on the left reel 32L, the stopped symbol on the center reel 32M, and the stopped symbol on the right reel 32R on the main line ML are a "white 7" symbol, the 2nd BB winning occurs. If the stopping symbol on the left reel 32L is a "red 7" symbol, the stopping symbol on the middle reel 32M is a "red 7" symbol, and the stopping symbol on the right reel 32R is a "white 7" symbol on the main line ML, the third BB win will be awarded. If the stopping symbol on the left reel 32L is a "white 7" symbol, the stopping symbol on the middle reel 32M is a "white 7" symbol, and the stopping symbol on the right reel 32R is a "red 7" symbol on the main line ML, the first RB win will be awarded. If the stopping pattern on the left reel 32L on the main line ML is a "white 7" pattern, the stopping pattern on the middle reel 32M is a "white 7" pattern, and the stopping pattern on the right reel 32R is a "BAR" pattern, the second RB will be won.

[0041] When the first BB win, second BB win, third BB win, or fourth BB win is achieved, the game state transitions to the BB state. Furthermore, when the first RB win or second RB win is achieved, the game state transitions to the RB state. Both the BB state and the RB state are considered bonus states. The bonus state is a game state in which the expected number of game media awarded per unit game is higher than in game states other than the bonus state. Specifically, a combination that enables the first bell win is won with a higher probability (e.g., approximately 1 / 1.5) than in other game states, and when this combination is won, the first bell win is achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of the stop operation of the stop buttons 42 to 44 relative to the rotation positions of the reels 32L, 32M, and 32R. Meanwhile, the number of game media required to start one game in the bonus state is the same as in other game states. Therefore, in the bonus state, the expected net increase in gaming media per unit number of games is higher than in gaming states other than the bonus state. Note that the number of gaming media required to start one game in the bonus state may be configured to be smaller than in other gaming states, and the number of gaming media required to start one game in the bonus state may be configured to be greater than in other gaming states if the expected net increase in gaming media per unit number of games is higher in the bonus state than in gaming states other than the bonus state.

[0042] Among the bonus states, the BB state continues over multiple games and ends when a termination condition is met based on the occurrence of an event corresponding to the execution of the game. The termination condition is arbitrary, but in this slot machine 10, the termination condition is set to be that the total number of game media awarded since the start of the BB state is equal to or greater than the BB termination reference number (specifically, "350"). Note that the termination condition may also be met when the number of games executed in the BB state reaches the BB termination reference number.

[0043] Among the bonus states, the RB state continues over multiple games and ends when a termination condition is met based on the occurrence of an event corresponding to the execution of the game. The termination condition is arbitrary, but in the slot machine 10, the termination condition is set to be that the total number of gaming media awarded since the start of the RB state is equal to or greater than the RB termination reference number (specifically, "150"). This RB termination reference number is smaller than the BB termination reference number. Therefore, the BB state is a gaming state that is more advantageous to the player than the RB state. Alternatively, the termination condition may be met when the number of games executed in the RB state reaches the RB termination reference number. In this case, by setting the RB termination reference number to be smaller than the BB termination reference number, the BB state can be made a gaming state that is more advantageous to the player than the RB state.

[0044] Next, the devices for executing various notifications and various effects will be described.

[0045] 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.

[0046] 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.

[0047] 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 win is achieved and, when the image display device 63 notifies the stopping order of the reels 32L, 32M, and 32R, displays a display corresponding to the notified content and further displays the results of gaming history management, and an advantageous zone display section 67 that displays whether the gaming zone is an advantageous zone. The credit display section 65 is made up of a 7-segment display, and each segment uses a monochromatic LED such as green.

[0048] Fig. 7(a) is a front view of a common display area 68 provided with a combined display section 66 and a favorable zone display section 67. The common display area 68 aggregates the combined display section 66, which is provided by arranging two 7-segment displays 66a, 66b side by side in the horizontal direction, and the favorable zone display section 67, which is made up of one light-emitting section, as shown in Fig. 7(a).

[0049] When any of the small winning combinations (first to third supplementary winning combinations, first to second bell winning combinations, first to second watermelon winning combinations, or cherry winning combinations) corresponding to the awarding of game media is achieved, the number of game media awarded corresponding to that small winning combination is displayed on the dual-purpose display unit 66 at the end of the game in which that small winning combination was achieved. Specifically, when any of the first to third supplementary winning combinations is achieved, the left 7-segment display 66a becomes non-displayable and the right 7-segment display 66b displays "1," thereby indicating that "1" game media has been awarded. When any of the first to second bell winning combinations is achieved, the left 7-segment display 66a and the right 7-segment display 66b both display "1," thereby indicating that "11" game media have been awarded. Furthermore, when either the first or second watermelon win is achieved, the left 7-segment display 66a goes dark and the right 7-segment display 66b displays "5," indicating that "5" gaming media have been awarded. When a cherry win is achieved, the left 7-segment display 66a goes dark and the right 7-segment display 66b displays "2," indicating that "2" gaming media have been awarded. On the other hand, even if a win that does not award gaming media, such as a replay win, a BB win, or a RB win, is achieved, the dual-purpose display unit 66 does not display a corresponding win. In this case, the 7-segment displays 66a and 66b remain in a non-display state. The display of the number of awarded gaming media on the dual-purpose display unit 66 ends when a gaming media bet is made to start the game following the game for which the display was made. At the time of this bet, the 7-segment displays 66a and 66b go non-display.

[0050] When the stop order of the reels 32L, 32M, and 32R is notified on the image display device 63, information corresponding to the notified stop order is displayed on the combined display unit 66. FIG. 7(b) is an explanatory diagram for explaining the contents of the information corresponding to the stop order displayed on the combined display unit 66. As shown in FIG. 7(b), in the slot machine 10, the stop order of the reels 32L, 32M, and 32R notified on the image display device 63 includes a stop order in which the first stop is on the left reel 32L, the second stop is on the center reel 32M, and the third stop is on the right reel 32R, a stop order in which the first stop is on the left reel 32L, the second stop is on the right reel 32R, and the third stop is on the center reel 32M, a stop order in which the first stop is on the center reel 32M, the second stop is on the left reel 32L, and the third stop is on the right reel 32R, and a stop order in which the first stop is on the center reel 32M, the second stop is on the left reel 32L, and the third stop is on the right reel 32R. There are stop orders in which the second stop is on the right reel 32R and the third stop is on the left reel 32L, a stop order in which the first stop is on the right reel 32R, the second stop is on the left reel 32L and the third stop is on the center reel 32M, a stop order in which the first stop is on the right reel 32R, the second stop is on the center reel 32M and the third stop is on the left reel 32L, a stop order in which the first stop is on the left reel 32L and the rest are optional, a stop order in which the first stop is on the center reel 32M and the rest are optional, and a stop order in which the first stop is on the right reel 32R and the rest are optional.

[0051] The notification of the stop order on the image display device 63 may be executed when a combination including the first bell winning data is won in the combination lottery process, when a combination including the first real-time replay winning data is won, when a combination including the second real-time replay winning data is won, when a combination including the first fall replay winning data is won, or when a combination including the second fall replay winning data is won. Specifically, when a combination including the first bell winning data is won, the first bell win is achieved if the reels 32L, 32M, and 32R stop in the stop order corresponding to the winning combination of the current combination among the above-mentioned stop orders. When the first bell win is achieved, the game medium "11" is awarded to the player, as already explained.

[0052] If a winning combination including the first RT replay winning data is achieved, the first RT replay winning combination will be achieved if the reels 32L, 32M, and 32R stop in the stopping order corresponding to the winning combination of the current combination among the above-mentioned stopping orders. If the first RT replay winning combination is achieved, the lottery mode will shift to the first RT mode, in which it is easier to win a combination including any of the replay winning data (i.e., it is easier to win any of the replay winning combinations) than in the normal mode. If a winning combination including the second RT replay winning data is achieved, the second RT replay winning combination will be achieved if the reels 32L, 32M, and 32R stop in the stopping order corresponding to the winning combination of the current combination among the above-mentioned stopping orders. If the second RT replay winning combination is achieved, the lottery mode will shift to the second RT mode, in which it is easier to win a combination including any of the replay winning data (i.e., it is easier to win any of the replay winning combinations) than in the first RT mode.

[0053] If a winning combination including the first fall replay winning data is achieved, the first fall replay winning is avoided if the reels 32L, 32M, and 32R stop in the stopping order corresponding to the winning combination among the above-mentioned winning sequences. If the first fall replay winning is achieved, the lottery mode transitions from the first replay time mode to the normal mode, but this transition can be avoided by avoiding the first fall replay winning. Also, if a winning combination including the second fall replay winning data is achieved, the second fall replay winning is avoided if the reels 32L, 32M, and 32R stop in the stopping order corresponding to the winning combination among the above-mentioned winning sequences. If the second fall replay winning is achieved, the lottery mode transitions from the second replay time mode to the first replay time mode, but this transition can be avoided by avoiding the second fall replay winning.

[0054] 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.

[0055] 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.

[0056] 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 dual-purpose display unit 66. FIG.

[0057] 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.

[0058] 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.

[0059] 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.

[0060] 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.

[0061] The dual-purpose display unit 66 is disposed in the center of the common display area 68, whereas the advantageous zone display unit 67 is disposed in a corner of the common display area 68. The advantageous zone display unit 67 is a display unit for notifying that the gaming zone is an advantageous zone between the normal zone and the advantageous zone. The advantageous zone is a zone in which the stopping order of the reels 32L, 32M, and 32R is notified, which allows for the establishment of an advantageous winning for the player when the winning combination to be established is different depending on the stopping order of the reels 32L, 32M, and 32R, and a zone in which the probability of transitioning to the ART state, which is a gaming state advantageous to the player, is higher than in the normal zone. On the other hand, the normal section is a section in which the stopping order of reels 32L, 32M, and 32R is not announced, which allows for a winning combination that is advantageous to the player when different winning combinations are achieved depending on the stopping order of reels 32L, 32M, and 32R, and is a section in which the probability of transitioning to the ART state, which is a game state that is advantageous to the player, is lower than in the advantageous section, or a section in which transition to the ART state does not occur.

[0062] When the conditions for transitioning to the advantageous zone are met in the normal zone and the game transitions to the advantageous zone, the advantageous zone display unit 67 turns on, thereby initiating notification that the game is in the advantageous zone. Furthermore, when the conditions for transitioning to the normal zone are met in the advantageous zone and the game transitions to the normal zone, the advantageous zone display unit 67 turns off, thereby terminating notification that the game is in the advantageous zone. This makes it possible to notify the manager of the gaming hall, etc., that the game is in the advantageous zone. Furthermore, the dual-purpose display unit 66, which is provided in the common display area 68, turns on when a gaming medium is awarded and turns off when the next game starts, and turns on when the stop order of the reels 32L, 32M, and 32R is displayed on the image display device 63 and turns off when the game ends. Therefore, in a configuration in which the advantageous zone display unit 67 is placed within the common display area 68 to prevent it from being too noticeable to players, it is possible to actively create a situation in which only the advantageous zone display unit 67 is lit in the common display area 68 when the advantageous zone is in a favorable zone, making it easier for the manager of the gaming hall to check the advantageous zone display unit 67.

[0063] In addition, instead of the configuration in which the advantageous zone display unit 67 is kept lit during the advantageous zone, the advantageous zone display unit 67 may be configured to flash at a predetermined cycle during the advantageous zone. Also, other displays such as a liquid crystal display device may be used as the combined display unit 66 and the advantageous zone display unit 67.

[0064] 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 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.

[0065] 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. Multiple 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 connecting portions 83 and then reconnecting other connecting portions 83, thereby preventing separation of the case bodies again. Furthermore, because the connecting portions 83 are destroyed when the case bodies are separated, leaving traces, visual inspection of the connecting portions 83 makes it possible 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, its adhesive layer remains on the case body. This makes it possible to leave a trace if the sealing seal 84 is peeled off when the case body is separated.

[0066] As shown in Fig. 2, the slot machine 10 is provided with a performance control device 90 in addition to the main control device 70. The performance control device 90 is arranged behind the image display device 63 and stacked on the front door 12. The performance control device 90 controls the upper lamp 61, speaker 62, and 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.

[0067] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagram of FIG.

[0068] As already explained, the main control board 71 of the main control device 70 is equipped with an MPU 72. The MPU 72 incorporates a ROM 73 that stores various control programs and fixed value data to be executed by the MPU 72, a RAM 74 that is a memory for temporarily storing various data and the like when the control programs stored in the ROM 73 are executed, a clock circuit that outputs a rectangular wave of a predetermined frequency, an interrupt circuit, a data input / output circuit, a random number generating circuit, etc. It is not essential that the ROM 73 and RAM 74 be integrated into a single chip for the MPU 72, and each may be integrated into a separate chip.

[0069] The MPU 72 is provided with an input port and an output port. Connected to the input side of the MPU 72 are various sensors, such as the reel unit 31, a start detection sensor 41a that detects operation of the start lever 41, stop detection sensors 42a, 43a, and 44a that individually detect operation of each stop button 42, 43, and 44, an inserted medal detection sensor 45a that detects medals inserted through a medal insertion slot 45, credit insertion detection sensors 47a, 48a, and 49a that individually detect operation of each credit insertion button 47, 48, and 49, a settlement detection sensor 51a that detects operation of the settlement button 51, a payout detection sensor of the hopper device 53, a reset detection sensor that detects operation of a reset button 56 provided on the power supply device 54, and a setting key detection sensor that detects insertion of a setting key into the setting key insertion section 57. Signals from each of these sensors are input to the MPU 72.

[0070] 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 advantageous zone 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 medals inserted through the medal insertion slot 45 with the inserted medal detection sensor 45a and then guiding them to the hopper device 53 if acceptance is permitted, or discharging them into the medal tray 59 without detection by the inserted medal detection sensor 45a if acceptance is prohibited. The selector drive unit 52a has the function of switching the state of the selector 52 between an acceptance permit state and an acceptance prohibit state, specifically by operating a path switching piece provided in the selector 52 between an acceptance permit position and an acceptance prohibit position. The MPU 72 switches the state of the selector 52 between an acceptance permission state and an acceptance prohibition state by switching between an output state and a stop state of the drive signal to the selector drive unit 52a.

[0071] 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 game is in a favorable zone, the MPU 72 controls the display of the advantageous zone display unit 67 so that a notification of the advantageous zone is provided. The MPU 72 also controls the display of the combined display unit 66 so that a display corresponding to the game management results is provided. The MPU 72 also transmits commands to the effect control device 90 at each timing of each game, and when transmitting a command to the effect control device 90 to notify the image display device 63 of the stop order of the reels 32L, 32M, and 32R, the MPU 72 controls the display of the combined display unit 66 so that a display corresponding to the notification content is provided. In this case, the direct display control of the image display device 63 is performed by the effect control device 90, while the direct display control of the combined display unit 66 is performed by the MPU 72. In other words, for the image display device 63, which is the target of relatively complex display control, direct display control is executed by the performance control device 90, and for the dual-purpose display unit 66, which is the target of relatively simple display control, direct display control is executed by the MPU 72. 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 the MPU 72.

[0072] A power outage monitoring circuit (not shown) provided in the power supply 54 is connected to the input side of the MPU 72. The power supply 54 is equipped with a power supply unit and a power outage monitoring circuit that supply drive power to the main control unit 70 and other electronic devices in the slot machine 10. The power outage monitoring circuit monitors the voltage applied to the power supply unit from an external power source and outputs a power outage signal to the MPU 72 when the voltage drops below a reference voltage. The MPU 72 executes power outage processing upon receiving the power outage signal and enables the device to return to the processing state before the power outage after power is restored. The power supply 54 also includes a power outage power supply unit that supplies backup power to the RAM 74 as power during power outage when the supply of operating power from the external power source is interrupted. This allows data to be stored and maintained in the RAM 74 even when the supply of operating power from the external power source is interrupted as long as the power outage power supply unit can supply backup power (e.g., for one or two days). However, by turning on the power supply of the slot machine 10 while pressing the reset button 56 provided on the power supply device 54, the data stored and held in the RAM 74 is initialized.

[0073] 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.

[0074] 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.

[0075] 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.

[0076] 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.

[0077] 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.

[0078] 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.

[0079] First, power-on wait processing is executed (step S101). In this power-on wait processing, for example, the system waits for a predetermined wait time (specifically, one second) from the start of the main processing without proceeding to the next processing. During the execution period of this power-on wait processing, the image display device 63 starts operating and is initialized. Thereafter, access to the main RAM 74 is permitted (step S102).

[0080] Thereafter, it is determined whether the setting key insertion unit 57 has been turned ON (step S103). If the setting key insertion unit 57 has been turned ON (step S103: YES), a process for setting the setting value of the slot machine 10 is executed. Specifically, first, an all-clear process is executed (step S104). In the all-clear process, all areas in the main RAM 74 are initialized. In this case, each area of ​​the main RAM 74 is cleared to "0", including the area storing the setting value of the slot machine 10 in the main RAM 74, the area storing data indicating whether or not the bonus state is in effect, the area storing data indicating the total number of gaming media awarded in the bonus state, the area storing data indicating the gaming state, the area storing data for specifying the termination condition of the ART state, the area storing data indicating the gaming section, and the area storing data indicating the management results of the gaming history. Then, an initial setting is performed for each of these areas. As a result, when the all-clear process is executed, the normal gaming state is entered into the normal interval regardless of the state before the power was cut off, and if the state before the power was cut off was a state in which game progress was restricted due to the occurrence of an abnormality, the abnormal state is canceled. In step S104, various registers of the master MPU 72 are also cleared to "0" and then initialized. Note that the areas storing data on the game history management results (specifically, the total game number counter 74a and the advantageous game number counter 74b) may be excluded from the targets for clearing to "0" during the all-clear process. Furthermore, even if an operation to change the setting state of the slot machine 10 is performed, the all-clear process of the master RAM 74 may not be executed unless the reset button 56 is pressed. Alternatively, the all-clear process may be executed when an operation to change the setting state of the slot machine 10 is performed and the reset button 56 is pressed.

[0081] Thereafter, a setting value update process is executed (step S105). In the setting value update process, first, the current setting value is displayed on the credit display unit 65. Note that, because the all clear process (step S104) is executed before the setting value update process is executed, the credit display unit 65 displays a value corresponding to "Setting 1" when the setting value update process starts. 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 "Setting 6", the setting value is updated to "Setting 1". The setting value update process ends when the ON operation of the setting key is released after the start lever 41 is operated. In this case, the display of the setting value on the credit display unit 65 ends.

[0082] After the setting value update process is executed, the initialization process of the advantageous zone is executed (step S106). In the initialization process of the advantageous zone, a process is executed to initialize information related to the advantageous zone. As a result, when the setting value update process is executed, the game zone is reliably set to the normal zone. After the initialization process of the advantageous zone is executed, the process proceeds to the normal process (FIG. 13) described later (step S107).

[0083] If the setting key has not been turned ON in the main processing (step S103: NO), the power restoration processing from step S108 onwards is executed. 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, it is first determined whether or not the power failure flag provided in the main RAM 74 is set to "1" (step S108). The power failure flag is provided in the main RAM 74, and if the supply of operating power to the main MPU 72 is stopped and the predetermined power failure processing is executed normally, the power failure flag is set to "1".

[0084] If the power outage flag is set to "1" (step S108: YES), a checksum calculation process is executed (step S109). Any method for calculating the checksum may be used, for example, by adding up all the numerical values ​​in the storage area that is the target of checksum calculation. This checksum calculation method is the same as the checksum calculation method used in the power outage processing (FIG. 12) that will be described later. The checksum calculated in the power outage processing (FIG. 12) that will be described later is stored in the main RAM 74, but the storage area of ​​the main RAM 74 in which this checksum is stored is excluded from the storage areas that are the target of calculation when the checksum is calculated. In other words, when the checksum is calculated, only a portion of the storage areas in the main RAM 74 are the target of calculation. The storage area that is the target of this calculation is a storage area in which information is not generally rewritten if power supply, such as backup power, to the main RAM 74 continues from the time the checksum is calculated in the power outage processing (FIG. 12) when the supply of operating power to the main MPU 72 is stopped until the supply of operating power to the main MPU 72 is resumed and the processing of step S109 is executed. Therefore, if the information in the main RAM 74 has not been changed from the time the supply of operating power to the main MPU 72 is stopped until the supply of operating power to the main MPU 72 is resumed, the checksum for the main RAM 74 is the same as that immediately before the supply of operating power to the main MPU 72 was stopped. Note that the storage area that is the target of the calculation of this checksum includes an area in the main RAM 74 where setting value information indicating the setting state of the slot machine 10 is set. Thereafter, the checksum calculated during the power outage processing (FIG. 12) executed immediately before the supply of operating power to the main MPU 72 was stopped and stored in the main RAM 74 is read, and it is determined whether the read checksum matches the checksum calculated in step S109 (step S110).

[0085] If the checksums match (step S110: YES), it is determined whether the setting value is normal (step S111). If the setting value is any of "Setting 1" to "Setting 6", it is determined to be normal, and if it is "0" or "7" or greater, it is determined to be abnormal.

[0086] If the determinations in steps S108, S110, and S111 are all affirmative, this means that the power outage processing (FIG. 12) performed during the previous power outage was successful. In this case, provided that the reset button 56 has been pressed (step S112: YES), a process for clearing all values ​​other than the set values ​​is performed (step S113). In this clearing process, all areas in the main RAM 74 other than the area storing the set values ​​for the slot machine 10 are cleared to "0," and then initialization is performed. After that, the process proceeds to normal processing (step S107).

[0087] On the other hand, if the reset button 56 has not been pressed (step S112: NO), the value of the stack pointer saved in the main RAM 74 is written to the stack pointer of the main MPU 72, and the data saved in the main RAM 74 is restored to the register of the main MPU 72, thereby restoring the state of the register of the main MPU 72 to the state before the power was cut off (step S114).In addition, the power outage flag of the main RAM 74 is cleared to "0" (step S115).

[0088] After that, a clear process for reel control (step S116) and a return address adjustment process (step S117) are executed. The details of these processes will be explained later. After that, a power restoration command for making the performance-side MPU 92 recognize the execution of the power restoration process is sent (step S118), and then the address before the power was cut off is returned to (step S119).

[0089] On the other hand, if a negative determination is made in any of steps S108, S110, and S111, an operation prohibition process is executed. In the operation prohibition process, the execution of the next timer interrupt process (FIG. 11) is prohibited (step S120), all output ports of the main MPU 72 are cleared to "0" to turn off all actuators connected to those output ports (step S121), and an error notification process is executed to notify the hall manager or the like of the occurrence of an error (step S122). This process then becomes an infinite loop. The operation prohibition process is released by executing the all clear process (step S104). Note that the operation prohibition process is not released even if the clear process other than the set value (step S113) is executed, but may be configured to be released when either the all clear process (step S104) or the clear process other than the set value (step S113) is executed.

[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 (FIG. 13), which will be described later, are saved to the main RAM 74. In step S202, it is confirmed whether the power outage flag is set to "1." If the power outage flag is set to "1," the process proceeds to step S203, where power outage processing is executed. The power outage flag is set when a power outage signal is input to the main MPU 72 from the power outage monitoring circuit of the power supply device 54.

[0092] FIG. 12 is a flowchart showing the process during a power outage. In the process during a power outage, first, it is determined whether command transmission has finished (step S301). If transmission has not finished (step S301: NO), this process ends, the process returns to the timer interrupt process, and command transmission ends. If command transmission has finished (step S301: YES), the value of the stack pointer of the main MPU 72 is saved in the main RAM 74 (step S302). Then, the output state of the output port of the main MPU 72 is cleared, and all actuators (not shown) are turned off (step S303). Then, after executing a checksum calculation process (step S304), the calculated checksum is stored in the main RAM 74 (step S305). The process content of the checksum calculation process is the same as step S109 in the main process (FIG. 10). Then, access to the main RAM 74 is prohibited (step S306). After the above processing is performed, an infinite loop is entered in preparation for the possibility that the power supply will be completely cut off and processing will no longer be possible.

[0093] Returning to the explanation of the timer interrupt processing (FIG. 11), 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 clearing process is carried out to initialize the value of the watchdog timer, which is used to monitor for malfunctions. In step S205, an interrupt end declaration process is carried out, which enables the main MPU 72 itself to set the next timer interrupt. In step S206, a stepping motor control process is carried out to drive the stepping motors provided on each of the reels 32L, 32M, and 32R to spin these reels. In step S207, a sensor monitoring process is carried out to read the status of various sensors connected to the input ports and to monitor whether the read results are normal.

[0094] In step S208, a timer subtraction process is performed to subtract values ​​from each counter and timer. In step S209, a counter process is performed to output the count results of the number of medals bet and the number of medals paid out to the outside. In step S210, a command output process is performed to send various commands to the performance-side MPU 92. In step S211, a port output process is performed to output data corresponding to the I / O device from the input / output port. In step S212, the values ​​of each register saved in the main RAM 74 in the previous step S201 are restored to the corresponding register in the main MPU 72. In step S213, a management process is performed to manage the game history and display content corresponding to the management results on the dual-purpose display unit 66. Thereafter, in step S214, an interrupt permission process is performed to permit the next timer interrupt, and this series of timer interrupt processes is terminated.

[0095] Next, the normal processing executed by the main MPU 72 will be described with reference to the flowchart of FIG.

[0096] First, an interrupt permission process is performed to permit the next timer interrupt (step S401). Then, a start waiting process is executed (step S402). In the start waiting process, it is determined whether any replay wins occurred in the previous game. If any replay wins occurred, a re-game process is performed to set the same number of bets as the previous bet, and the start waiting process is terminated. If no replay wins occurred, it is determined whether the settlement button 51 was operated. If the settlement button 51 was operated, a medal return process is performed to pay out the same number of medals as the credited virtual medals. After the medal return process is completed or if the settlement button 51 is not operated, it is determined whether medals were inserted or the credit insertion buttons 47-49 were operated between the previous start waiting process and the current start waiting process. If either was performed, a medal insertion process is performed to change the number of bets, and the start waiting process is terminated. Furthermore, if neither medals were inserted nor the credit insertion buttons 47-49 were operated between the previous start waiting process and the current start waiting process, the start waiting process is terminated.

[0097] After the start waiting process of step S402 is executed, it is determined whether the number of medals bet has reached a specified number (specifically, "3") (step S403), and if the number of medals bet has not reached the specified number, the process returns to the start waiting process (step S402). If the number of medals bet has reached the specified number, it is determined whether the start lever 41 has been operated (step S404). If the start lever 41 has not been operated, the process returns to the start waiting process (step S402). On the other hand, if the start lever 41 has been operated, the main line ML is activated and then an acceptance prohibition process is executed (step S405). By executing the acceptance prohibition process, even if a medal is inserted into the medal insertion slot 45, the medal will be discharged into the medal tray 59 without being detected by the inserted medal detection sensor 45a.

[0098] After that, after executing a regular lottery process (step S406), a lottery process for determining the winning combination for the current game is executed (step S407). Then, on the condition that the value of the freeze counter provided in the main RAM 74 is "0" (step S408: YES), a reel control process for controlling the drive of each of the reels 32L, 32M, and 32R in a manner corresponding to the result of the lottery process for the current winning combination is executed (step S409).

[0099] Thereafter, a medium providing process is executed (step S410). In the medium providing process, if a small win has been achieved in the current game, a process is executed to provide the player with a number of game media corresponding to the small win. Specifically, when virtual medals are to be provided, a value corresponding to the current small win is added to a credit counter provided in the main RAM 74, and if the value of the credit counter has reached the upper limit of the number of medals that can be stored, the hopper device 53 is driven and controlled so that medals exceeding the upper limit of the number of medals are paid out to the medal tray 59. In addition, in the medium providing process, the display of the dual-purpose display unit 66 is controlled so that a display corresponding to the number of game media that have been provided this time is displayed. The display corresponding to the number of game media on the dual-purpose display unit 66 continues until a new bet of game media is made.

[0100] Thereafter, 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 S411). Also, an external output setting process is executed to output the status of the slot machine 10 to the gaming hall's management computer (step S412). Also, on the condition that the value of the freeze counter in the main RAM 74 is "0" (step S413: YES), an acceptance permission process is executed (step S414). 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.

[0101] <Configuration for conducting lottery> Next, before explaining the lottery process for winning combinations in step S407 of the normal process (Fig. 13), we will explain the configuration for performing various lotteries in the main MPU 72. Figs. 14 and 15 are explanatory diagrams for explaining the random number circuit group 100 provided on the main control board 71.

[0102] 14, the random number circuit group 100 includes first to twelfth shared random number circuits 101a to 101l and first to fourth dedicated random number circuits 102a to 102d. The random number circuit group 100 also includes first to sixteenth latch registers 103a to 103p corresponding to the random number circuits 101a to 101l and 102a to 102d, respectively. The random number circuit group 100 also includes a shared clock circuit 104 that inputs a clock signal in common to the first to twelfth shared random number circuits 101a to 101l, and first to fourth dedicated clock circuits 105a to 105d that input clock signals individually to the first to fourth dedicated random number circuits 102a to 102d, respectively.

[0103] As shown in Fig. 15, the first to twelfth shared random number circuits 101a to 101l are provided with first to twelfth random number counters 106a to 106l, each having an 8-bit memory area. The values ​​of these first to twelfth random number counters 106a to 106l are updated by inputting a clock signal to the first to twelfth shared random number circuits 101a to 101l from a shared clock circuit 104, which is provided in common to the first to twelfth shared random number circuits 101a to 101l, as shown in Fig. 14. For example, in the case of the first shared random number circuit 101a, the clock signal output from the shared clock circuit 104 is input to a random number generating circuit (not shown) provided in the first shared random number circuit 101a, and when the random number generating circuit receives the clock signal, the 8-bit data input to the first random number counter 106a from the random number generating circuit is updated. Furthermore, for example, in the case of the eighth shared random number circuit 101h, the clock signal output from the shared clock circuit 104 is input to a random number generating circuit (not shown) provided in the eighth shared random number circuit 101h, and when the random number generating circuit receives the clock signal, the 8-bit data input from the random number generating circuit to the eighth random number counter 106h is updated. A random number generating circuit is provided in each of the first to twelfth shared random number circuits 101a to 101l.

[0104] The signal path that transmits the clock signal output from the shared clock circuit 104 is branched into 12 paths on the main control board 71, and each of the branched signal paths is connected to a corresponding random number circuit among the first to twelfth shared random number circuits 101a to 101l. Therefore, the clock signal is input at the same timing to each of the first to twelfth shared random number circuits 101a to 101l. As a result, the update cycle of the random numbers in the first to twelfth shared random number circuits 101a to 101l is constant, which is the cycle at which the clock signal is output from the shared clock circuit 104, and the update timing of the random numbers is also constant, which is the timing at which the clock signal is output from the shared clock circuit 104.

[0105] The 8-bit random numbers in the first to twelfth shared random number circuits 101a to 101l are updated by generating random numbers from "0" to "255" in a predetermined order, and one update cycle is completed when all of these random numbers have been generated once. This update cycle is then repeated. In this case, the update orders of the random numbers in the first to twelfth shared random number circuits 101a to 101l are different from each other. For example, the first shared random number circuit 101a has a random number update order set so that random numbers increase by one in ascending order from "0" to "255," the second shared random number circuit 101b has a random number update order set so that random numbers decrease by one in descending order from "255" to "0," the third shared random number circuit 101c has a random number update order set so that all even numbers are updated in ascending order and then all odd numbers are updated in ascending order, and the fourth to twelfth shared random number circuits 101d to 101l have update orders that are different from these update orders and are mutually different. This makes it possible to prevent the random numbers of the first to twelfth shared random number circuits 101a to 101l from always being the same at each update timing, even if the update periods and update timings of the random numbers in the first to twelfth shared random number circuits 101a to 101l are constant as described above.

[0106] Furthermore, when the first to twelfth shared random number circuits 101a to 101l have completed one cycle of random number updating, a new update cycle will start from an initial value different from the initial value of the update cycle, but the first to twelfth shared random number circuits 101a to 101l have different ways of selecting the initial value in relation to the number of update cycles. This makes it possible to diversify the combination patterns of random numbers in each of the first to twelfth shared random number circuits 101a to 101l at each update timing.

[0107] As shown in Fig. 15, the first dedicated random number circuit 102a and the second dedicated random number circuit 102b are each provided with a 13th random number counter 106m and a 14th random number counter 106n, each having a 16-bit storage area, the third dedicated random number circuit 102c is provided with a 15th random number counter 106o, which has an 8-bit storage area, and the fourth dedicated random number circuit 102d is provided with a 16th random number counter 106p, which has a 7-bit storage area. The values ​​of these 13th to 16th random number counters 106m to 106p are updated by inputting clock signals to the corresponding first to fourth dedicated random number circuits 102a to 102d from first to fourth dedicated clock circuits 105a to 105d, which are individually provided corresponding to the first to fourth dedicated random number circuits 102a to 102d, as shown in Fig. 14.

[0108] For example, in the case of first dedicated random number circuit 102a, the clock signal output from first dedicated clock circuit 105a is input to a random number generating circuit (not shown) provided in first dedicated random number circuit 102a, and when this random number generating circuit receives the clock signal, the 16-bit data input from this random number generating circuit to 13th random number counter 106m is updated. Also, in the case of second dedicated random number circuit 102b, the clock signal output from second dedicated clock circuit 105b is input to a random number generating circuit (not shown) provided in second dedicated random number circuit 102b, and when this random number generating circuit receives the clock signal, the 16-bit data input from this random number generating circuit to 14th random number counter 106n is updated. In the case of the third dedicated random number circuit 102c, the clock signal output from the third dedicated clock circuit 105c is input to a random number generating circuit (not shown) provided in the third dedicated random number circuit 102c, and when this random number generating circuit receives the clock signal, the 8-bit data input from this random number generating circuit to the 15th random number counter 106o is updated. In the case of the fourth dedicated random number circuit 102d, the clock signal output from the fourth dedicated clock circuit 105d is input to a random number generating circuit (not shown) provided in the fourth dedicated random number circuit 102d, and when this random number generating circuit receives the clock signal, the 7-bit data input from this random number generating circuit to the 16th random number counter 106p is updated.

[0109] As described above, the first to twelfth shared random number circuits 101a-101l are not provided with individual clock circuits, but rather are provided with a common shared clock circuit 104, which allows the first to twelfth shared random number circuits 101a-101l to have consistent random number update periods and timings. In contrast, the first to fourth dedicated random number circuits 102a-102d are provided with individual first to fourth dedicated clock circuits 105a-105d, respectively. Specifically, the signal path transmitting the clock signal output from the first dedicated clock circuit 105a is connected to the first dedicated random number circuit 102a, the signal path transmitting the clock signal output from the second dedicated clock circuit 105b is connected to the second dedicated random number circuit 102b, the signal path transmitting the clock signal output from the third dedicated clock circuit 105c is connected to the third dedicated random number circuit 102c, and the signal path transmitting the clock signal output from the fourth dedicated clock circuit 105d is connected to the fourth dedicated random number circuit 102d.

[0110] The output periods of the clock signals in the first to fourth dedicated clock circuits 105a to 105d are different from one another. This allows the first to fourth dedicated random number circuits 102a to 102d to have their own random number update periods and update timings. The output periods of the clock signals in the first to fourth dedicated clock circuits 105a to 105d are also different from the output period of the clock signal in the shared clock circuit 104. This allows the update periods and update timings of the random numbers in the first to fourth dedicated random number circuits 102a to 102d to be different from the update periods and update timings of the random numbers in the first to twelfth shared random number circuits 101a to 101l.

[0111] The 16-bit random numbers in the first dedicated random number circuit 102a and the second dedicated random number circuit 102b are updated by generating random numbers from "0" to "65535" in a predetermined order, and one update cycle is completed when all of these random numbers have been generated once. This update cycle is then repeated. In this case, the update orders of the random numbers in the first dedicated random number circuit 102a and the second dedicated random number circuit 102b are different from each other. For example, the update order of the random numbers in the first dedicated random number circuit 102a is set so that all even numbers are updated in ascending order, followed by all odd numbers in ascending order, while the update order of the random numbers in the second dedicated random number circuit 102b is set so that all odd numbers are updated in ascending order, followed by all even numbers in ascending order. This makes it possible to make the first dedicated random number circuit 102a and the second dedicated random number circuit 102b different not only in the random number update period and random number update timing but also in the random number update order, thereby ensuring the uniqueness of the first dedicated random number circuit 102a and the second dedicated random number circuit 102b.

[0112] Note that the present invention is not limited to the above configuration, and the first dedicated random number circuit 102a and the second dedicated random number circuit 102b may have the same random number update order. Even in this case, by making the initial values ​​for starting random number update when the supply of operating power to the main control device 70 starts different for the first dedicated random number circuit 102a and the second dedicated random number circuit 102b, it becomes difficult to obtain the same random number.

[0113] The third dedicated random number circuit 102c updates the 8-bit random numbers by generating random numbers from "0" to "255" in a predetermined order, completing one update cycle when all of these random numbers have been generated once. This update cycle is then repeated. The fourth dedicated random number circuit 102d updates the 7-bit random numbers by generating random numbers from "0" to "127" in a predetermined order, completing one update cycle when all of these random numbers have been generated once. This update cycle is then repeated.

[0114] The random numbers generated by the first to twelfth shared random number circuits 101a to 101l and the first to fourth dedicated random number circuits 102a to 102d are written to first to sixteenth latch registers 103a to 103p provided corresponding to the random number circuits 101a to 101l and 102a to 102d, respectively, when the start lever 41 is operated to trigger the start of a new game in a situation where it is possible to start the new game. As shown in FIG. 14 , the main MPU 72 is provided with a latch signal output unit 107 for outputting a latch signal when the start lever 41 is operated to trigger the start of a new game in a situation where it is possible to start the new game. The signal path for transmitting the latch signal output from the latch signal output unit 107 is branched into 16 paths on the main control board 71, and each of the branched signal paths is connected to a corresponding one of the first to sixteenth latch registers 103a to 103p. As a result, when a latch signal is output from latch signal output unit 107 based on the operation of start lever 41, the random numbers generated in each of first to twelfth shared random number circuits 101a to 101l and first to fourth dedicated random number circuits 102a to 102d are written to latch registers 103a to 103p corresponding to the random number circuits 101a to 101l and 102a to 102d. The random numbers written to the first to sixteenth latch registers 103a to 103p are then acquired and used as needed when various lotteries are performed in main MPU 72.

[0115] Here, the random numbers generated by the first to fourth dedicated random number circuits 102a to 102d and written to the thirteenth to sixteenth latch registers 103m to 103p are uniquely determined for the type of lottery process to be used. Specifically, the 16-bit random number generated by the first dedicated random number circuit 102a and written to the thirteenth latch register 103m is used in the lottery process for winning combinations, which will be described later. The 16-bit random number generated by the second dedicated random number circuit 102b and written to the fourteenth latch register 103n is used in the lottery process for transitioning to the advantageous zone, which will be described later. The 8-bit random number generated by the third dedicated random number circuit 102c and written to the fifteenth latch register 103o is used in the regular lottery process, which will be described later. The 7-bit random number generated by the fourth dedicated random number circuit 102d and written to the sixteenth latch register 103p is used in the lottery process for transitioning to the ART state, which will be described later. As already explained, the random numbers in the first to fourth dedicated random number circuits 102a to 102d are updated at their own update cycles and timings, and in their own update order. In this case, by using the random numbers in the first to fourth dedicated random number circuits 102a to 102d in the lottery process for winning combinations, the lottery process for transitioning to advantageous zones, the regular lottery process, and the lottery process for transitioning to ART mode, it is possible to perform these lottery processes independently without synchronizing them with each other.

[0116] In addition, the lottery process for winning combinations is performed in each game regardless of the game state, the regular lottery process is performed in each game when in the ART state, and the lottery process for transitioning to the advantageous zone is frequently performed in each game in the normal zone. Furthermore, the lottery process for transitioning to the ART state is likely to be performed in a game in which the lottery process for transitioning to the advantageous zone has been performed, and is the lottery process that determines whether or not a transition to the ART state will occur. Under these circumstances, by configuring each of these lottery processes to use random numbers from the first to fourth dedicated random number circuits 102a to 102d, it is possible to precisely perform each lottery process without synchronizing the results of each lottery process.

[0117] On the other hand, the random numbers generated by the first to twelfth shared random number circuits 101a to 101l and written to the first to twelfth latch registers 103a to 103l are not uniquely designated for the type of lottery process to be used, but are instead used in one of a plurality of predetermined types of lottery processes. The number of the predetermined types of lottery processes is set to be greater than the number of the first to twelfth shared random number circuits 101a to 101l. The order of use of the first to twelfth shared random number circuits 101a to 101l is predetermined, and when it is time to execute a predetermined lottery process among the plurality of types of lottery processes, for example, if the first shared random number circuit 101a is to be used, the random number written to the first latch register 103a is used, and if the eighth shared random number circuit 101h is to be used, the random number written to the eighth latch register 103h is used. In other words, the first to twelfth shared random number circuits 101a to 101l are shared among multiple types of lottery processes that are set to a number greater than the first to twelfth shared random number circuits 101a to 101l. This makes it possible to reduce the number of random number circuits compared to a configuration in which a random number circuit is set individually for each of the multiple types of lottery processes.

[0118] In this configuration in which the first to twelfth shared random number circuits 101a to 101l are shared across multiple types of lottery processes, as previously explained, the random numbers in the first to twelfth shared random number circuits 101a to 101l are updated at the same update period and timing. Furthermore, the random numbers generated by the first to twelfth shared random number circuits 101a to 101l are all 8-bit random numbers. This allows, for example, when executing a predetermined lottery process included in multiple types of lottery processes, even if a random number is obtained from the first shared random number circuit 101a at the first lottery timing and a random number is obtained from the eighth shared random number circuit 101h at the second lottery timing, these random numbers can be treated as having been updated in a consistent manner. However, the random numbers in the first to twelfth shared random number circuits 101a to 101l are updated in different update orders and are therefore not completely synchronized. This makes it possible to prevent the random numbers obtained in the plurality of lottery processes from becoming the same value when the plurality of lottery processes among the plurality of types of lottery processes are executed in the same game. Incidentally, the plurality of types of lottery processes include a lottery process for transitioning to a false premonition state, a lottery process for transitioning to a chance state, a lottery process for the number of added games, a lottery process for transitioning to an A loop, and a lottery process for transitioning to a B loop, which will be described later.

[0119] Next, the random number acquisition process executed by the main MPU 72 to acquire each of the random numbers will be described with reference to the flowchart in Figure 16. The random number acquisition process is executed as a common subroutine process each time it becomes necessary for the main MPU 72 to perform various types of lotteries.

[0120] If the lottery process to be executed this time is the lottery process for a winning combination, the first dedicated random number circuit 102a is used for the random number (step S501: YES). In this case, the numerical information of the random number is obtained from the thirteenth latch register 103m in which the random number of the first dedicated random number circuit 102a is written when the start lever 41 is operated to start the current game (step S502).

[0121] If the lottery process to be executed this time is a lottery process for transition to an advantageous zone, the second dedicated random number circuit 102b will be the one to use the random number (step S503: YES). In this case, the numerical information of the random number is obtained from the 14th latch register 103n to which the random number of the second dedicated random number circuit 102b was written when the start lever 41 was operated to start the current game (step S504).

[0122] If the lottery process to be executed this time is a regular lottery process, the third dedicated random number circuit 102c will be used for the random number (step S505: YES). In this case, the numerical information of the random number is obtained from the fifteenth latch register 103o, into which the random number of the third dedicated random number circuit 102c was written when the start lever 41 was operated to start the current game (step S506).

[0123] If the lottery process to be executed this time is the lottery process for transitioning to the ART state, the fourth dedicated random number circuit 102d will be the one to use the random number (step S507: YES). In this case, the numerical information of the random number is obtained from the 16th latch register 103p to which the random number of the fourth dedicated random number circuit 102d is written when the start lever 41 is operated to start the current game (step S508).

[0124] If the lottery process to be executed this time is not a lottery process for a winning combination, a lottery process for transitioning to an advantageous zone, a regular lottery process, or a lottery process for transitioning to an ART state, the first to twelfth shared random number circuits 101a to 101l will be the ones to use random numbers for (step S507: NO). In this case, first, the value of the random number pointer provided in the main RAM 74 is incremented by 1 (step S509). The random number pointer is a counter that allows the main MPU 72 to identify which of the first to twelfth shared random number circuits 101a to 101l will be the one to use random numbers for, and can take on numerical information of "0" to "11". If the random number pointer is "0", the first shared random number circuit 101a will be the target for using the random number, if the random number pointer is "1", the second shared random number circuit 101b will be the target for using the random number, if the random number pointer is "2", the third shared random number circuit 101c will be the target for using the random number, and so on.If the random number pointer is "m", the (m+1)th shared random number circuits 101a to 101l will be the target for using the random number (m is an integer greater than or equal to 0).

[0125] If the value of the random number pointer after incrementing by 1 exceeds the maximum value of "11" (step S510: YES), the random number pointer is cleared to "0" (step S511). As a result, the value of the random number pointer is incremented by 1 each time it becomes a target for use in the lottery process within the numerical range of "0" to "11," and if it exceeds the maximum value of the numerical range, it loops back to the minimum value. Therefore, when the first to twelfth shared random number circuits 101a to 101l are to be used for random numbers, the first to twelfth shared random number circuits 101a to 101l to be used are sequentially changed according to a predetermined order each time they become a target for use in the lottery process, and after the last shared random number circuit 101a to 101l has become a target for use, the first shared random number circuit 101a to 101l to be used again becomes a target for use.

[0126] If a negative determination is made in step S510, or if the processing of step S511 is executed, the random number of the shared random number circuits 101a-101l corresponding to the value of the random number pointer among the first to twelfth latch registers 103a-103l is obtained from the latch register into which the random number was written when the start lever 41 was operated to start the current game (step S512). As a result, even if the first to twelfth shared random number circuits 101a-101l are shared in a number of lottery processes whose number exceeds the number of the first to twelfth shared random number circuits 101a-101l, it is possible to obtain random numbers generated by different random number circuits 101a-101l in each lottery process within the number of the first to twelfth shared random number circuits 101a-101l.

[0127] Furthermore, the number of the first to twelfth shared random number circuits 101a to 101l is equal to or less than the number of lottery processes that occur simultaneously in one game among the lottery processes that use the first to twelfth shared random number circuits 101a to 101l. As a result, even if multiple lottery processes that use the first to twelfth shared random number circuits 101a to 101l occur simultaneously in one game, it is possible to obtain random numbers generated by different random number circuits 101a to 101l in each of the multiple lottery processes.

[0128] <Role selection process> Next, the lottery process for the winning combination executed in step S407 of the normal process (FIG. 13) will be described with reference to the flowchart of FIG.

[0129] First, a random number acquisition process is executed (step S601). The processing contents of the random number acquisition process have already been explained using FIG. 16. In the role lottery process, the random number written to the 13th latch register 103m is acquired from the first dedicated random number circuit 102a. In detail, as already explained, the first dedicated random number circuit 102a generates random numbers between "0" and "65535", and when the operation of the start lever 41 is confirmed and a positive judgment is made in step S404 of the normal processing (FIG. 13), the random number written to the 13th latch register 103m by the first dedicated random number circuit 102a is acquired.

[0130] After obtaining the random number, a lottery table for determining whether a winning combination will be achieved is read from the main ROM 73 (step S602). The slot machine 10 has six pre-defined winning probabilities, from "Setting 1" to "Setting 6." By inserting a setting key into the setting key insertion unit 57, turning it ON, and performing a predetermined operation, the player can select which winning probability to use for the winning combination lottery process. "Setting n+1" offers a higher winning probability than "Setting n." Specifically, "Setting n+1" offers a higher winning probability for the combination that triggers a transition to the BB state than "Setting n." Furthermore, even if the setting value is the same, there are three lottery modes in the main MPU 72, each with a different lottery table: normal mode, first RT mode, and second RT mode. In addition to these lottery modes, bonus states (BB state and RB state) also exist. In step S602, a lottery table corresponding to the combination of the current setting value, the current lottery mode, and the current gaming state is selected.

[0131] Taking "setting 3" as an example, we will explain the lottery tables corresponding to the normal mode, first RT mode, and second RT mode in the non-bonus state. First, we will explain the lottery table for normal mode selected in the normal mode. Figure 18 is an explanatory diagram for explaining the lottery table for normal mode. In the following explanation, the explanatory diagram of Figure 19 will be referred to as appropriate.

[0132] In the normal mode lottery table, index values ​​IV are set as shown in Fig. 18, and each index value IV is associated with a winning combination and a point value PV is set. The point value PV determines the winning probability of the corresponding lottery combination in relation to the maximum value ("65535") of the first dedicated random number circuit 102a.

[0133] Specifically, the first bell winning data and the first supplementary winning data are set for the index value IV = 1. When a win occurs with the index value IV = 1, as shown in Fig. 19, if the first stop (the reel on which the stop command was first issued) is the left reel 32L, the first bell winning will definitely occur regardless of the types of the second and third stop targets, 32L, 32M, 32R, and the operation timing of each stop button 42 to 44, and otherwise the first supplementary winning will definitely occur.

[0134] In the slot machine 10, reel control is performed on each of the reels 32L, 32M, and 32R, allowing up to four symbols to slide after the stop buttons 42-44 are operated. In other words, reel control is performed on each of the reels 32L, 32M, and 32R, allowing the reels 32L, 32M, and 32R to stop within a specified time (190 milliseconds) after the stop buttons 42-44 are operated. This reel control makes it easier to achieve a winning combination corresponding to a winning symbol and prevents a winning combination corresponding to a non-winning symbol from being achieved. However, because the amount of rotation of the reels 32L, 32M, and 32R that can slide is limited as described above, if there are five or more symbols among the symbols that constitute a winning combination on one of the reels 32L, 32M, and 32R, depending on the timing of the operation of the corresponding stop button 42-44, the symbols may not stop on the main line ML (this phenomenon is also known as a "missed win"). The first to third supplementary wins, the first bell win, the second bell win and various replay wins are winning patterns that will not result in a miss if the reels 32L, 32M and 32R are stopped in the corresponding order, while the first watermelon win, the second watermelon win, the cherry win, the first BB win, the second BB win, the third BB win, the fourth BB win, the first RB win and the second RB win are winning patterns that may result in a miss depending on the timing of the stop operation of the stop buttons 42 to 44 relative to the rotation position of the reels 32L, 32M and 32R.

[0135] As shown in Fig. 18, the first bell winning data and the second supplementary winning data are set for the index value IV=2. When a win occurs with the index value IV=2, as shown in Fig. 19, if the first stop is the center reel 32M, the first bell winning is surely achieved regardless of the types of the second and third stop targets, 32L, 32M, 32R, and the operation timing of each stop button 42 to 44, and in other cases the second supplementary winning is surely achieved.

[0136] As shown in Fig. 18, the first bell winning data and the third supplementary winning data are set for the index value IV=3. When a win occurs with the index value IV=3, as shown in Fig. 19, if the first stop is the right reel 32R, the first bell winning is surely achieved regardless of the types of the second and third stop targets, 32L, 32M, 32R, and the operation timing of each stop button 42 to 44, and in other cases the third supplementary winning is surely achieved.

[0137] As shown in Fig. 18, only the first bell winning data is set for index value IV=4. When a win occurs with index value IV=4, the first bell winning is surely achieved regardless of the stopping order of reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44, as shown in Fig. 19. When a win occurs with index value IV=17, the second bell winning data is surely achieved regardless of the stopping order of reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44, as shown in Fig. 19.

[0138] As shown in FIG. 18, only the first watermelon winning data is set for index value IV=5. When a win occurs with index value IV=5, the first watermelon winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in FIG. 19. However, depending on the operation timing of each stop button 42 to 44, there is a possibility that the first watermelon winning will not be achieved. As shown in FIG. 18, only the second watermelon winning data is set for index value IV=18. When a win occurs with index value IV=18, the second watermelon winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in FIG. 19. However, depending on the operation timing of each stop button 42 to 44, there is a possibility that the second watermelon winning will not be achieved.

[0139] As shown in Figure 18, only cherry winning data is set for index value IV=6. When a win occurs with index value IV=6, a cherry winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in Figure 19. However, depending on the operation timing of the left stop button 42 relative to the rotation position of the left reel 32L, a cherry winning may not be achieved.

[0140] As shown in FIG. 18, only the third BB winning data is set for index value IV=7. When a win occurs with index value IV=7, the third BB winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in FIG. 19. However, depending on the operation timing of the stop buttons 42 to 44, the third BB winning may not be achieved. Also, as shown in FIG. 18, only the fourth BB winning data is set for index value IV=8. When a win occurs with index value IV=8, the fourth BB winning may be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in FIG. 19. However, depending on the operation timing of the stop buttons 42 to 44, the fourth BB winning may not be achieved. Also, as shown in FIG. 18, only the first RB winning data is set for index value IV=9. When a win occurs with index value IV=9, the first RB win can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in Figure 19. However, depending on the operation timing of each stop button 42 to 44, the first RB win may not be achieved.

[0141] As shown in FIG. 18, only the first BB winning data is set for index value IV=19. When a win occurs with index value IV=19, the first BB winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in FIG. 19. However, depending on the operation timing of the stop buttons 42 to 44, the first BB winning may not be achieved. Also, as shown in FIG. 18, only the second BB winning data is set for index value IV=20. When a win occurs with index value IV=20, the second BB winning may be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in FIG. 19. However, depending on the operation timing of the stop buttons 42 to 44, the second BB winning may not be achieved. Also, as shown in FIG. 18, only the second RB winning data is set for index value IV=21. When a win occurs with index value IV=21, the second RB win can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in Figure 19. However, depending on the operation timing of each stop button 42 to 44, the second RB win may not be achieved.

[0142] Here, winning data other than the bonus winning data including the first to fourth BB winning data and the first to second RB winning data is erased in the game in which the winning occurs, regardless of whether a win is achieved or not, and is not carried over to games following the winning game. In contrast, the bonus winning data is stored and held until a corresponding bonus win is achieved, even in games following the winning game, except when the master RAM 74 is cleared. In this case, in games in which the bonus winning data is carried over, the index values ​​IV corresponding to all the bonus winning data are excluded from the lottery. This makes it possible to prevent new bonus winning data from being stored even when bonus winning data is already stored and to prevent multiple bonus winning data from being accumulated and stored.

[0143] As shown in Fig. 18, only the first chance replay winning data is set for index value IV=10. When a win occurs with index value IV=10, the first chance replay winning is surely achieved regardless of the stopping order of reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44, as shown in Fig. 19. Also, as shown in Fig. 18, only the second chance replay winning data is set for index value IV=22. When a win occurs with index value IV=22, the second chance replay winning is surely achieved regardless of the stopping order of reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44, as shown in Fig. 19.

[0144] Normal replay winning data and 1st RT replay winning data are set for index values ​​IV=11 to 16, as shown in Fig. 18. In this case, when a win occurs with index value IV=11, as shown in Fig. 19, if the first stop is the left reel 32L, the second stop (the reel on which the second stop command was issued) is the center reel 32M, and the third stop (the reel on which the last stop command was issued) is the right reel 32R, the 1st RT replay winning is surely achieved regardless of the operation timing of each stop button 42 to 44, and in all other cases, the normal replay winning is surely achieved regardless of the operation timing of each stop button 42 to 44. Furthermore, if a win occurs with index value IV=12, and the first stop is the left reel 32L, the second stop is the right reel 32R, and the third stop is the center reel 32M, then the first RT replay win is surely achieved regardless of the timing of operation of the stop buttons 42 to 44, and in all other cases, the normal replay win is surely achieved regardless of the timing of operation of the stop buttons 42 to 44. Furthermore, if a win occurs with index value IV=13, and the first stop is the center reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R, then the first RT replay win is surely achieved regardless of the timing of operation of the stop buttons 42 to 44, and in all other cases, the normal replay win is surely achieved regardless of the timing of operation of the stop buttons 42 to 44. Furthermore, if a win occurs with index value IV=14, and the first stop is the center reel 32M, the second stop is the right reel 32R, and the third stop is the left reel 32L, then the first RT replay win is surely achieved regardless of the timing of operation of the stop buttons 42 to 44, and in all other cases, the normal replay win is surely achieved regardless of the timing of operation of the stop buttons 42 to 44. Furthermore, if a win occurs with index value IV=15, and the first stop is the right reel 32R, the second stop is the left reel 32L, and the third stop is the center reel 32M, then the first RT replay win is surely achieved regardless of the timing of operation of the stop buttons 42 to 44, and in all other cases, the normal replay win is surely achieved regardless of the timing of operation of the stop buttons 42 to 44.Furthermore, if a win occurs with index value IV=16, if the first stop is the right reel 32R, the second stop is the middle reel 32M, and the third stop is the left reel 32L, the first RT replay win will be achieved regardless of the timing of operation of each stop button 42 to 44, and in all other cases, a normal replay win will be achieved regardless of the timing of operation of each stop button 42 to 44.

[0145] When the normal mode lottery table of FIG. 18 is selected, the probability of winning when the index value IV=1, the probability of winning when the index value IV=2, and the probability of winning when the index value IV=3 are each approximately 1 / 6.6. The probability of winning when the index value IV=4 is approximately 1 / 13.1. The probability of winning when the index value IV=5 is approximately 1 / 164. The probability of winning when the index value IV=6 is approximately 1 / 423. The probability of winning when the index value IV=7 and the probability of winning when the index value IV=8 are each approximately 1 / 437. The probability of winning when the index value IV=9 is approximately 1 / 328. The probability of winning when the index value IV=10 is approximately 1 / 655. Furthermore, the probability of winning when the index value IV=11, the probability of winning when the index value IV=12, the probability of winning when the index value IV=13, the probability of winning when the index value IV=14, the probability of winning when the index value IV=15, and the probability of winning when the index value IV=16 are each approximately 1 / 41. Furthermore, the probability of winning when the index value IV=17 is approximately 1 / 16.4. Furthermore, the probability of winning when the index value IV=18 is approximately 1 / 146. Furthermore, the probability of winning when the index value IV=19 and the probability of winning when the index value IV=20 are each approximately 1 / 437. Furthermore, the probability of winning when the index value IV=21 is approximately 1 / 328. Furthermore, the probability of winning when the index value IV=22 is approximately 1 / 655.

[0146] Here, as already explained, in the lottery table for the normal mode, in addition to the normal replay winning data, first RT replay winning data is set as winning data for index values ​​IV = 11 to 16. The probability of winning for any of these index values ​​IV = 11 to 16 is approximately 1 / 41. When a win occurs for any of the index values ​​IV = 11 to 16, if the stop order of the first, second, and third stops of the reels 32L, 32M, and 32R corresponds to the winning combination, a first RT replay win is achieved, and the lottery mode shifts from the normal mode to the first RT mode. When the lottery mode shifts to the first RT mode, the lottery table referred to in the lottery process for the winning combination (FIG. 17) becomes the lottery table for the first RT mode.

[0147] Next, the lottery table for the first RT mode that is selected when the first RT mode is in "setting 3" will be described. Figures 20 and 21 are explanatory diagrams for explaining the lottery table for the first RT mode.

[0148] In the lottery table for the first RT mode, as shown in Fig. 20, the winning data set for each of the index values ​​IV = 1 to 10 and the winning probabilities of each index value IV are the same as those in the lottery table for the normal mode (Fig. 18). Also, the winning data set for each of the index values ​​IV = 23 to 28 in the lottery table for the first RT mode and the winning probabilities of each index value IV are the same as those for the index values ​​IV = 17 to 22 in the lottery table for the normal mode.

[0149] In this case, the index values ​​IV = 1 to 6, 23 to 24 are set to roles that allow the award of gaming media, and the winning data and winning probabilities set for each of the index values ​​IV = 1 to 6, 23 to 24 are the same as those for the index values ​​IV = 1 to 6, 17 to 18 in the lottery table for normal mode, so the types of roles that allow the award of gaming media and the winning probabilities of those roles are mutually identical in both normal mode and first RT mode.

[0150] In addition, bonus winning data is set to index values ​​IV=7-9, 25-27 in the lottery table for the first RT mode, similar to index values ​​IV=7-9, 19-21 in the lottery table for the normal mode, and the winning probability is the same as that in the lottery table for the normal mode. In other words, the probability of winning each bonus role in the normal mode and the first RT mode is the same. In addition, chance replay winning data is set to index values ​​IV=10, 28 in the lottery table for the first RT mode, similar to index values ​​IV=10, 22 in the lottery table for the normal mode, and the winning probability is the same as that in the lottery table for the normal mode. In other words, the probability of winning each chance replay role in the normal mode and the first RT mode is the same.

[0151] The winning combination data set for index values ​​IV=11 to 22 is different from that in the normal mode. In detail, in the lottery table for the first RT mode, as shown in Fig. 20, second RT replay winning data is set as winning data for index values ​​IV=11 to 16 in addition to normal replay winning data. The probability of winning any of these index values ​​IV=11 to 16 is approximately 1 / 6.8.

[0152] 21, if a win occurs with index value IV=11, when the first stop is the left reel 32L, the second stop is the center reel 32M, and the third stop is the right reel 32R, the second RT replay prize is surely won regardless of the timing of operation of the stop buttons 42 to 44, and in all other cases, the normal replay prize is surely won regardless of the timing of operation of the stop buttons 42 to 44. Also, when a win occurs with index value IV=12, when the first stop is the left reel 32L, the second stop is the right reel 32R, and the third stop is the center reel 32M, the second RT replay prize is surely won regardless of the timing of operation of the stop buttons 42 to 44, and in all other cases, the normal replay prize is surely won regardless of the timing of operation of the stop buttons 42 to 44. Furthermore, if a win occurs with index value IV=13, and the first stop is the center reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R, then the 2nd RT Replay win is surely achieved regardless of the timing of operation of the stop buttons 42 to 44, and in all other cases, the normal Replay win is surely achieved regardless of the timing of operation of the stop buttons 42 to 44. Furthermore, if a win occurs with index value IV=14, and the first stop is the center reel 32M, the second stop is the right reel 32R, and the third stop is the left reel 32L, then the 2nd RT Replay win is surely achieved regardless of the timing of operation of the stop buttons 42 to 44, and in all other cases, the normal Replay win is surely achieved regardless of the timing of operation of the stop buttons 42 to 44. Furthermore, if a win occurs with index value IV=15, if the first stop is the right reel 32R, the second stop is the left reel 32L, and the third stop is the center reel 32M, the second RT replay win will be sure to be achieved regardless of the timing of operation of each stop button 42 to 44, and in all other cases, the normal replay win will be sure to be achieved regardless of the timing of operation of each stop button 42 to 44.Furthermore, if a win occurs with index value IV=16, and the first stop is the right reel 32R, the second stop is the middle reel 32M, and the third stop is the left reel 32L, then the second RT replay win will be achieved regardless of the timing of operation of each stop button 42 to 44; otherwise, the normal replay win will be achieved regardless of the timing of operation of each stop button 42 to 44.

[0153] In the first RT mode, if a win occurs with index value IV = 11 to 16 and the first, second and third stops of reels 32L, 32M and 32R are in the order of stops corresponding to the winning combination, a second RT replay win is established and the lottery mode shifts from the first RT mode to the second RT mode. When the mode shifts to the second RT mode, the lottery table referred to in the lottery process for the combination (Fig. 17) becomes the lottery table for the second RT mode.

[0154] In the lottery table for the first RT mode, as shown in Fig. 20, in addition to the normal replay winning data, the first fall replay winning data is set as the winning data for the index value IV = 17 to 22. The probability of winning any of these index values ​​IV = 17 to 22 is approximately 1 / 10.9.

[0155] 21, if the winning combination is index value IV=17 in the lottery table for the first RT mode, when the first stop is the left reel 32L, the second stop is the center reel 32M, and the third stop is the right reel 32R, the normal replay prize will be sure to occur regardless of the timing of operation of each stop button 42 to 44, and in any other cases, the first fall replay prize will be sure to occur regardless of the timing of operation of each stop button 42 to 44. Also, if the winning combination is index value IV=18, when the first stop is the left reel 32L, the second stop is the right reel 32R, and the third stop is the center reel 32M, the normal replay prize will be sure to occur regardless of the timing of operation of each stop button 42 to 44, and in any other cases, the first fall replay prize will be sure to occur regardless of the timing of operation of each stop button 42 to 44. Furthermore, if a win occurs with index value IV=19, and the first stop is the center reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R, a normal replay win will definitely occur regardless of the timing of operation of each stop button 42 to 44, and in any other cases, a first fall replay win will definitely occur regardless of the timing of operation of each stop button 42 to 44. Furthermore, if a win occurs with index value IV=20, and the first stop is the center reel 32M, the second stop is the right reel 32R, and the third stop is the left reel 32L, a normal replay win will definitely occur regardless of the timing of operation of each stop button 42 to 44, and in any other cases, a first fall replay win will definitely occur regardless of the timing of operation of each stop button 42 to 44. Furthermore, if a win occurs with index value IV=21, if the first stop is the right reel 32R, the second stop is the left reel 32L, and the third stop is the middle reel 32M, a normal replay win will definitely occur regardless of the timing of operation of each stop button 42 to 44, and in any other cases, a first fall replay win will definitely occur regardless of the timing of operation of each stop button 42 to 44.Also, if a win occurs with index value IV=22, if the first stop is the right reel 32R, the second stop is the center reel 32M, and the third stop is the left reel 32L, a normal replay win will occur regardless of the timing of operation of each stop button 42-44, and in all other cases, a first fall replay win will occur regardless of the timing of operation of each stop button 42-44. If a first fall replay win is achieved, the lottery mode will transition to normal mode. When transitioning to normal mode, the lottery table referenced in the role lottery process (Figure 17) will be the normal mode lottery table.

[0156] In the lottery table for the first RT mode, combinations that enable the establishment of a replay win are set for index values ​​IV = 10 to 22, 28. Since the winning probabilities of these combinations are set to the probabilities already explained, the winning probability of combinations that enable the establishment of a replay win in the first RT mode (hereinafter also referred to as the replay probability) is approximately 1 / 4.1. In contrast, the replay probability in the normal mode is approximately 1 / 6.7. In other words, the first RT mode is a lottery mode with a higher replay probability than the normal mode.

[0157] Next, the lottery table for the second RT mode that is selected when the "setting 3" is the second RT mode will be described. Figures 22 and 23 are explanatory diagrams for explaining the lottery table for the second RT mode.

[0158] In the lottery table for the second RT mode, as shown in Fig. 22, the winning data set for each of the index values ​​IV = 1 to 10 and the winning probabilities of each index value IV are the same as those in the lottery table for the normal mode (Fig. 18) and the lottery table for the first RT mode (Fig. 20). Also, the winning data set for each of the index values ​​IV = 18 to 23 in the lottery table for the second RT mode and the winning probabilities of each index value IV are the same as those for the index values ​​IV = 17 to 22 in the lottery table for the normal mode and the index values ​​IV = 23 to 28 in the lottery table for the second RT mode.

[0159] In this case, the index values ​​IV = 1 to 6, 18 to 19 are set to roles that allow the award of game media, and the winning data and winning probabilities set for each of the index values ​​IV = 1 to 6, 18 to 19 are the same as those for the index values ​​IV = 1 to 6, 17 to 22 in the lottery table for the normal mode, and are also the same as those for the index values ​​IV = 1 to 6, 23 to 24 in the lottery table for the first RT mode.As a result, the types of roles that allow the award of game media and the winning probabilities of those roles are the same in each of the normal mode, first RT mode, and second RT mode.

[0160] In addition, the index values ​​IV=7-9, 20-22 in the lottery table for the second RT mode are set with bonus winning data in the same manner as the index values ​​IV=7-9, 19-21 in the lottery table for the normal mode and the index values ​​IV=7-9, 25-27 in the lottery table for the first RT mode, and the winning probabilities are the same as those in the lottery table for the normal mode and the lottery table for the first RT mode. In other words, the probabilities of winning each bonus role in the normal mode, the first RT mode, and the second RT mode are the same. In addition, the index values ​​IV=10, 23 in the lottery table for the second RT mode are set with chance replay winning data in the same manner as the index values ​​IV=10, 22 in the lottery table for the normal mode and the index values ​​IV=10, 28 in the lottery table for the first RT mode, and the winning probabilities are the same as those in the lottery table for the normal mode and the lottery table for the first RT mode. In other words, the probabilities of winning each chance replay role in the normal mode, the first RT mode, and the second RT mode are the same.

[0161] The winning combination data set for index values ​​IV=11 to 17 is different from that in the normal mode and the first RT mode. In detail, in the lottery table for the second RT mode, as shown in Fig. 22, second fall replay winning data is set as winning data for index values ​​IV=11 to 16 in addition to normal replay winning data. The probability of winning any of these index values ​​IV=11 to 16 is approximately 1 / 6.8.

[0162] 23, if the first stop is the left reel 32L, the second stop is the center reel 32M, and the third stop is the right reel 32R, the normal replay prize will be sure to occur regardless of the timing of operation of the stop buttons 42 to 44, and in any other cases the second fall replay prize will be sure to occur regardless of the timing of operation of the stop buttons 42 to 44. Also, if the first stop is the left reel 32L, the second stop is the right reel 32R, and the third stop is the center reel 32M, the normal replay prize will be sure to occur regardless of the timing of operation of the stop buttons 42 to 44, and in any other cases the second fall replay prize will be sure to occur regardless of the timing of operation of the stop buttons 42 to 44. Furthermore, if a win occurs with index value IV=13, and the first stop is the center reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R, a normal replay win will definitely occur regardless of the timing of operation of each stop button 42 to 44, and in any other cases, a second fall replay win will definitely occur regardless of the timing of operation of each stop button 42 to 44. Furthermore, if a win occurs with index value IV=14, and the first stop is the center reel 32M, the second stop is the right reel 32R, and the third stop is the left reel 32L, a normal replay win will definitely occur regardless of the timing of operation of each stop button 42 to 44, and in any other cases, a second fall replay win will definitely occur regardless of the timing of operation of each stop button 42 to 44. Furthermore, if a win occurs with index value IV=15, if the first stop is the right reel 32R, the second stop is the left reel 32L, and the third stop is the middle reel 32M, a normal replay win will definitely occur regardless of the timing of operation of each stop button 42 to 44, and in all other cases a second fall replay win will definitely occur regardless of the timing of operation of each stop button 42 to 44.Also, if a win occurs with index value IV=16, and the first stop is the right reel 32R, the second stop is the center reel 32M, and the third stop is the left reel 32L, a normal replay win will occur regardless of the operation timing of each stop button 42-44, and in all other cases, a second fall replay win will occur regardless of the operation timing of each stop button 42-44. If a second fall replay win is achieved, the lottery mode will shift to the first RT mode. When the lottery mode is shifted to the first RT mode, the lottery table referenced in the winning combination lottery process (FIG. 17) will be the lottery table for the first RT mode.

[0163] In the lottery table for the second RT mode, only normal replay winning data is set for index value IV=17. The probability of winning at index value IV=17 is set higher than the probability of winning other roles, specifically, the winning rate is approximately 1 in 5.5. If a win occurs at index value IV=17, a normal replay win will be achieved regardless of the stopping order of reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44.

[0164] In the lottery table for the second RT mode, combinations that enable the realization of a replay win are set for index values ​​IV = 10 to 17, 23. Since the winning probabilities of these combinations are set as already explained, the winning probability of combinations that enable the realization of a replay win in the second RT mode (hereinafter also referred to as the replay probability) is approximately 1 / 3.0. In contrast, the replay probability in the normal mode is approximately 1 / 6.7, and the replay probability in the first RT mode is approximately 1 / 4.1. Therefore, the second RT mode is a lottery mode with a higher replay probability than the normal mode and the first RT mode. However, this is not limited to this, and the replay probability may be the same in the first RT mode and the second RT mode, or may be approximately the same but slightly different in the first RT mode and the second RT mode.

[0165] In addition to the lottery table for the normal mode, the lottery table for the first RT mode, and the lottery table for the second RT mode, the main ROM 73 also stores a lottery table for bonuses that is referenced in the lottery process for winning combinations (Figure 17) when in the BB state or the RB state, and also stores an internal lottery table that is referenced in the lottery process for winning combinations (Figure 17) when a bonus combination is won but the corresponding bonus win is not achieved.

[0166] On the bonus lottery table, the odds of winning a combination that allows the first bell win are approximately 1 / 1.5, and if such a combination is won, the first bell win will be achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of stopping the stop buttons 42-44 relative to the spinning positions of the reels 32L, 32M, and 32R. Also, on the bonus lottery table, the odds of winning a combination that allows the first watermelon win are approximately 1 / 6.6, and the odds of winning a combination that allows the cherry win are approximately 1 / 7.8. The first watermelon win and cherry win will not be achieved depending on the timing of stopping the stop buttons 42-44 relative to the spinning positions of the reels 32L, 32M, and 32R. With the bonus lottery table set as described above, in each game in the BB or RB state, the first bell win generally results in the award of "11" game media. However, the first watermelon or cherry win may also occur. When the first watermelon win is achieved, "5" game media is awarded, and when the cherry win is achieved, "2" game media is awarded. The BB state ends when the total number of game media awarded since the start of the BB state reaches or exceeds the BB termination reference number (e.g., "350"), and the RB state ends when the total number of game media awarded since the start of the RB state reaches or exceeds the RB termination reference number (e.g., "150"). Therefore, the number of games required to end the BB or RB state varies depending on the results of the lottery process (FIG. 17) and whether or not a miss occurs. The bonus lottery table is common to the setting values ​​"1" to "6" that change the advantage of the slot machine 10.

[0167] In the internal lottery table, winning data corresponding to index values ​​IV = 1 to 6, 10, 17, 18, 22 in the lottery table for normal mode (Fig. 18) is set with the winning probability of those index values ​​IV, and in addition, an index value to which only normal replay winning data is set is set so that it becomes the total winning probability of index values ​​IV = 11 to 16 in the lottery table for normal mode. Therefore, when the internal winning state of the bonus role is reached, although the role that enables the awarding of game media and the winning probability of that role are the same as in the normal mode and the replay probability is the same as in the normal mode, the bonus role will not be won, and furthermore, the role that triggers a transition to the normal mode, the first RT mode, and the second RT mode will not be won.

[0168] Here, in any of the lottery table for the normal mode, the lottery table for the first RT mode, and the lottery table for the second RT mode, there are index values ​​IV whose winning probabilities are the same among the set values ​​of "1" to "6", and index values ​​IV whose winning probabilities are different among the set values ​​of "1" to "6". Figures 24(a) to 24(c) are explanatory diagrams for explaining index values ​​IV whose winning probabilities are different among the set values ​​of "1" to "6", where Figure 24(a) shows the case of the lottery table for the normal mode, Figure 24(b) shows the case of the lottery table for the first RT mode, and Figure 24(c) shows the case of the lottery table for the second RT mode.

[0169] As shown in Fig. 24(a), in the lottery table for the normal mode, index values ​​IV = 17 to 22 are index values ​​IV with different winning probabilities between set values ​​of "1" to "6", and index values ​​IV = 1 to 16 are index values ​​IV with the same winning probabilities between set values ​​of "1" to "6". As shown in Fig. 24(b), in the lottery table for the first RT mode, index values ​​IV = 23 to 28 are index values ​​IV with different winning probabilities between set values ​​of "1" to "6", and index values ​​IV = 1 to 22 are index values ​​IV with the same winning probabilities between set values ​​of "1" to "6". As shown in Fig. 24(c), in the lottery table for the second RT mode, index values ​​IV = 18 to 23 are index values ​​IV with different winning probabilities between set values ​​of "1" to "6", and index values ​​IV = 1 to 17 are index values ​​IV with the same winning probabilities between set values ​​of "1" to "6".

[0170] In other words, in any lottery table, index values ​​IV having the same winning probability among the set values ​​"1" to "6" are collected into a front range of index values ​​IV that are consecutively numbered from index value IV=1, and index values ​​IV having different winning probabilities among the set values ​​"1" to "6" are collected into a rear range of index values ​​IV that are consecutively numbered from the index value IV next to the last index value IV in the front range to the last index value IV. In this way, by collecting index values ​​IV having the same winning probability among the set values ​​"1" to "6" into the front range and collecting index values ​​IV having different winning probabilities among the set values ​​"1" to "6" into the rear range, it becomes easier to set or modify index values ​​IV having the same winning probability among the set values ​​"1" to "6" and index values ​​IV having different winning probabilities among the set values ​​"1" to "6" at the design stage of the slot machine 10.

[0171] In each lottery table, the index value IV included in the rear range where the winning probability differs between the set values ​​of "1" to "6" is different, but the winning data and winning probability set for each index value IV included in the rear range are common between each lottery table. Specifically, in the lottery table for the normal mode, the index value IV = 17 to 22 is included in the rear range as shown in Fig. 24(a), in the lottery table for the first RT mode, the index value IV = 23 to 28 is included in the rear range as shown in Fig. 24(b), and in the lottery table for the second RT mode, the index value IV = 18 to 23 is included in the rear range as shown in Fig. 24(c).In this case, the winning data and winning probabilities set for the index value IV=17 in the lottery table for the normal mode, the index value IV=23 in the lottery table for the first RT mode, and the index value IV=18 in the lottery table for the second RT mode are the same as each other, the winning data and winning probabilities set for the index value IV=18 in the lottery table for the normal mode, the index value IV=24 in the lottery table for the first RT mode, and the index value IV=19 in the lottery table for the second RT mode are the same as each other, and the winning data and winning probabilities set for the index value IV=19 in the lottery table for the normal mode, the index value IV=25 in the lottery table for the first RT mode, and the index value IV=20 in the lottery table for the second RT mode are the same as each other. The winning data and winning probabilities set for the index value IV=20 in the lottery table for the normal mode, the index value IV=26 in the lottery table for the first RT mode, and the index value IV=21 in the lottery table for the second RT mode are the same, the winning data and winning probabilities set for the index value IV=21 in the lottery table for the normal mode, the index value IV=27 in the lottery table for the first RT mode, and the index value IV=22 in the lottery table for the second RT mode are the same, and the winning data and winning probabilities set for the index value IV=22 in the lottery table for the normal mode, the index value IV=28 in the lottery table for the first RT mode, and the index value IV=23 in the lottery table for the second RT mode are the same. This makes it possible to make the types of roles whose winning probabilities differ between the setting values ​​of "1" to "6" in each lottery table common, and to make the winning probabilities for each setting value of the role the same in each lottery table.

[0172] Incidentally, the winning probabilities of the index value in which only the second bell winning data is set, the index value in which only the second watermelon winning data is set, the index value in which only the first BB winning data is set, the index value in which only the second BB winning data is set, the index value in which only the second RB winning data is set, and the index value IV in which only the second chance replay winning data is set are all set so that the larger the set value, the higher the winning probability tends to be than the smaller set value. However, this is not limited to this, and as long as the larger set value is more advantageous to the player than the smaller set value, some index values ​​may be configured so that the larger set value tends to have a lower winning probability than the smaller set value.

[0173] As already explained, the same winning data is set for the index values ​​IV=1 to 10 included in the front range in each lottery table, and the winning probabilities are also the same. This makes it possible to make the winning probabilities of roles with the same winning probability between the set values ​​of "1" to "6" in each lottery table the same, and for roles with the same type of set winning data.

[0174] In the configuration in which the front range and the rear range are set as described above, the front range includes roles that enable the awarding of gaming media, roles that enable replay wins, and roles that enable bonus wins, while the rear range includes roles that enable the awarding of gaming media, roles that enable replay wins, and roles that enable bonus wins. In other words, roles that enable the awarding of gaming media are mixed in the front range and the rear range, and the index values ​​IV of these roles are not continuous between the front range and the rear range. Similarly, roles that enable replay wins are mixed in the front range and the rear range, and the index values ​​IV of these roles are not continuous between the front range and the rear range. Similarly, roles that enable bonus wins are mixed in the front range and the rear range, and the index values ​​IV of these roles are not continuous between the front range and the rear range. This may result in a complicated processing configuration for determining the winning combination in various processes after the execution of the combination lottery process (FIG. 17).

[0175] In addition, the index values ​​set in the latter half of the front range in the lottery table for the normal mode, the lottery table for the first RT mode, and the lottery table for the second RT mode are set with winning data for triggering a transition between lottery modes and winning data for changing the replay probability, so the first index value IV of the rear range differs in each lottery table. For example, the index value IV in which only the second bell winning data is set is "17" in the lottery table for the normal mode, "23" in the lottery table for the first RT mode, and "18" in the lottery table for the second RT mode. Also, for example, the index value IV in which only the first BB winning data is set is "19" in the lottery table for the normal mode, "25" in the lottery table for the first RT mode, and "20" in the lottery table for the second RT mode. Also, for example, the index value IV in which only the second chance replay winning data is set is "22" in the lottery table for the normal mode, "28" in the lottery table for the first RT mode, and "23" in the lottery table for the second RT mode. In this case, if the same hand is treated as having different index values ​​IV in various processes after the execution of the hand lottery process (Figure 17), it will be necessary to grasp not only the index value IV but also the current lottery mode each time the process to identify the hand is performed, which could result in the processing configuration becoming complicated.

[0176] In order to solve the above-mentioned inconvenience, in the present slot machine 10, an offset table 111 is stored in advance in the main ROM 73 at the design stage of the slot machine 10. FIG. 25 is an explanatory diagram for explaining the offset table 111.

[0177] As shown in FIG. 25, winning number information is set in the offset table 111. Numerical information of "1" to "41" is set as consecutive numbers as winning number information. In the offset table 111, each index value IV of the lottery table for the normal mode, each index value IV of the lottery table for the first RT mode, and each index value IV of the lottery table for the second RT mode is associated with winning number information of any one of "1" to "41." This association is made so that a group of small combinations that enable the awarding of gaming media, a group of bonus combinations that enable the establishment of a bonus win, and a group of replay combinations that enable the establishment of a replay win are each formed by consecutive winning number information. In addition, this association is made so that combinations in which the same type of winning data is set can be treated as the same winning number information even between different lottery modes.

[0178] Specifically, the offset table 111 is set so that a group of information on consecutive winning numbers "1" to "8" is a group of small winning combinations, a group of information on consecutive winning numbers "9" to "14" is a group of bonus winning combinations, and a group of information on consecutive winning numbers "15" and onwards is a group of replay winning combinations. In addition, in the replay winning combination group, replay winning combinations for which normal replay winning data is not set are collected in the winning number information of "15" and "16", and replay winning combinations for which normal replay winning data is set are collected in the winning number information of "17" and onwards.

[0179] In each lottery table, the first bell winning data and the first supplementary winning data are set to the index value IV of "1", but the winning number information of "1" is set to the index value IV=1 in any lottery table. In each lottery table, the first bell winning data and the second supplementary winning data are set to the index value IV of "2", but the winning number information of "2" is set to the index value IV=2 in any lottery table. In each lottery table, the first bell winning data and the third supplementary winning data are set to the index value IV of "3", but the winning number information of "3" is set to the index value IV=3 in any lottery table. In each lottery table, only the first bell winning data is set to the index value IV of "4", but the winning number information of "4" is set to the index value IV=4 in any lottery table.

[0180] Only the second bell winning data is set to the index value IV of "17" in the lottery table for the normal mode, the index value IV of "23" in the lottery table for the first RT mode, and the index value IV of "18" in the lottery table for the second RT mode, but these index values ​​IV are set with the winning number information of "5". This makes it possible to treat the winning data that is set as the same but the corresponding roles with different index values ​​IV in each lottery table as the same information in various processes after the lottery process for the role (Fig. 17).

[0181] In each lottery table, only the first watermelon winning data is set for the index value IV of "5", but the index value IV=5 is set with the winning number information of "6" in all lottery tables.

[0182] Only the second watermelon winning data is set to the index value IV of "18" in the lottery table for the normal mode, the index value IV of "24" in the lottery table for the first RT mode, and the index value IV of "19" in the lottery table for the second RT mode, but these index values ​​IV are set with information on the winning number of "7." This makes it possible to treat the winning combinations that have the same set winning data but different index values ​​IV in each lottery table as the same information in various processes after the lottery process for the combination (Fig. 17).

[0183] In each lottery table, only cherry winning data is set to the index value IV of "6", but the winning number information of "8" is set to the index value IV=6 in any lottery table. In each lottery table, only 3rd BB winning data is set to the index value IV of "7", but the winning number information of "9" is set to the index value IV=7 in any lottery table. In each lottery table, only 4th BB winning data is set to the index value IV of "8", but the winning number information of "10" is set to the index value IV=8 in any lottery table.

[0184] Only the first BB winning data is set to the index value IV of "19" in the lottery table for the normal mode, the index value IV of "25" in the lottery table for the first RT mode, and the index value IV of "20" in the lottery table for the second RT mode, but these index values ​​IV are set with information on the winning number of "11". This makes it possible to treat the winning combinations that have the same set winning data but different index values ​​IV in each lottery table as the same information in various processes after the lottery process for the combination (Fig. 17).

[0185] Only the second BB winning data is set to the index value IV of "20" in the lottery table for the normal mode, the index value IV of "26" in the lottery table for the first RT mode, and the index value IV of "21" in the lottery table for the second RT mode, but these index values ​​IV are set with information on the winning number of "12". This makes it possible to treat the winning combinations that have the same set winning data but different index values ​​IV in each lottery table as the same information in various processes after the lottery process for the combination (Fig. 17).

[0186] In each lottery table, only the first RB winning data is set to the index value IV of "9", but the index value IV=9 is set with the winning number information of "13" in any lottery table.

[0187] Only the second RB winning data is set to the index value IV of "21" in the lottery table for the normal mode, the index value IV of "27" in the lottery table for the first RT mode, and the index value IV of "22" in the lottery table for the second RT mode, but these index values ​​IV are set with information on the winning number of "14". This makes it possible to treat the winning combinations that have the same set winning data but different index values ​​IV in each lottery table as the same information in various processes after the lottery process for the combination (Fig. 17).

[0188] In each lottery table, only the first chance replay winning data is set for the index value IV of "10", but the index value IV=10 is set with the winning number information of "15" in any lottery table.

[0189] Only the second chance replay winning data is set to the index value IV of "22" in the lottery table for the normal mode, the index value IV of "28" in the lottery table for the first RT mode, and the index value IV of "23" in the lottery table for the second RT mode, but these index values ​​IV are set with information on the winning number of "16." This makes it possible to treat the winning combinations that have the same set winning data but different index values ​​IV in each lottery table as the same information in various processes after the lottery process for the combination (FIG. 17).

[0190] For winning numbers "17" and onward, the index values ​​IV are not common among the lottery tables, and individual winning number information is set for each index value IV in each lottery table. This is because the types of winning data set for the index values ​​IV associated with winning numbers "17" and onward are not common among the lottery tables. Specifically, in the lottery table for the normal mode, the index values ​​IV=11 to 16 to which the normal replay winning data and the first RT replay winning data are set are set with winning number information of "17" to "22", respectively. In addition, in the lottery table for the first RT mode, the index values ​​IV=11 to 16 to which the normal replay winning data and the second RT replay winning data are set are set with winning number information of "23" to "28", respectively, and the index values ​​IV=17 to 22 to which the normal replay winning data and the first fall replay winning data are set are set with winning number information of "29" to "34", respectively. In addition, in the lottery table for the second RT mode, the index values ​​IV=11 to 16, to which the normal replay winning data and the second fall replay winning data are set, are set with winning number information of "35" to "40", respectively, and the index value IV=17, to which only the normal replay winning data is set, is set with winning number information of "41".

[0191] By providing the offset table 111 as described above, it becomes possible to treat the state in which roles that enable the awarding of game media, roles that enable replay winning, and roles that enable bonus winning, which were previously mixed in the front and back ranges, as being aggregated for roles of the same group in various processes after the role lottery process (FIG. 17). Also, roles in which different index values ​​IV are set between the lottery tables despite the same winning data being set, can be treated as the same information in various processes after the role lottery process (FIG. 17). Furthermore, when the result of the role lottery process (FIG. 17) is sent to the production-side MPU 92, it is sufficient to set the winning number information in the command for sending the result, so the amount of information in the command can be reduced.

[0192] Although detailed description will be omitted, the index values ​​IV of the bonus lottery table and the internal lottery table are also associated with winning number information that is common to the index values ​​IV of the normal mode lottery table, the first RT mode lottery table, and the second RT mode lottery table in the offset table 111. In the bonus lottery table, an index value IV in which only the first bell winning data is set, an index value IV in which only the first watermelon winning data is set, and an index value IV in which only the cherry winning data is set are set, but the index value IV in which only the first bell winning data is set is associated with winning number information of "4", the index value IV in which only the first watermelon winning data is set is associated with winning number information of "6", and the index value IV in which only the cherry winning data is set is associated with winning number information of "8". Furthermore, in the case of the internal lottery table, as already explained, the winning data corresponding to the index values ​​IV = 1 to 6, 10, 17, 18, 22 in the lottery table for the normal mode are set with the winning probabilities of those index values ​​IV, and in addition, the index value to which only the normal replay winning data is set is set to be the total winning probability of the index values ​​IV = 11 to 16 in the lottery table for the normal mode. Therefore, for the index values ​​IV corresponding to the index values ​​IV = 1 to 6, 10, 17, 18, 22 in the lottery table for the normal mode, information on the winning number corresponding to those index values ​​IV in the lottery table for the normal mode is associated, and for the index value IV to which only the normal replay winning data is set, information on the winning number of "41" is associated, similar to the index value IV = 17 to which only the normal replay winning data is set in the lottery table for the second RT mode.

[0193] Returning to the explanation of the lottery process for winning combinations (FIG. 17), after a lottery table is selected (step S602), the first round flag provided in the main RAM 74 is set to "1" (step S603). In the lottery process for winning combinations, a lottery is performed from the index value IV in the front range, among the index value IV in the front range where the winning probability is the same among the set values ​​from "1" to "6", and the index value IV in the back range where the winning probability is different among the set values ​​from "1" to "6". In this case, the first round flag is a flag for the main MPU 72 to identify whether the current lottery target is in the front range or not.

[0194] Thereafter, a first reference value is set in a target index counter provided in the main RAM 74 (step S604). The target index counter is a counter for specifying the type of winning combination to be selected by the main MPU 72. The first reference value is set as the number of index values ​​IV included in the front range in each lottery table. Specifically, in the case of the lottery table for the normal mode, the index value IV = 1 to 16 falls into the front range, so the first reference value is "16", in the lottery table for the first RT mode, the index value IV = 1 to 22 falls into the front range, so the first reference value is "22", and in the lottery table for the second RT mode, the index value IV = 1 to 17 falls into the front range, so the first reference value is "17".

[0195] Although a detailed explanation will be omitted, in the case of a bonus lottery table, only three index values ​​IV are set and the winning probability is the same for all of these index values ​​IV between the set values ​​of "1" and "6", so the first reference value is "3". Furthermore, although a detailed explanation will be omitted, in the case of an internal lottery table, the number of index values ​​IV that fall within the front range is set as the first reference value.

[0196] Thereafter, a judgment value DV to be used when determining whether the winning combination is a hit or a miss is set (step S605). In this judgment value setting process, a point value PV set for the index value IV currently being selected is added to the current judgment value DV to set a new judgment value DV. In the first judgment value setting process, the random number acquired in step S601 is set as the current judgment value DV, and the point value PV set for the index value IV corresponding to the first reference value is added to this random number to set a new judgment value DV. For example, in the lottery table for the normal mode, the first reference value is "16", so the point value PV set for the index value IV=16 in the lottery table for the normal mode is added to the random number acquired in step S601 to set the judgment value DV.

[0197] Thereafter, a win / loss determination is made for the role currently being selected (step S606). In determining whether the role is a win / loss determination, it is determined whether the determination value DV has exceeded "65535". If it has not exceeded "65535", the value of the target index counter is decremented by 1 (step S607), and it is then determined whether the value of the target index counter after decrementing by 1 is "0" (step S608). If the value of the target index counter is not "0" (step S608: NO), the process returns to step S605, and a win / loss determination is made for the role corresponding to the updated value of the target index counter.

[0198] If the value of the target index counter is "0" (step S608: YES), it is determined whether or not the current state is a bonus state (step S609). Since the index value IV of the rear range is not set in the bonus lottery table, if the current state is a bonus state (step S609: YES), it is determined that no winning combination was won in this game, and the process proceeds to step S614.

[0199] If the current state is not a bonus state (step S609: NO), it is determined whether or not the first lap flag in the main RAM 74 is set to "1" (step S610). That is, it is determined whether or not the index value IV group for which the winning / losing judgment of the winning combination has been completed is in the front range. If the first lap flag is set to "1" (step S610: YES), the first lap flag is cleared to "0" (step S611), and then a second reference value is set in the target index counter (step S612). The second reference value is set as the number of index values ​​IV included in the rear range in each lottery table. Specifically, in the lottery table for the normal mode, index values ​​IV = 17 to 22 correspond to the rear range, in the lottery table for the first RT mode, index values ​​IV = 23 to 28 correspond to the rear range, and in the lottery table for the second RT mode, index values ​​IV = 18 to 23 correspond to the rear range. Therefore, the second reference value is "6" in any lottery table. In the case of a bonus lottery table, the second reference value is not set because there is no index value IV included in the rear range. Also, although a detailed explanation is omitted, in the case of an internal lottery table, the number of index values ​​IV that fall within the rear range is set as the second reference value. After setting the second reference value, the process returns to step S605, and a win / loss determination is made for the role corresponding to the second reference value. Also, if a negative determination is made in step S610, it is assumed that no role was won in this game, and the process proceeds directly to step S614.

[0200] On the other hand, if the number of winnings exceeds "65535" in step S606, the winning number information corresponding to the currently selected winning combination is acquired, and the winning data acquisition process is executed to set the winning data corresponding to the currently selected winning combination in the master RAM 74 (step S613). Figure 26 is a flowchart showing the winning data acquisition process.

[0201] First, it is determined whether the first lap flag of the main RAM 74 is set to "1" to determine whether the winning combination this time is an index value IV included in the front range (step S701). If the first lap flag is set to "1" (step S701: YES), the value of the target index counter of the main RAM 74 corresponds to the winning index value IV this time, so the processing from step S703 onwards is executed as is.

[0202] On the other hand, if the value of the first lap flag is "0," it means that the currently winning combination has an index value IV included in the rear range. When determining whether or not the index value IV included in the rear range is a winning combination, a second reference value is set in the target index counter. However, since this second reference value is the number of index values ​​IV included in the rear range, the index value IV of the currently winning combination does not match the value of the target index counter. The difference between the index value IV of the currently winning combination and the value of the target index counter matches the first reference value of the currently selected lottery table. Therefore, if a negative determination is made in step S701, the first reference value of the currently selected lottery table is added to the value of the target index counter (step S702). In this case, the first reference value added is "16" for the normal mode lottery table, "22" for the first RT mode lottery table, and "17" for the second RT mode lottery table.

[0203] If a positive determination is made in step S701, or if the processing of step S702 is executed, the offset table 111 is read from the main ROM 73 (step S703). Then, the type of lottery table that is the object of the current lottery and the winning number information corresponding to the current value of the target index counter are read from the offset table 111, and the winning number information is stored in the main RAM 74 as the winning number information for the current game (step S704). Naturally, if no winning combination is achieved, the winning number information is not stored in the main RAM 74.

[0204] Subsequently, information on the winning data included in the currently winning combination is expanded in the main RAM 74 (step S705). The main RAM 74 is set with the same number of winning areas as the number of winning data present in the slot machine 10. In step S705, the winning areas corresponding to the winning data included in the currently winning combination are set to "1," and the winning areas corresponding to winning data other than the various bonus winning data, such as the first BB winning data, the second BB winning data, the third BB winning data, the fourth BB winning data, the first RB winning data, and the second RT winning data, which are not included in the currently winning combination, are cleared to "0." The values ​​of the winning areas corresponding to the various bonus winning data are set to "1" when a combination including the corresponding winning data is won, and the "1" setting is maintained until the corresponding winning is achieved unless the clearing process of the main RAM 74 is executed. The winning areas corresponding to the bonus winning data set to "1" are cleared to "0" when the corresponding winning is achieved or when the clearing process of the main RAM 74 is executed. In addition, the winning corresponding areas corresponding to winning data other than the various bonus winning data are cleared to "0" even if no winning combination is achieved in the combination lottery process (FIG. 17).

[0205] Thereafter, a lottery process for reel effects is executed to determine whether or not a reel effect will be executed at the start of the current game. Specifically, first, it is determined whether or not any of the winning numbers "8" to "16" has been set in the lottery process for the current role (FIG. 17) (step S706). The winning number "8" corresponds to the cherry winning data, the winning number "9" corresponds to the third BB winning data, the winning number "10" corresponds to the fourth BB winning data, the winning number "11" corresponds to the first BB winning data, the winning number "12" corresponds to the second BB winning data, the winning number "13" corresponds to the first RB winning data, the winning number "14" corresponds to the second RB winning data, the winning number "15" corresponds to the first chance replay winning data, and the winning number "16" corresponds to the second chance replay winning data. Of these, the 1st to 4th BB winning data and the 1st to 2nd RB winning data correspond to winning data that triggers a transition to the bonus state, and the cherry winning data, the 1st chance replay winning data and the 2nd chance replay winning data correspond to winning data that can trigger a transition to the ART state or an opportunity to add to the number of games in the ART state.

[0206] If the determination in step S706 is affirmative, a random number acquisition process is executed (step S707). The details of the random number acquisition process have already been described with reference to FIG. 16. In the lottery process for reel effects, a random number written in a corresponding latch register among the first to twelfth latch registers 103a to 103l is obtained from a random number circuit among the first to twelfth shared random number circuits 101a to 101l that corresponds to the current random number pointer. In detail, as already described, the first to twelfth shared random number circuits 101a to 101l generate random numbers ranging from "0" to "255." When operation of the start lever 41 is confirmed and an affirmative determination is made in step S404 of the normal process (FIG. 13), the random number written in the corresponding first to twelfth latch register 103a to 103l is obtained. Then, the random number acquired in step S707 is compared with a reel effect table stored in advance in the main ROM 73 to determine whether or not the execution of the reel effect has been successful (step S708). The reel effect table is set so that the probability of the execution of the reel effect being successful is 20% for any winning number between "8" and "16". However, this is not limited to this, and the winning probability may be higher or lower than this, and furthermore, the probability of the execution of the reel effect being successful may be different depending on the winning number between "8" and "16".

[0207] If the reel effect execution is successful (step S708: YES), the reel effect win flag provided in the main RAM 74 is set to "1" (step S709). The reel effect win flag is a flag for the main MPU 72 to specify that a reel effect should be executed at the start of the current game. In the reel effect, after all reels 32L, 32M, and 32R are stopped and these reels 32L, 32M, and 32R start to rotate, an effect is performed in which the rotation of each reel 32L, 32M, and 32R is stopped and a combination of symbols for the effect (e.g., a combination of symbols in which "BAR" symbols are aligned in a straight line) is displayed on the main line ML without requiring a stopping operation. This makes it possible to notify, by using the movement of the reels 32L, 32M, and 32R at the start of rotation of the reels 32L, 32M, and 32R, that one of the above winning data has been selected in the lottery process for the current winning combination (FIG. 17).

[0208] Returning to the explanation of the lottery process for winning combinations (FIG. 17), if a positive determination is made in step S609, if a negative determination is made in step S610, or if the process of step S613 is executed, a first stop information setting process for setting stop information for reel stop control is executed (step S614), and then a process for determining the content of the effects is executed (step S615). In the process for determining the content of the effects, a process is executed to determine the general content of the effects to be executed in the upper lamp 61, speaker 62, and image display device 63 in the current game. As the general content, in the normal game state, high expectation content, medium expectation content, and low expectation content are set so that the expectation of the occurrence of the bonus state or ART state gradually decreases. In the process for determining the content of the effects, the general content of the effects is determined by lottery using a lottery table corresponding to the combination of the current game state, the current game section, and the result of the lottery process for winning combinations.

[0209] Thereafter, a process for transmitting a game start command is executed (step S616). In this transmission process, information corresponding to the outline of the effect determined in the process for determining the effect content, information on the winning number corresponding to the winning role if a win has been determined in the lottery process for the current role (FIG. 17), and information corresponding to the current lottery mode and the current game status are set in the game start command, and the game start command is transmitted to the production-side MPU 92. The game start command is a command for making the production-side MPU 92 recognize that a new game has started, and is a command for making the production-side MPU 92 recognize the outline of the effect determined by the main-side MPU 72 and the winning number information.

[0210] When the production-side MPU 92 receives a game start command, it determines the general outline of the effects for the current game from the game start command.The production-side MPU 92 then determines the details of the effects in a manner that corresponds to the general outline of the effects it has determined, taking into account the winning number information set in the game start command, information corresponding to the current lottery mode, and information corresponding to the current game status.The production-side MPU 92 then reads a data table corresponding to the determined effects from the production-side ROM 93 to the production-side RAM 94, and 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 according to the read data table.

[0211] Thereafter, in step S617, a first control process for the game section is executed, in step S618, a process for a bonus at the start of the game is executed, in step S619, a process for an additional bonus is executed, and in step S620, a notification control process is executed. The contents of these processes will be described in detail later.

[0212] Next, the reel control process executed in step S409 of the normal process (FIG. 13) will be described with reference to the flowchart in FIG.

[0213] In the reel control process, first, it is determined whether or not the constant speed flag 74c provided in the main RAM 74 is set to "1" (step S801). The constant speed flag 74c is a flag that the main MPU 72 uses to identify a state in which, after each of the reels 32L, 32M, and 32R has started to rotate, the acceleration period of all of the reels 32L, 32M, and 32R has ended and constant speed rotation has begun. As will be described in detail later, the constant speed flag 74c is set to "1" when, after each of the reels 32L, 32M, and 32R has started to rotate, the acceleration period of all of the reels 32L, 32M, and 32R has ended and constant speed rotation has begun.

[0214] If the constant speed flag 74c is not set to "1" (step S801: NO), i.e., if the reels 32L, 32M, and 32R have started spinning or if the acceleration period for each of the reels 32L, 32M, and 32R has not yet completed after the reels 32L, 32M, and 32R have started spinning, an acceleration process is executed (step S802). In the acceleration process, if the reels 32L, 32M, and 32R are stopped, a process is executed to start the rotation of each of the reels 32L, 32M, and 32R, provided that a predetermined wait period (e.g., 4.1 seconds) has elapsed since the reels 32L, 32M, and 32R started spinning in the previous game. In addition, in the acceleration process, if the reels 32L, 32M, and 32R have started spinning, a process is executed to accelerate each of the reels 32L, 32M, and 32R toward constant speed spinning.

[0215] If the constant speed flag 74c is set to "1" (step S801: YES), it is determined whether any of the stop buttons 42 to 44 has been operated (step S803). If none of the stop buttons 42 to 44 has been operated, the process of step S803 is repeated until any of the stop buttons 42 to 44 is operated. If it is determined that any of the stop buttons 42 to 44 has been operated, it is determined whether any of the stop buttons 42 to 44 corresponding to the spinning reels 32L, 32M, and 32R has been operated, i.e., whether a stop command has been issued (step S804). If a stop command has not been issued, the process returns to step S803, and the process of step S803 is repeated until any of the stop buttons 42 to 44 is operated. If a stop command has been issued, a stop command command is sent to the production-side MPU 92 (step S805). 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 set, the stop control process shown in steps S806 to S812 is performed to stop the reels that are spinning.

[0216] In the stop control process, the symbol number of the reaching symbol that has reached the base position (specifically, the lower row) at the timing when the stop buttons 42 to 44 are operated is confirmed (step S806). Specifically, the symbol number of the reaching symbol that has reached the base position is confirmed based on the number of excitation pulses output from the time when the detection signal of the reel index sensor 164 (see FIG. 28) 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 S807).

[0217] In this slot machine 10, as the stop mode for stopping each reel 32L, 32M, 32R when the stop button 42-44 is operated, there are five stop modes available: a stop mode in which the reached symbol that has reached the base position is stopped as it 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 and then stops, a stop mode in which the corresponding reel 32L, 32M, 32R slides by three symbols and then stops, and a stop mode in which the corresponding reel 32L, 32M, 32R slides by four symbols and then stops. Therefore, in step S807, one of the values ​​"0" to "4" is calculated as the number of slips based on the stop information stored in the main RAM 74.

[0218] The calculated slip count is then added to the symbol number of the reached symbol to determine the symbol number of the stopped symbol that will actually stop at the base position (step S808). Then, it is determined whether the symbol numbers of the reached symbols of the reels 32L, 32M, and 32R to be stopped this time are equal to the symbol numbers of the stopped symbols (step S809). If they are equal, a reel stop process is performed to stop the rotation of the reels 32L, 32M, and 32R (step S810). In this reel stop process, braking of the reels 32L, 32M, and 32R to be stopped in the motor control process (FIG. 35) described later is initiated and the process waits until the braking is complete. Then, it is determined whether all reels 32L, 32M, and 32R have stopped (step S811). If all reels 32L, 32M, and 32R have not stopped, a second stop information setting process is performed (step S812), and the process returns to step S803.

[0219] Here, the stop information is information for making the stop mode of each reel 32L, 32M, 32R correspond to the result of the lottery process for winning combinations (FIG. 17). By using the stop information, it is possible to calculate the number of slips (specifically, "0" to "4") for the reaching symbol that has reached the base position when each stop button 42 to 44 is operated to stop. As the stop information, slip number data indicating the correspondence between each symbol and the number of slips is stored in advance in the main ROM 73 in correspondence with each lottery result and the stop order of each reel 32L, 32M, 32R. However, without being limited thereto, the slip number data corresponding to each lottery result and the stop order of each reel 32L, 32M, 32R may be derived during the rotation of the reels 32L, 32M, 32R.

[0220] The processes for setting the stop information include a first stop information setting process executed in step S614 of the winning combination lottery process (FIG. 17) and a second stop information setting process executed in step S812 of the reel control process (FIG. 27). 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 32L, 32M, and 32R have stopped. In the second stop information setting process, the stop information is changed based on the set winning data, the stop order of the reels 32L, 32M, and 32R, and the stop results of the stopped reels 32L, 32M, and 32R.

[0221] If it is determined in step S811 that all reels 32L, 32M, and 32R have stopped, the spinning flag 74d provided in the main RAM 74 is cleared to "0" (step S813), and the constant speed flag 74c in the main RAM 74 is cleared to "0" (step S814). As already explained, the constant speed flag 74c is a flag used by the main MPU 72 to identify a state in which, after each of the reels 32L, 32M, and 32R has started spinning, the acceleration period of all of the reels 32L, 32M, and 32R has ended and constant speed rotation has begun. The spinning flag 74d is a flag used by the main MPU 72 to identify a state in which, after each of the reels 32L, 32M, and 32R has started spinning, the regular spinning stop process has not been completed for all of the reels 32L, 32M, and 32R.

[0222] Thereafter, a winning determination process is executed (step S815). In the winning determination process, the type of symbols stopped on the main line ML on each of the reels 32L, 32M, and 32R is identified. Then, based on the contents of the winning data expanded in the main RAM 74, it is determined whether or not the combination of symbols stopped and displayed on the main line ML on each of the reels 32L, 32M, and 32R corresponds to a winning combination in the winning combination lottery process. If the combination of symbols corresponds to a winning combination, a winning combination is established and a winning combination process is executed. In the winning determination process, if the winning combination is a small combination, information on the number of game media to be awarded is set in the main RAM 74 so that game media can be awarded in the medium awarding process. On the other hand, if the winning combination is a replay winning combination, a flag setting process is executed to enable a replay setting process to be executed in the next start waiting process (step S402).

[0223] After the winning determination process is executed, a winning result command is sent to the production-side MPU 92 (step S816). 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.

[0224] <Details about the drive control of reels 32L, 32M, and 32R> Here, the drive control of the reels 32L, 32M, and 32R will be described in detail. Figure 28 is an assembled perspective view of the left reel 32L. The center reel 32M and right reel 32R have the same configuration as the left reel 32L.

[0225] The left reel 32L includes a cylindrical skeleton member 161 that forms a cylindrical basket, and a band-shaped belt (not shown in FIG. 28) wound endlessly around its outer periphery. The belt is attached to the cylindrical skeleton member 161 via a pair of seals formed along both long sides of the belt to maintain its wound state. A large number of patterns serving as identification information are printed at equal intervals on the outer periphery of the band-shaped belt. The center of the cylindrical skeleton member 161 is attached to the drive shaft of a stepping motor 162. Therefore, when the drive shaft of the stepping motor 162 rotates, the cylindrical skeleton member 161 rotates around the drive shaft, causing the left reel 32L to rotate.

[0226] The stepping motor 162 is screwed to the side of a motor plate 163, which is arranged upright within the reel unit 31. A reel index sensor 164, which includes a light-emitting element 164a and a light-receiving element 164b spaced a predetermined distance apart, is mounted on the motor plate 163. A radially extending sensor cutout 165 is screwed to the cylindrical frame member 161. The tip 165a of the sensor cutout 165 is bent at a substantially right angle and positioned so that it can pass between the elements 164a and 164b of the reel index sensor 164. The reel index sensor 164 detects the passage of the tip 165a of the sensor cutout 165 with each rotation of the left reel 32L, and outputs a detection signal to the main MPU 72 each time. Based on this detection signal, the main MPU 72 can check and correct the angular position of the left reel 32L with each rotation.

[0227] The stepping motor 162 is set to rotate once by advancing 504 steps by applying, for example, a 504-pulse excitation signal. This number of steps controls the rotational position of the stepping motor 162, i.e., the rotational position of the left reel 32L. Multiple symbols, specifically 21 symbols, are drawn on the belts of each of the reels 32L, 32M, and 32R along their long sides (circumferential direction). Therefore, 24 pulses (= 504 pulses ÷ 21 symbols) are required to switch from one symbol to the next at a predetermined position. The number of pulses from the time the reel index sensor 164 output its detection signal can be used to determine which symbol is visible through the display window 21L, or to control the state of any symbol being visible through the display window 21L.

[0228] 29(a) is a connection diagram showing the drive system of the stepping motor 162, and FIG. 29(b) is a diagram showing the drive characteristics of the stepping motor 162. As shown in FIG.

[0229] A hybrid (HB) type two-phase stepping motor is used as the stepping motor 162. Note that the stepping motor 162 is not limited to the hybrid type, and various other stepping motors can be used.

[0230] As shown in Fig. 29(a), the hybrid stepping motor 162 includes a rotor 171 disposed in the center and a stator 172 having first to fourth poles 173 to 176 disposed around the rotor 171. The rotor 171 is composed of a front rotor 171a magnetized to an N pole and a rear rotor 171b magnetized to an S pole, and is attached to a rotating shaft with the front rotor 171a and the rear rotor 171b relatively shifted by 1 / 2 pitch so that the teeth on the periphery of the front rotor 171a are positioned between the teeth on the periphery of the rear rotor 171b. A cylindrical magnet (not shown) is attached between the front rotor 171a and the rear rotor 171b.

[0231] 29(b), excitation coils L0 and L2 are bifilar wound around the first pole 173 and the third pole 175, with the winding end of excitation coil L0 and the winding start of excitation coil L2 connected together, and a predetermined DC power supply +B (for example, +24 volts) is applied to this. Similarly, excitation coils L1 and L3 are bifilar wound around the second pole 174 and the fourth pole 176, with the winding end of excitation coil L1 and the winding start of excitation coil L3 connected together, and the DC power supply +B is applied to this.

[0232] The phase in which an excitation signal is applied to the excitation coil L0 of the first pole 173 to excite the first pole 173 to a south pole and the third pole 175 to a north pole is called the A-phase, and the opposite phase in which an excitation signal is applied to the excitation coil L2 of the third pole 175 to excite the first pole 173 to a north pole and the third pole 175 to a south pole is called the inverted A-phase. Similarly, the phase in which an excitation signal is applied to the excitation coil L1 of the second pole 174 to excite the second pole 174 to a south pole and the fourth pole 176 to a north pole is called the B-phase, and the opposite phase in which an excitation signal is applied to the excitation coil L3 of the fourth pole 176 to excite the second pole 174 to a north pole and the fourth pole 176 to a south pole is called the inverted B-phase.

[0233] An excitation signal for the stepping motor 162 is given as excitation data to a motor driver 177 shown in Fig. 29(b). This excitation data is stored in the main RAM 74, and appropriate excitation data is output by timer interrupt processing. An excitation phase for the stepping motor 162 is determined by this excitation data, and an excitation signal (current) is applied to that excitation phase.

[0234] When the stepping motor 162 is of a one-phase excitation drive type, the rotor 171 can be rotated clockwise or counterclockwise by sequentially applying excitation signals to the A phase, the B phase, the reverse A phase, and the reverse B phase. That is, for example, when current is first applied to the A phase, the protrusion of the first pole 173, which has become an S pole, and the tooth of the front rotor 171a, and the protrusion of the third pole 175, which has become an N pole, and the tooth of the rear rotor 171b, face each other due to attractive forces, and when current is next applied to the B phase, the protrusion of the second pole 174, which has become an S pole, and the tooth of the front rotor 171a, and the protrusion of the fourth pole 176, which has become an N pole, and the tooth of the rear rotor 171b, face each other due to attractive forces. When current is applied in the reverse A phase, the protrusion of first pole 173, which has become the N pole, faces the tooth of rear rotor 171b, and the protrusion of third pole 175, which has become the S pole, faces the tooth of front rotor 171a, due to their respective attractive forces.When current is applied in the reverse B phase, the protrusion of second pole 174, which has become the N pole, faces the tooth of rear rotor 171b, and the protrusion of fourth pole 176, which has become the S pole, faces the tooth of front rotor 171a, due to their respective attractive forces.By exciting in this order, rotor 171 rotates clockwise in FIG. 29(a).

[0235] In the slot machine 10 of this embodiment, 1-2 phase excitation drive is employed, in which 1-phase excitation and 2-phase excitation are alternately performed during the acceleration period from when the reels 32L, 32M, and 32R start to rotate at a constant speed, and during the constant speed period for maintaining the constant speed rotation. An excitation sequence table is provided as a table referenced by the main MPU 72 to perform 1-2 phase excitation drive during the acceleration period and constant speed period. The excitation sequence table is pre-stored in the main ROM 73 during the manufacturing stage of the slot machine 10. Figure 30 is an explanatory diagram for explaining the contents of the excitation sequence table.

[0236] 30, the excitation order table has excitation order pointers "0" to "7" set, and each excitation order pointer is set to a type of excitation phase. The excitation order pointer "0" is set to one-phase excitation that energizes phase A, the excitation order pointer "1" is set to two-phase excitation that energizes both phases A and B, the excitation order pointer "2" is set to one-phase excitation that energizes phase B, the excitation order pointer "3" is set to two-phase excitation that energizes both phase B and reversed phase A, the excitation order pointer "4" is set to one-phase excitation that energizes reversed phase A, the excitation order pointer "5" is set to two-phase excitation that energizes both reversed phase A and reversed phase B, the excitation order pointer "6" is set to one-phase excitation that energizes reversed phase B, and the excitation order pointer "7" is set to two-phase excitation that energizes both reversed phase B and phase A. If the acceleration period or constant speed period of the reels 32L, 32M, and 32R continues while the excitation order pointer is at "7," the excitation order pointer to be controlled returns to "0," and drive control is performed using the excitation order pointer at "0." Note that, in the slot machine 10 of this embodiment, the reels 32L, 32M, and 32R rotate once in response to a 504-pulse excitation signal, so the angle change based on one excitation signal pulse, i.e., the angle change per step, is approximately 0.714°.

[0237] When using the stepping motor 162 having the above configuration, the driving characteristics shown in FIG. 31 are required.

[0238] This drive characteristic can be broadly divided into an acceleration period Ta, from when the start lever 41 is operated until the stepping motor 162 starts rotating and reaches a constant constant speed, and a constant speed period. The constant speed period is further divided into a maintenance period Tb, during which the rotation speed is maintained until the stop buttons 42 to 44 are operated, and a stop period Tc, during which the motor stops with a predetermined slippage based on the operation of the stop buttons 42 to 44.

[0239] While there is no restriction on the length of the acceleration period Ta, there is a restriction that the total time of the acceleration period Ta and the maintenance period Tb when the stop buttons 42 to 44 are not operated must be 30 seconds or more. Regarding the stop period Tc, it is also required that the stepping motor 162 be stopped within a maximum of approximately 190 msec after the stop button 42 to 44 is operated.

[0240] Next, the configuration for controlling the drive of the stepping motor 162 will be described.

[0241] As already explained, the stepping motor 162 transitions to a constant speed rotation state after an acceleration period, but since this acceleration period results in a forced waiting time for play, it is desirable for the stepping motor 162 to transition from the acceleration state to the constant speed rotation state as quickly as possible. To achieve this, the excitation phase of the stepping motor 162 can be switched quickly, but this may result in loss of synchronization or unstable rotation.

[0242] In particular, in the stepping motor 162, when the teeth of the rotor 171 are attracted to the protrusions of the poles 173 to 176 during initial excitation, an initial rotational fluctuation (a minute vibration accompanied by a reciprocating movement) occurs in the rotor 171. Although this differs depending on the specifications of the reel unit 31, for example, about 5 to 6 reciprocating movements occur, with one reciprocating movement occurring every 30 msec. Therefore, it is necessary to set the excitation phase switching mode during the acceleration period taking this initial rotational fluctuation into consideration.

[0243] One possible method for accelerating the stepping motor 162 while suppressing the effects of this initial rotational fluctuation is to maintain the initial excitation state by two-phase excitation to a certain extent and gradually shorten the interval between subsequent switching between two-phase excitation and one-phase excitation. For example, a configuration can be considered in which the excitation phase is switched at the timing shown in FIG. 32. In this case, the initial excitation state of two-phase excitation is maintained for 130 interrupts (i.e., 130 timer interrupts (FIG. 11)), and then switched to one-phase excitation. This state is maintained for eight interrupts, and then switched to two-phase excitation. Thereafter, the excitation phase switching interval is gradually shortened. With this configuration, the initial excitation period is set to 193.7 msec (= 1.49 msec × 130 interrupts), during which the initial rotational fluctuation can be eliminated.

[0244] Next, specific processing contents executed by the main MPU 72 for controlling the drive of the reels 32L, 32M, and 32R will be described.

[0245] 33 is a flowchart showing the acceleration process executed by the main MPU 72. The acceleration process is executed in step S802 in the reel control process (FIG. 27).

[0246] In the acceleration process, first, it is determined whether or not a start setting flag provided in the main RAM 74 is set to "1" (step S901). The start setting flag is a flag that the main MPU 72 uses to determine that the process for starting the rotation of the reels 32L, 32M, and 32R has been completed. If the start setting flag is not set to "1" (step S901: NO), it is determined whether or not a value of a wait counter provided in the main RAM 74 is "0" to determine whether or not a predetermined wait period (e.g., 4.1 seconds) has elapsed since the rotation of the reels 32L, 32M, and 32R began in the previous game (step S902). The value set in the wait counter is subtracted by a timer subtraction process in step S208 each time the timer interrupt process (FIG. 11) is executed.

[0247] If the wait period has not elapsed (step S902: NO), the acceleration process is terminated. If the wait period has elapsed (step S902: YES), it is determined whether the reel effect hit flag provided in the main RAM 74 is set to "1" (step S903). As already explained, the reel effect hit flag is a flag that specifies in the main MPU 72 that a reel effect should be executed at the start of the current game.

[0248] If the reel effect winning flag is not set to "1" (step S903: NO), the acceleration counters corresponding to the reels 32L, 32M, and 32R are set to "25" (steps S904 to S906). Then, a normal acceleration table is read from the main ROM 73 (step S907).

[0249] Each acceleration counter is provided in the main RAM 74, and the main MPU 72 determines, based on the numerical information of each acceleration counter, which acceleration excitation sequence data in the acceleration table to refer to when the timing for switching excitation phases occurs during the acceleration period of the reels 32L, 32M, and 32R. The normal acceleration table defines the excitation phase switching timings for accelerating the reels 32L, 32M, and 32R when no reel effects are being performed, and the type of excitation phase at each switching timing. Specifically, the table is as shown in FIG. 32. For example, when the acceleration counter value is "25," the switching interval and excitation phase type defined for the first excitation sequence in the normal acceleration table shown in FIG. 32 are used. When the acceleration counter value is "15," the switching interval and excitation phase type defined for the eleventh excitation sequence in the normal acceleration table shown in FIG. 32 are used. By referring to the normal acceleration table and performing drive control corresponding to the value of each acceleration counter on each reel 32L, 32M, 32R, each reel 32L, 32M, 32R starts rotating simultaneously, and acceleration is completed simultaneously or almost simultaneously, resulting in a constant speed state.

[0250] If the reel effect winning flag is set to "1" (step S903: YES), the acceleration counters corresponding to each of the reels 32L, 32M, and 32R are set to "150" (steps S908 to S910). Then, a performance drive table is read from the main ROM 73 (step S911). The performance drive table is a table that defines the excitation phase switching timing for accelerating and stopping each of the reels 32L, 32M, and 32R so that a reel effect is executed, and the type of excitation phase at each switching timing. By referring to the performance drive table and performing drive control corresponding to the value of each acceleration counter on each reel 32L, 32M, 32R, each reel 32L, 32M, 32R starts to rotate simultaneously, and the rotation of each reel 32L, 32M, 32R is stopped with a combination of performance symbols (for example, a combination of symbols in which "BAR" symbols are lined up in a straight line) displayed stopped on the main line ML without the need for a stopping operation.

[0251] When the processing of step S907 or step S911 is executed, the start setting flag of the main RAM 74 is set to "1" (step S912). Furthermore, in order to ensure a minimum wait period from the start of rotation of the reels 32L, 32M, and 32R in the current game until the start of rotation of the reels 32L, 32M, and 32R in the next game, information on the wait period (e.g., 4.1 seconds) is set to the wait counter of the main RAM 74 (step S913). Thereafter, the spinning flag 74d of the main RAM 74 is set to "1" (step S914). When the spinning flag 74d is set to "1," the stepping motor control processing in step S206 of the timer interrupt processing (FIG. 11) is executed to drive and control the reels 32L, 32M, and 32R.

[0252] 34 is a flowchart showing the stepping motor control process, which is executed in step S206 of the timer interrupt process (FIG. 11).

[0253] If the spinning flag 74d of the main RAM 74 is set to "1" (step S1001: YES), a controlled object counter provided in the main RAM 74 is set to "3" (step S1002). The controlled object counter is a counter that the main MPU 72 uses to identify which of the reels 32L, 32M, and 32R the processing of steps S1003 to S1007 should be performed on. If the value of the controlled object counter is "3," the left reel 32L is the controlled object; if the value of the controlled object counter is "2," the center reel 32M is the controlled object; and if the value of the controlled object counter is "1," the right reel 32R is the controlled object.

[0254] Then, for the reels 32L, 32M, and 32R corresponding to the current value of the control target counter, the rotation position is determined based on the detection result of the reel index sensor 164 and the number of times the excitation data is output (step S1003). Then, a motor control process is executed (step S1004). In the motor control process, a process of generating excitation data for rotation control of the stepping motor 162 is performed. Then, the generated excitation data is output in a state associated with the reels 32L, 32M, and 32R corresponding to the current value of the control target counter (step S1005). As a result, the excitation data for the reels 32L, 32M, and 32R corresponding to the current value of the control target counter is supplied to the motor driver 177. As a result, the stepping motor 162 of the reels 32L, 32M, and 32R corresponding to the current value of the control target counter immediately performs a process of energizing the excitation phase designated by the excitation data, and the rotor 171 is excited. If the rotation of the reels 32L, 32M, and 32R corresponding to the current value of the controlled counter has already been stopped, no new excitation data is set, and the processing of step S1005 is not executed.

[0255] Thereafter, the value of the controlled object counter in the main RAM 74 is decremented by 1 (step S1006), and it is determined whether the value of the controlled object counter after decrementing by 1 is "0" (step S1007). If the value of the controlled object counter is not "0" (step S1007: NO), the processes of steps S1003 to S1007 are executed for the reels 32L, 32M, and 32R corresponding to the new controlled object counter value. On the other hand, if the value of the controlled object counter is "0" (step S1007: YES), this stepping motor control process ends.

[0256] FIG. 35 is a flowchart showing the motor control process in step S1004.

[0257] First, it is determined whether the reels 32L, 32M, and 32R currently being controlled are being braked (step S1101). If the processing of step S810 in the reel control processing (FIG. 27) has been executed for the reels 32L, 32M, and 32R currently being controlled and braking of the reels 32L, 32M, and 32R has not been completed, a positive determination is made in step S1101.

[0258] If a negative determination is made in step S1101, it is determined whether the value of the acceleration counter corresponding to the reels 32L, 32M, and 32R currently being controlled is 1 or greater (step S1102). If a positive determination is made in step S1102, the value of the switching interval counter corresponding to the reels 32L, 32M, and 32R currently being controlled is decremented by 1, provided that the value of the switching interval counter is 1 or greater (step S1103). If the value of the switching interval counter is "0" (step S1104: YES), this means that it is time to switch the excitation phase, and the process proceeds to step S1105.

[0259] In step S1105, a setting process for the switching interval counter is executed. In this setting process, numerical information is set in the switching interval counter by referring to the currently read acceleration table from the normal acceleration table and the performance drive table. Specifically, for the normal acceleration table, a value of "25" on the acceleration counter indicates the start of the acceleration period. In this case, the switching interval counter corresponding to the reels 32L, 32M, and 32R to be controlled is set to "130," which corresponds to the 130 interrupt, which is the switching interval set for the first acceleration excitation sequence in the normal acceleration table. Also, if the value of the acceleration counter is "24," the second acceleration excitation sequence in the normal acceleration table is targeted. In this case, the switching interval counter corresponding to the reels 32L, 32M, and 32R to be controlled is set to "8," which corresponds to the 8 interrupt, which is the switching interval set for the second acceleration excitation sequence.

[0260] Thereafter, an update process for the excitation order pointer is executed (step S1106). Specifically, the numerical information of the excitation order pointer is incremented by 1, and if the numerical information after the increment exceeds the maximum value of the excitation order pointer, which is "7", the numerical information is cleared to "0". Thereafter, the excitation data set in the excitation order table (Figure 30) corresponding to the numerical information of the current excitation order pointer is read, and the read excitation data is stored in the main RAM 74 as the current excitation data for the reels 32L, 32M, 32R to be controlled this time (step S1107).

[0261] Then, the acceleration counter value corresponding to the reels 32L, 32M, and 32R currently being controlled is decremented by 1 (step S1108). As a result, when the next excitation phase switching is performed for the reels 32L, 32M, and 32R currently being controlled, switching interval data corresponding to the acceleration counter value after this decrement is set.

[0262] If the value of the acceleration counter corresponding to the reels 32L, 32M, and 32R currently being controlled is "0" (step S1102: NO), it is determined whether the constant speed flag 74c of the main RAM 74 is set to "1" (step S1109). If the constant speed flag 74c is set to "1" (step S1109: YES), this means that the reels 32L, 32M, and 32R are currently rotating at a constant speed, and constant speed processing is executed (step S1110). In the constant speed processing, processing is executed to alternate between one-phase excitation and two-phase excitation at intervals of one interrupt.

[0263] After the constant speed process is executed in step S1110, it is determined whether it is time to start braking for the reels 32L, 32M, and 32R that are currently being controlled (step S1111). Specifically, when the process of step S810 in the reel control process (FIG. 27) is executed for the reels 32L, 32M, and 32R that are currently being controlled, it is determined that it is time to start braking, and a braking setting process is executed (step S1112). In the braking setting process, a stop table is read from the main ROM 73, and control according to the stop table is initiated. Specifically, excitation data for performing four-phase excitation is stored in the main RAM 74. By executing the braking setting process, an affirmative determination is made in step S1101 in the next motor control process that is currently being controlled, and braking processing is executed (step S1113). As a result, four-phase excitation continues for 100 interrupts according to the stop table, and when the four-phase excitation for 100 interrupts has ended, the drive control of the reels 32L, 32M, and 32R that are the subject of control is terminated.

[0264] Returning to the explanation of the acceleration process (FIG. 33), if a positive determination is made in step S901 or if the process of step S914 is executed, it is determined whether the values ​​of the acceleration counters corresponding to all of the reels 32L, 32M, and 32R are "0" (step S915). If the values ​​of the acceleration counters corresponding to all of the reels 32L, 32M, and 32R are "0," this means that the acceleration period has ended for all of the reels 32L, 32M, and 32R. In this case, if the reel effect winning flag in the main RAM 74 is set to "1" (step S916: YES), a re-acceleration process is executed during the reel effect (step S917). The details of the re-acceleration process will be described later. On the other hand, if the reel performance winning flag in the main RAM 74 is not set to "1" (step S916: NO), the constant speed flag 74c in the main RAM 74 is set to "1" (step S918), and the start setting flag in the main RAM 74 is cleared to "0" (step S919).

[0265] When the constant speed flag 74c is set to "1," a positive determination is made in step S801 in the reel control process (FIG. 27), as described above, and the processes from step S803 onward are executed. That is, when the acceleration period ends and constant speed rotation begins for each of the reels 32L, 32M, and 32R, operation of the stop buttons 42-44 of each of the reels 32L, 32M, and 32R is validated, and stop control of the corresponding reels 32L, 32M, and 32R is executed based on the operation of the stop buttons 42-44. Note that, when the constant speed flag 74c is set to "1," the main MPU 72 lights up lamps (not shown) of the stop buttons 42-44 corresponding to the reels 32L, 32M, and 32R for which a stop command has not yet been issued, thereby notifying the player, etc., that a stop command can now be issued.

[0266] Here, in the main processing (FIG. 10) that is executed when the supply of operating power to the main MPU 72 is started, if neither the all clear processing (step S104) nor the clear processing other than the set value (step S113) is executed as already explained and the state of the main RAM 74 is normal (steps S108, S110 and S111: YES), a clear processing for reel control (step S116) is executed and a return address adjustment processing (step S117) is executed before returning to the address before the power was cut off.

[0267] In the reel control clearing process (step S116), the constant speed flag 74c, the spinning flag 74d, the start setting flag, and the reel effect win flag in the main RAM 74 are all cleared to "0." In the return address adjustment process (step S117), if the return address is the reel control process (FIG. 27), the return address is corrected to the start address of the reel control process (FIG. 27). By performing these processes, if the supply of operating power to the main MPU 72 is stopped while at least one of the reels 32L, 32M, and 32R is spinning and the supply of operating power to the main MPU 72 is resumed, and if a return to the address before power interruption (step S119) is performed, normal processing can be started from the start address of the reel control process (FIG. 27). Furthermore, since the constant speed flag 74c, the rotating flag 74d, the start setting flag, and the reel performance winning flag of the main RAM 74 are all cleared to "0", it is possible to start accelerating the reels 32L, 32M, and 32R according to the normal acceleration table, even if the supply of operating power to the main MPU 72 is stopped after the rotation of the reels 32L, 32M, and 32R has begun.

[0268] Figure 36 is a time chart showing the flow of drive control for reels 32L, 32M, and 32R when the supply of operating power is stopped while reels 32L, 32M, and 32R are spinning and then resumed. Figure 36(a) shows the period when operating power is supplied to the main MPU 72, Figure 36(b) shows the state of the constant speed flag 74c of the main RAM 74, Figure 36(c) shows the period when main processing is being executed in the main MPU 72, Figure 36(d) shows the acceleration period of reels 32L, 32M, and 32R, Figure 36(e) shows the constant speed period of reels 32L, 32M, and 32R, and Figure 36(f) shows the period when operation of stop buttons 42 to 44 is valid.

[0269] When a game start operation is performed at time t1 while operating power is being supplied to the main MPU 72, the acceleration of each of the reels 32L, 32M, and 32R begins as shown in Figure 36(d), and when the acceleration of each of the reels 32L, 32M, and 32R is completed at time t2, the constant speed flag 74c is set to "1" as shown in Figure 36(b), and the constant speed rotation of the reels 32L, 32M, and 32R begins as shown in Figure 36(e). Also, at time t2, the operation of the stop buttons 42 to 44 is enabled as shown in Figure 36(f).

[0270] Thereafter, at timing t3, the supply of operating power to the main MPU 72 is stopped as shown in Figure 36(a). Therefore, at timing t3, the rotation of the reels 32L, 32M, and 32R is stopped as shown in Figure 36(e). In this case, the storage state of the information in the main RAM 74 is maintained by backup power, so the constant speed flag 74c remains set to "1" as shown in Figure 36(b) even while the supply of operating power is stopped.

[0271] Thereafter, at timing t4, the supply of operating power to the main MPU 72 is resumed as shown in Fig. 36(a). At timing t4, the main processing (Fig. 10) is started in the main MPU 72 as shown in Fig. 36(c). In this case, the constant speed flag 74c is set to "1" as shown in Fig. 36(b).

[0272] Thereafter, at timing t5, as shown in FIG. 36(c), execution of the main processing (FIG. 10) in the main MPU 72 is terminated. In this main processing (FIG. 10), neither the all-clear processing (step S104) nor the clearing processing other than the set value (step S113) is executed. Furthermore, since the state of the main RAM 74 is normal (steps S108, S110, and S111: YES), the address before the power-off is returned to. However, before returning to the address before the power-off, the reel control clear processing (step S116) is executed, and the return address adjustment processing (step S117) is executed. Therefore, at timing t5, the constant speed flag 74c is cleared to "0" as shown in FIG. 36(b). Also, at timing t5, the normal processing (FIG. 13) is resumed from the start address of the reel control processing (FIG. 27). Therefore, at timing t5, acceleration of reels 32L, 32M, and 32R begins as shown in Figure 36(d), and at timing t6, acceleration of reels 32L, 32M, and 32R is completed, and as shown in Figure 36(b), constant speed flag 74c is set to "1," and constant speed rotation of reels 32L, 32M, and 32R begins as shown in Figure 36(e). Also, at timing t6, operation of stop buttons 42 to 44 is enabled as shown in Figure 36(f).

[0273] If the supply of operating power to the main MPU 72 is stopped while the reels 32L, 32M, and 32R are spinning and the reel control clearing process (step S116) and the return address adjustment process (step S117) are not executed, after the supply of operating power to the main MPU 72 is resumed, the reel control process (FIG. 27) will execute the process for an address subsequent to the start address, but the reels 32L, 32M, and 32R will not actually rotate normally, which will impede the progress of the game. In particular, if the supply of operating power to the main MPU 72 is stopped while the reels 32L, 32M, and 32R are spinning at a constant speed, and the above-mentioned event occurs, there is a risk that the stop operation of the stop buttons 42 to 44 will be validly accepted and stop control will be executed on the reels 32L, 32M, and 32R that are not spinning normally, even though the reels 32L, 32M, and 32R are not spinning normally. In contrast to this, by executing the reel control clearing process (step S116) and return address adjustment process (step S117) as described above, even if the timing at which the supply of operating power to the main MPU 72 is stopped is after the rotation of reels 32L, 32M, and 32R has begun, when the supply of operating power to the main MPU 72 is resumed, it becomes possible to start accelerating reels 32L, 32M, and 32R according to the normal acceleration table in a situation where the stop operation of stop buttons 42 to 44 is disabled.

[0274] <About re-acceleration processing during reel effects> Next, the re-acceleration process during reel presentation that is executed in step S917 of the acceleration process (Fig. 33) will be described with reference to the flowchart in Fig. 37. The re-acceleration process during reel presentation is executed when the reel presentation win flag is set to "1", the constant speed flag is not set to "1", and the values ​​of all acceleration counters are "0". Therefore, even when the reel presentation win flag is set to "1" and the constant speed flag is not set to "1", if the value of any one acceleration counter is 1 or greater, the re-acceleration process during reel presentation is not executed, and thereafter, when the values ​​of all acceleration counters become "0", the re-acceleration process during reel presentation is executed.

[0275] First, it is determined whether the value of a start target counter provided in the main RAM 74 is 1 or greater (step S1201). The start target counter is a counter used by the main MPU 72 to identify whether any of the reels 32L, 32M, and 32R for which the re-acceleration process during reel presentation has not been completed exists and to identify the types of reels 32L, 32M, and 32R for which the re-acceleration process during reel presentation is to be performed. If the value of the start target counter is "0" (step S1201: NO), the start target counter is set to "3" (step S1202).

[0276] If a positive determination is made in step S1201 or if the processing of step S1202 is executed, it is determined whether the value of the standby counter provided in the main RAM 74 is 1 or greater (step S1203). In the reel effect, after rotation of all reels 32L, 32M, and 32R has started, the rotation of all reels 32L, 32M, and 32R is stopped with a combination of effect symbols displayed stationary on the main line ML without requiring a stop operation. After the reel effect ends, the rotation of reels 32L, 32M, and 32R is restarted to enable normal play in which the rotation of reels 32L, 32M, and 32R is stopped in response to a stop operation of stop buttons 42 to 44. In this case, when the rotation of the reels 32L, 32M, and 32R is resumed, the reels 32L, 32M, and 32R start rotating one by one in a predetermined order (specifically, the left reel 32L, center reel 32M, and right reel 32R), and the acceleration period of one reel 32L, 32M, and 32R ends and the reel 32L, 32M, and 32R starts rotating at a constant speed before the next reel 32L, 32M, and 32R starts rotating. When the acceleration period of one reel 32L, 32M, and 32R ends, a lottery process is executed to determine whether a standby period should be initiated and, if so, how long that standby period should be. If it is determined that a standby period should be initiated, the next reel 32L, 32M, and 32R starts rotating after the determined standby period has elapsed. By configuring the system so that a waiting period can occur in this way, it is possible to prevent deviation in the rotational positions of the symbols when the reels 32L, 32M, and 32R are re-spun after the execution of the reel effect. The waiting counter is a counter for measuring the waiting period and is a counter for the main MPU 72 to determine whether or not the measurement of the waiting period is in progress.

[0277] If the value of the standby counter is "0" (step S1203: NO), the lottery process for the standby period from step S1204 onwards is executed. Specifically, first, the standby period table is read from the main ROM 73 (step S1204). The standby period table contains settings of 0 seconds, 0.1 seconds, 0.2 seconds, 0.3 seconds, 0.4 seconds, 0.5 seconds, 0.6 seconds and 0.7 seconds, each with the same probability of winning. In this case, 0 seconds corresponds to no standby period occurring, and 0.1 seconds to 0.7 seconds correspond to the occurrence of a standby period.

[0278] After that, an acquisition process from the random number counter is executed (step S1205). In this acquisition process, the random number is not acquired from the random number circuit group 100, but from the random number counter provided in the main RAM 74. The random number counter is configured to update its value at relatively short intervals, and if the updated value exceeds the maximum value, it is updated to the minimum value. Specifically, the value is updated each time the timer interrupt process (FIG. 11) is executed once. Furthermore, the time required for the random number counter to complete one cycle of updating the random number is 160 interrupts of the timer interrupt process (FIG. 11). This time is shorter than the acceleration period when one reel 32L, 32M, 32R is accelerated using a normal acceleration table (FIG. 32).

[0279] Thereafter, the random number acquired in step S1205 is compared with the waiting period table read in step S1204 to determine whether a waiting period has been generated (step S1206). If a waiting period has not been generated, i.e., if 0 seconds has been selected in the waiting period lottery process (step S1206: NO), the processing of steps S1210 and subsequent steps is executed to start acceleration of one reel 32L, 32M, or 32R that is to start re-spinning. If a waiting period has been generated (step S1206: YES), the waiting period selected in the waiting period lottery process is set in the waiting counter of the main RAM 74 (step S1207). This starts measurement of the waiting period for waiting for the start of acceleration of one reel 32L, 32M, or 32R that is to start re-spinning.

[0280] If the value of the standby counter in the main RAM 74 is 1 or more (step S1203: YES), the value of the standby counter is decremented by 1 (step S1208). Then, it is determined whether the value of the standby counter after decrementing by 1 is "0" (step S1209). If the value of the standby counter is 1 or more (step S1209: YES), the re-acceleration process for the main reel effect is ended.

[0281] If the value of the standby counter is "0" and a positive determination is made in step S1209, or if 0 seconds is selected in the lottery process for the standby period (step S1206: NO), the process proceeds to step S1210. In step S1210, the acceleration counter corresponding to one of the reels 32L, 32M, and 32R targeted for re-spinning is set to "25." Then, the normal acceleration table is read from the main ROM 73 (step S1211). Note that if the reel 32L, 32M, or 32R targeted for re-spinning this time is second or later in the re-spin start order, the normal acceleration table has already been read when the left reel 32L, which was the first targeted for re-spinning, was re-spinned, so the normal acceleration table is not read again. The normal acceleration table is the same as the normal acceleration table read in step S907 in the acceleration process (FIG. 33), and specifically, the table content is as shown in FIG. 32.

[0282] By executing the processes of steps S1210 and S1211, a negative determination is made in step S915 in the next acceleration process (FIG. 33), and the process of step S917 is not executed. Also, in the motor control process (FIG. 35) of step S1004 in the stepping motor control process (FIG. 34), if the reel 32L, 32M, or 32R that is the target for starting the current re-spin becomes the control target, a positive determination is made in step S1102, and the process for accelerating the reel 32L, 32M, or 32R according to the normal acceleration table is executed. As a result, the reel 32L, 32M, or 32R that is the target for starting the current re-spin is accelerated according to the normal acceleration table.

[0283] Thereafter, the value of the start target counter in the main RAM 74 is decremented by 1 (step S1212), and it is determined whether the value of the start target counter after decrementing by 1 is "0" (step S1213). If the determination is affirmative in step S1213, this means that the process for starting re-spinning of all reels 32L, 32M, and 32R has been completed, and therefore the reel effect winning flag in the main RAM 74 is cleared to "0" (step S1214).

[0284] Next, the re-spinning of the reels 32L, 32M, and 32R after the execution of the reel effects will be described with reference to the time chart of FIG. Figure 38(a) shows the timing when the random number in the random number counter of the main RAM 74 is updated once, Figure 38(b) shows the execution period of the reel presentation, Figure 38(c) shows the waiting period during which re-spinning of reels 32L, 32M, and 32R is awaited, Figure 38(d) shows the acceleration period of the left reel 32L when re-spinning is performed, Figure 38(e) shows the constant speed period during which the left reel 32L rotates at a constant speed after the acceleration period for re-spinning has ended, Figure 38(f) shows the acceleration period of the center reel 32M when re-spinning is performed, Figure 38(g) shows the constant speed period during which the center reel 32M rotates at a constant speed after the acceleration period for re-spinning has ended, Figure 38(h) shows the acceleration period of the right reel 32R when re-spinning is performed, and Figure 38(i) shows the constant speed period during which the right reel 32R rotates at a constant speed after the acceleration period for re-spinning has ended.

[0285] As shown in Figure 38(b), at timing t1, a reel effect is executed on each of the reels 32L, 32M, and 32R. Then, at timing t2, the reel effect ends and each of the reels 32L, 32M, and 32R comes to a stop.

[0286] At the timing t2, the left reel 32L becomes the target for starting re-spinning, and the waiting period lottery process results in a winning result. Therefore, as shown in Figure 32(c), the start of re-spinning of the left reel 32L is waited for from timing t2 to timing t3. Then, at timing t3, the left reel 32L starts to spin again, as shown in Figure 32(d). In other words, the left reel 32L starts to spin and accelerates using the normal acceleration table.

[0287] After that, at timing t4, the acceleration period of the left reel 32L ends as shown in Figure 32(d), and the left reel 32L starts to rotate at a constant speed as shown in Figure 32(e). Note that at this timing, the center reel 32M and the right reel 32R are not rotating at a constant speed, so the constant speed flag 74c of the main RAM 74 is not set to "1" and operation of the stop buttons 42 to 44 is not enabled.

[0288] At time t4, the center reel 32M becomes the target for starting re-spinning, but the waiting period is determined to occur in the lottery process for the waiting period. Therefore, as shown in Figure 32(c), the start of re-spinning of the center reel 32M is waited for from time t4 to time t5. Then, at time t5, as shown in Figure 32(f), re-spinning of the center reel 32M starts. In other words, the rotation of the center reel 32M is started and accelerated using the normal acceleration table.

[0289] After that, at timing t6, the acceleration period of the center reel 32M ends as shown in Figure 32(f), and the center reel 32M starts to rotate at a constant speed as shown in Figure 32(g). Note that at this timing, the right reel 32R is not rotating at a constant speed, so the constant speed flag 74c of the main RAM 74 is not set to "1" and operation of the stop buttons 42 to 44 is not enabled.

[0290] At time t6, the right reel 32R becomes the target for starting re-spinning, and the waiting period lottery process results in a winning result. Therefore, as shown in Figure 32(c), the start of re-spinning of the right reel 32R is waited for from time t6 to time t7. Then, at time t7, the right reel 32R starts to spin again, as shown in Figure 32(h). In other words, the rotation of the right reel 32R is started and accelerated using the normal acceleration table.

[0291] After that, at timing t8, the acceleration period of the right reel 32R ends as shown in Figure 32(h), and the constant speed rotation of the right reel 32R begins as shown in Figure 32(i). Note that at this timing, all of the reels 32L, 32M, and 32R are rotating at a constant speed, so the constant speed flag 74c of the main RAM 74 is set to "1," and operation of the stop buttons 42 to 44 is enabled.

[0292] Here, the period T required for the random number counter used in the lottery process during the standby period to complete one cycle of updating the random number is shorter than the acceleration periods (from timing t3 to timing t4, from timing t5 to timing t6, and from timing t7 to timing t8) in which acceleration is performed using a normal acceleration table on each of reels 32L, 32M, and 32R. Specifically, the period required for the random number counter to complete one cycle of updating the random number is equivalent to 160 interrupts in the timer interrupt process (Figure 11), whereas the acceleration period in which acceleration is performed using a normal acceleration table on each of reels 32L, 32M, and 32R is equivalent to 213 interrupts. This allows the random number counter in the main RAM 74 to be used for determining the standby period for starting re-spinning of each of the reels 32L, 32M, and 32R, and allows the random number counter to complete one or more revolutions between the time a random number is acquired from the random number counter to determine the standby period for one of the reels 32L, 32M, and 32R and the time a random number is acquired from the random number counter to determine the standby period for the next reel 32L, 32M, and 32R. This allows the lottery process for determining the standby period for each of the reels 32L, 32M, and 32R to be performed independently.

[0293] <About game status and game area> Next, the gaming states and gaming intervals will be explained. Figure 39 is an explanatory diagram for explaining the gaming states and gaming intervals that exist in the slot machine 10.

[0294] In the slot machine 10, there are four game states: a normal game state ST1, a bonus internal state ST2, a BB state ST3, a RB state ST4, a false premonition state ST5, a real premonition state ST6, a chance state ST7, a preparation state ST8, and an ART state ST9. These game states ST1 to ST9 do not overlap with each other.

[0295] The normal gaming state ST1 is a gaming state that is entered by executing the full clear process (step S104) of the main RAM 74 or the clear process (step S113) of all values ​​other than the set value. The gaming state becomes the normal gaming state ST1 when the BB state ST3 ends without transitioning to the ready state ST8, when the RB state ST4 ends without transitioning to the ready state ST8, when the false premonition state ST5 ends, when the chance state ST7 ends without transitioning to the ready state ST8, and when the ART state ST9 ends without being triggered by a transition to the BB state ST3 or the RB state ST4. The normal gaming state ST1 is a gaming state with a lower advantage than the BB state ST3, RB state ST4, ready state ST8, and ART state ST9 in terms of the expected value of the gaming media awarded in one game, and is approximately the same advantage as the bonus internal state ST2, false premonition state ST5, real premonition state ST6, and chance state ST7. As already explained, there are the normal mode, the first RT mode, and the second RT mode as lottery modes, and the player can stay in any of these lottery modes in the normal gaming state ST1. Note that when the all clear process (step S104) of the main RAM 74 or the clear process (step S113) of values ​​other than the set value is executed, the game enters the normal gaming state ST1 and the normal mode.

[0296] The bonus internal state ST2 is a game state in which a game in which any bonus winning data is set does not result in a bonus win corresponding to that bonus winning data, and is a game state that ends when a bonus win corresponding to that bonus winning data is achieved. As already explained, in the bonus internal state ST2, the internal lottery table is referenced in the role lottery process (Figure 17). In this case, since the internal lottery table does not contain a role (i.e., index value IV) that transitions to the lottery mode, a transition to the lottery mode does not occur in the bonus internal state ST2. Since the replay probability in the bonus internal state ST2 is the same as when the normal mode lottery table (Figure 18) is referenced, the bonus internal state ST2 can also be said to be a game state in which the replay probability is maintained in the normal mode. However, without being limited to this, the replay probability in the bonus internal state ST2 may be higher than in normal mode, for example, may be the same as the replay probability in the first RT mode, may be the same as the replay probability in the second RT mode, may be a replay probability between normal mode and the first RT mode, may be a replay probability between the first RT mode and the second RT mode, or may be a replay probability higher than in the second RT mode. Also, the replay probability in the bonus internal state ST2 may be lower than in normal mode.

[0297] The contents of the BB state ST3 and the RB state ST4 are as already explained. In the BB state ST3 and the RB state ST4, a transition to the lottery mode does not occur.

[0298] The false premonition state ST5 is maintained by winning a transition lottery during the transition lottery process to the false premonition state ST5 in the normal gaming state ST1. The number of games continued in the false premonition state ST5 is determined by lottery within the range of 5 to 10 games. In this case, the probability of winning a shorter number of consecutive games is set higher than the probability of winning a longer number of consecutive games. The false premonition state ST5 continues for this determined number of consecutive games unless a bonus role is won, the game transitions to the real premonition state ST6, or the game transitions to the chance state ST7.

[0299] In the false premonition state ST5, the image display device 63 is more likely to execute effects that increase the likelihood of a transition to the ART state ST9 as the effect content for each game. Furthermore, in the false premonition state ST5, more spectacular effects are executed in the final game than in the starting game. Specifically, in some consecutive games, including the final game in the false premonition state ST5, effects in which the same character is displayed across multiple games or effects following a series of stories may be executed. Then, effects are displayed to make the player aware that a transition to the ART state ST9 will not occur in the final game. As already explained, there are three lottery modes: normal mode, first RT mode, and second RT mode. In the false premonition state ST5, the player may remain in any of these lottery modes.

[0300] The premonition state ST6 remains in the premonition state ST6 upon winning the lottery process for transitioning to the premonition state ST6 in the normal gaming state ST1 or the false premonition state ST5. When the premonition state ST6 ends, the game transitions to the preparation state ST8, which is the state preceding the transition to the ART state ST9. Furthermore, if a bonus combination is won during the premonition state ST6, the premonition state ST6 ends. After the bonus state corresponding to the bonus combination ends, the game transitions to the preparation state ST8. The number of games continued in the premonition state ST6 is determined by lottery within the range of 5 to 10 games. In this case, the probability of winning a longer number of games continued is set higher than the probability of winning a shorter number of games continued. Furthermore, the expected number of games selected in the premonition state ST6 is longer than the expected number of games selected in the false premonition state ST5.

[0301] In the main premonition state ST6, effects that increase the expectation of a transition to the ART state ST9 are more likely to be executed as the effect content of each game on the image display device 63. While the effects executed in this case can also be executed in the false premonition state ST5, effects that increase the expectation of a transition to the ART state ST9 are more likely to be executed in the main premonition state ST6 than in the false premonition state ST5. Furthermore, in the main premonition state ST6, more spectacular effects are executed in the final game than in the starting game. Specifically, in some consecutive games, including the final game in the main premonition state ST6, effects in which the same character is displayed across multiple games or effects following a series of stories may be executed. Effects are then displayed to alert the player to the occurrence of a transition to the ART state ST9 in the final game. Due to the existence of the false premonition state ST5 and the main premonition state ST6 as described above, when premonition effects corresponding to these premonition states ST5 and ST6 are executed, the player will expect a transition to the ART state ST9. As explained above, there are three lottery modes: normal mode, first RT mode, and second RT mode, and the player may stay in any of these lottery modes during the premonition state ST6. Note that the number of games that can continue during the premonition state ST6 may be fixed to a predetermined number of games, such as 10 games.

[0302] The chance state ST7 is entered by winning the transition lottery process to the chance state ST7 in the normal gaming state ST1 or the false premonition state ST5. The chance state ST7 is a gaming state that lasts for five games. If the result of the lottery process for the winning combination (FIG. 17) is a predetermined lottery result, the lottery process for the transition to the ART state ST9 is executed with a winning probability corresponding to the lottery result. If the transition to the ART state ST9 is won, the game transitions to the preparation state ST8, which is the state preceding the transition to the ART state ST9. In this case, if the transition lottery process for the transition to the ART state ST9 is won, the transition to the preparation state ST8 occurs in the game following the game that won the transition, even if the number of games continued in the chance state ST7 has not yet been played. Furthermore, if a bonus combination is won during the chance state ST7, the chance state ST7 ends.

[0303] In the chance state ST7, an effect corresponding to the chance state ST7 is executed as the effect content of each game on the image display device 63. Then, an effect indicating that the transition has been won in the game that has been won in the transition lottery process to the ART state ST9 is executed. As already explained, there are normal mode, first RT mode, and second RT mode as lottery modes, and in the chance state ST7, it is possible to stay in any of these lottery modes. Note that the number of games to continue in the chance state ST7 may be determined by lottery from among multiple types of game numbers.

[0304] The preparation state ST8 is a game state that occurs before transitioning to the ART state ST9, and can be transitioned to from the BB state ST3, RB state ST4, the premonition state ST6, and the chance state ST7. As explained above, there are three lottery modes: normal mode, first RT mode, and second RT mode. In the preparation state ST8, any of these lottery modes can be entered. If a winning number between "1" and "3" is set in the preparation state ST8, the stopping order of the reels 32L, 32M, and 32R that allows the first bell to be won is announced. Then, if the first bell is won, "11" gaming media is awarded. This increases the expected number of gaming media awarded in one game in the preparation state ST8. Furthermore, in the preparation state ST8, if a winning number between "17" and "22" is set, the stop order of the reels 32L, 32M, and 32R that allows the first Real Time Replay win is announced. If a winning number between "23" and "28" is set, the stop order of the reels 32L, 32M, and 32R that allows the second Real Time Replay win is announced. If a winning number between "29" and "34" is set, the stop order of the reels 32L, 32M, and 32R that prevents the first Fall Replay win is announced. When a second Real Time Replay win is achieved in the preparation state ST8 and the lottery mode transitions to the second Real Time mode, the game state transitions to the ART state ST9. Note that a transition to the preparation state ST8 may occur when the lottery mode is the second Real Time mode. In this case, the lottery mode transitions to the first Real Time mode, and then the game state transitions to the ART state ST9 when the lottery mode subsequently transitions to the second Real Time mode.

[0305] As mentioned above, the ART state ST9 is a game state that is entered when a second RT replay win is achieved in the preparation state ST8. The ART state ST9 ends when the number of remaining games to be played in the ART state ST9 becomes "0." In this case, the game state becomes the normal game state ST1. Also, if a bonus is won during the ART state ST9, the game state will transition to the bonus internal state ST2, BB state ST3, or RB state ST4. In this case, after the BB state ST3 or RB state ST4 ends, the game state will transition to the preparation state ST8, and finally return to the ART state ST9.

[0306] As explained above, there are three lottery modes: normal mode, first RT mode, and second RT mode. In the ART state ST9, any of these lottery modes can be selected. In the ART state ST9, if a winning number between "1" and "3" is set, the stopping order of the reels 32L, 32M, and 32R that allows the first bell to be won is announced. Then, if the first bell is won, "11" gaming media is awarded. This increases the expected number of gaming media awarded in one game in the ART state ST9. In addition, in ART state ST9, if a winning number between "17" and "22" is set, the stop order of reels 32L, 32M, and 32R that allows for the first RT replay win is announced. If a winning number between "23" and "28" is set, the stop order of reels 32L, 32M, and 32R that allows for the second RT replay win is announced. If a winning number between "29" and "34" is set, the stop order of reels 32L, 32M, and 32R that allows for the first fall replay win is announced. If a winning number between "35" and "40" is set, the stop order of reels 32L, 32M, and 32R that allows for the second fall replay win is announced. As a result, in ART state ST9, the lottery mode is basically maintained in the second RT mode. The second RT mode has a higher replay probability than the normal mode and the first RT mode. In other words, the ART state ST9 is a gaming state in which the stopping order of the reels 32L, 32M, and 32R that allows the first bell to be won is announced, and the replay probability is basically maintained at a high level. Therefore, it is possible to increase the expected net increase in the number of gaming media in the ART state ST9. Note that even if the lottery mode in the ART state ST9 shifts from the second RT mode to the first RT mode or from the first RT mode to the normal mode, the number of remaining games in the ART state ST9 is subtracted even if the ART state ST9 is maintained and not in the second RT mode.

[0307] In the configuration in which various game states ST1 to ST9 exist as described above, a game zone is set in addition to these game states ST1 to ST9. A normal zone SC1 and an advantageous zone SC2 are set as the game zone. In other words, in this slot machine 10, the factors that determine the game situation are the setting values ​​of "1" to "6", the lottery modes of the normal mode, the first RT mode, and the second RT mode, the various game states ST1 to ST9, and the game zones of the normal zone SC1 and the advantageous zone SC2.

[0308] The normal section SC1 is a section in which the stopping order of the reels 32L, 32M, and 32R is not announced, allowing for advantageous winnings for the player when different winning combinations are achieved depending on the stopping order of the reels 32L, 32M, and 32R. This section is also a section in which the probability of achieving the transition conditions to the ART state ST9, which is a gaming state advantageous to the player, is lower than that of the advantageous section SC2. More specifically, the transition conditions to the ART state ST9 are not achieved in the normal section SC1. When the main RAM 74 is cleared completely (step S104) or cleared to values ​​other than the set value (step S113), the normal gaming state ST1 and normal mode are reached, resulting in the normal section SC1. Furthermore, the normal section SC1 also occurs when the initialization process for the advantageous section SC2 is performed in the advantageous section SC2.

[0309] The advantageous section SC2 is a section in which the stopping order of the reels 32L, 32M, and 32R is notified, which allows a player to win a beneficial winning combination when different winning combinations are achieved depending on the stopping order of the reels 32L, 32M, and 32R, and a section in which the probability of transitioning to the ART state ST9, which is a game state advantageous to the player, is higher than that of the normal section SC1. The advantageous section SC2 continues reliably until the notification of the stopping order of the reels 32L, 32M, and 32R, which allows a winning combination with the largest number of game media awarded among the winning combinations that include different winning combinations that are achieved depending on the stopping order of the reels 32L, 32M, and 32R, is executed at least once. Specifically, the advantageous zone SC2 continues until a winning number "1" through "3" is set in the lottery process (FIG. 17) and the notification of the stop order of reels 32L, 32M, and 32R that allows the first bell to be won is executed at least once. The minimum end condition is met when the notification of the stop order is executed at least once, and the minimum end condition is met regardless of whether the first bell is actually won. Then, when the notification is executed at least once, the advantageous zone SC2 continues until either the end condition determined according to the situation in which the advantageous zone SC2 was set or the condition that the number of games continued in the advantageous zone SC2 reaches the upper limit is met.

[0310] As shown in Figure 39, the normal game state ST1, the bonus internal state ST2, the BB state ST3, and the RB state ST4 can be in either the normal section SC1 or the advantageous section SC2. On the other hand, the false premonition state ST5, the real premonition state ST6, the chance state ST7, the preparation state ST8, and the ART state ST9 are not in the normal section SC1, but are only in the advantageous section SC2.

[0311] Next, a specific processing configuration that enables the setting of the game states ST1 to ST9 and game sections SC1 and SC2 as described above will be described. Figure 40 is a flowchart showing the first control processing of the game section executed by the main MPU 72. The first control processing of the game section is executed in step S617 in the lottery processing of the winning combination (Figure 17). The processing of step S617 is executed after the winning / losing combination has been determined at the start of the game.

[0312] First, it is determined whether the current game state is the bonus internal state ST2, the bonus state ST3, ST4, the preparation state ST8, or the ART state ST9 (step S1301). If the determination is negative in step S1301, the process from step S1302 onward is executed.

[0313] In step S1302, it is determined whether or not "1" is set to the advantageous zone flag provided in the main RAM 74. The advantageous zone flag is a flag for the main MPU 72 to identify whether or not the gaming zone is the advantageous zone SC2, and when the advantageous zone flag is set to "1", it is the advantageous zone SC2, and when the value of the advantageous zone flag is "0", it is the normal zone SC1.

[0314] If the gaming zone is the normal zone SC1 (step S1302: NO), it is determined whether or not any of the winning numbers "4", "6", "8", or "15" has been set in the lottery process for this role (FIG. 17) (step S1303). If the determination is affirmative in step S1303, a lottery process for transition to the advantageous zone SC2 is executed.

[0315] Specifically, first, the advantageous transition table corresponding to the winning number set in the lottery process for this role (Figure 17) is read from the main ROM 73 (step S1304). In this case, the advantageous transition table is set so that the winning number with a lower winning probability has a higher probability of winning the transition to the advantageous zone SC2. Incidentally, the advantageous transition table is common regardless of the setting value of "1" to "6". This fact that the table is common regardless of the setting value applies to all lottery processes other than the lottery process for the role (Figure 17). Next, a random number acquisition process is executed (step S1305). The processing contents of the random number acquisition process have already been explained using Figure 16. In the lottery process for transition to the advantageous zone SC2, the random number written to the 14th latch register 103n from the second dedicated random number circuit 102b is acquired. In detail, as already explained, the second dedicated random number circuit 102b generates random numbers between "0" and "65535", and when the operation of the start lever 41 is confirmed and a positive judgment is made in step S404 of the normal processing (Fig. 13), the second dedicated random number circuit 102b acquires the random number written to the 14th latch register 103n. Then, by comparing the random number acquired in step S1305 with the advantageous transition table read out in step S1304, it is determined whether or not a transition to the advantageous zone SC2 has been won (step S1306).

[0316] If a win to transition to the advantageous zone SC2 is achieved (step S1306: YES), the advantageous zone flag in the main RAM 74 is set to "1", the value of the advantageous continuation counter provided in the main RAM 74 is cleared to "0", and the unannounced flag provided in the main RAM 74 is set to "1" (step S1307). The advantageous continuation counter is a counter for specifying the number of games that have been continuously played in the advantageous zone SC2 by the main MPU 72. The unannounced flag is a flag for specifying by the main MPU 72 whether or not a winning number of "1" to "3" has been set in the role lottery process (FIG. 17) after transition to the advantageous zone SC2, and an announcement of the stop order of the reels 32L, 32M, and 32R that enables the establishment of the first bell win has already occurred.

[0317] As already explained, the first control process for the gaming area is executed at the start of the game. In this case, if a transition to the advantageous area SC2 is selected in the lottery process, the advantageous area flag in the main RAM 74 is set to "1" in the first control process for the gaming area. As a result, a transition to the advantageous area SC2 occurs at the start of the game in which a transition to the advantageous area SC2 is selected. However, this is not limited to this, and a configuration in which a transition to the advantageous area SC2 occurs in the game following a game in which a transition to the advantageous area SC2 is selected may also be adopted, or a configuration in which a transition to the advantageous area SC2 occurs in a game two or more games after a game in which a transition to the advantageous area SC2 is selected may also be adopted.

[0318] After the transition to the advantageous zone SC2 is set, the advantageous zone display unit 67 is switched from an off state to an on state (step S1308). As a result, the advantageous zone display unit 67 starts to notify that it is the advantageous zone SC2.

[0319] When the advantageous zone SC2 is reached, the stopping order of the reels 32L, 32M, and 32R can be announced. Here, with reference to the flowchart in Fig. 41, the announcement control process executed by the main MPU 72 will be explained. The announcement control process is executed in step S620 in the winning combination lottery process (Fig. 17). The process of step S620 is executed after the winning combination has been determined at the start of the game.

[0320] When the advantageous zone flag of the main RAM 74 is set to "1" (step S1401: YES), if a winning number from "1" to "3" is set in the role lottery process (Figure 17) (step S1402: YES), and if either of the following conditions is met: the game state is the preparation state ST8 or the ART state ST9, and the unannounced flag of the main RAM 74 is set to "1" (step S1403 or step S1404: YES), processing is executed to announce the stopping order of reels 32L, 32M, and 32R that will allow the first bell win to occur.

[0321] Specifically, first, a stop order determination process for the first bell win is executed (step S1405). In the stop order determination process, information on the stop order of the reels 32L, 32M, and 32R that will enable the first bell win corresponding to the current winning number is determined. Then, the display of the combined display unit 66 is controlled so that a display corresponding to the determined stop order information is started on the combined display unit 66 (step S1406). This display on the combined display unit 66 continues until all reels 32L, 32M, and 32R have stopped in the current game. Thereafter, a bell win command is sent to the production-side MPU 92 (step S1407). The bell win command is set with information that enables the production-side MPU 92 to identify the stop order of the reels 32L, 32M, and 32R that will enable the first bell win in the current game.

[0322] Thereafter, the unannounced flag in the main RAM 74 is cleared to "0" (step S1408). In this case, if the value of the unannounced flag is already "0", that state is maintained, and if the value of the unannounced flag is "1", it is changed to "0". This enables the main MPU 72 to determine that the notification of the stop order of reels 32L, 32M, and 32R that allows the first bell win to be achieved has already been executed in the current advantageous zone SC2.

[0323] In the notification control process, if the winning number is set to one of "17" to "28" in the role lottery process (Figure 17) (step S1409: YES), and the game state is in the preparation state ST8 or the ART state ST9 (step S1410: YES), a process is executed to notify the stopping order of reels 32L, 32M, and 32R that will allow the first RT replay winning or the second RT replay winning to occur.

[0324] Specifically, first, a stop order determination process for a promotion replay is executed (step S1411). In this stop order determination process, information on the stop order of the reels 32L, 32M, and 32R that will enable the realization of a first RT replay win or a second RT replay win corresponding to the current winning number is determined. Then, the display of the dual-purpose display unit 66 is controlled so that a display corresponding to the determined stop order information is initiated on the dual-purpose display unit 66 (step S1412). This display on the dual-purpose display unit 66 continues until all reels 32L, 32M, and 32R have stopped in the current game. Then, a promotion replay command is sent to the production-side MPU 92 (step S1413). The promotion replay command contains information that enables the production-side MPU 92 to identify the stop order of the reels 32L, 32M, and 32R that will enable the realization of a first RT replay win or a second RT replay win in the current game.

[0325] In the notification control process, if the winning number is set to one of "29" to "40" in the role lottery process (Figure 17) (step S1414: YES), and the game state is in the ART state ST9 (step S1415: YES), a process is executed to notify the stopping order of reels 32L, 32M, and 32R that can prevent the first fall replay winning or the second fall replay winning from occurring.

[0326] Specifically, first, a stop order determination process for fall replay avoidance is executed (step S1416). In the stop order determination process, information on the stop order of the reels 32L, 32M, and 32R that can prevent the first fall replay win or the second fall replay win corresponding to the current winning number is determined. Then, the display of the dual-purpose display unit 66 is controlled so that a display corresponding to the determined stop order information is started on the dual-purpose display unit 66 (step S1417). This display on the dual-purpose display unit 66 continues until all reels 32L, 32M, and 32R have stopped in the current game. Thereafter, a fall replay avoidance command is transmitted to the production-side MPU 92 (step S1418). The fall replay avoidance command contains information that enables the production-side MPU 92 to identify the stop order of the reels 32L, 32M, and 32R that can prevent the first fall replay win or the second fall replay win in the current game.

[0327] Although detailed explanations are omitted, when the gaming state is in the ready state ST8 and a winning number of "29" to "34" is set in the lottery process for winning combinations (FIG. 17), a process is executed to notify the stop order of the reels 32L, 32M, and 32R that will prevent the first fall replay win. On the other hand, even if a winning number of "35" to "40" is set in the lottery process for winning combinations (FIG. 17) when the gaming state is in the ready state ST8, the stop order of the reels 32L, 32M, and 32R that will prevent the second fall replay win is not notified. Since the condition for transitioning from the ready state ST8 to the ART state ST9 is the achievement of a second RT replay win, if a transition to the ready state ST8 occurs in the second RT mode, the achievement of a second fall replay win is not prevented, so it is possible to fall back to the first RT mode and provide an opportunity for the second RT replay win.

[0328] 42 is a flowchart showing the notification process executed by the production side MPU 92. The notification process is repeatedly executed by the production side MPU 92 at relatively short intervals (for example, every 4 milliseconds).

[0329] When a bell winning command, a promotion replay command, or a fall replay avoidance command is received from the main MPU 72 (step S1501: YES), data necessary for displaying an image of the stop order of the reels 32L, 32M, and 32R corresponding to the currently received stop order command on the image display device 63 is set (step S1502). However, at this timing, an image of the stop order of the reels 32L, 32M, and 32R corresponding to the currently received stop order command is not displayed on the image display device 63. After that, a value corresponding to the notification delay period is set in a measurement counter provided in the performance RAM 94 (step S1503). The notification delay period is set to a period shorter than the acceleration period from when the reels 32L, 32M, and 32R start to rotate until they reach a constant speed, for example, 0.5 milliseconds. The value set in the measurement counter is subtracted each time the notification process is started.

[0330] In the notification process, when the notification delay period measured using the measurement counter in the performance-side RAM 94 has elapsed (step S1504: YES), notification start process is executed (step S1505). In the notification start process, an image is displayed on the image display device 63 based on the data set in step S1502. As a result, the stop order of the reels 32L, 32M, and 32R corresponding to the current stop order command is displayed on the image display device 63, as shown in FIG. 8(a), for example. This display on the image display device 63 continues until all of the reels 32L, 32M, and 32R have stopped in the current game.

[0331] In the above configuration, after the timing when the notification corresponding to the stop order of reels 32L, 32M, 32R is started on the dual-purpose display unit 66, which is directly display-controlled by the main-side MPU 72, the notification corresponding to the stop order of reels 32L, 32M, 32R is started on the image display device 63, which is directly display-controlled by the performance-side MPU 92. As a result, when the notification regarding a winning role is being executed on the image display device 63, the notification regarding the winning role is reliably executed on the dual-purpose display unit 66, and when the display content of the dual-purpose display unit 66 is used to check whether the notification corresponding to the stop order of reels 32L, 32M, 32R executed on the image display device 63 is due to fraudulent activity, the check can be performed at any timing.

[0332] It should be noted that the notification corresponding to the stopping order of reels 32L, 32M, and 32R on the dual-purpose display unit 66 and the notification corresponding to the stopping order of reels 32L, 32M, and 32R on the image display device 63 will end at the same or approximately the same timing, but this is not limited to this, and the notification corresponding to the stopping order of reels 32L, 32M, and 32R on the dual-purpose display unit 66 may end after the notification corresponding to the stopping order of reels 32L, 32M, and 32R on the image display device 63 has ended, or this order may be reversed.

[0333] Returning to the explanation of the first control process of the game zone (FIG. 40), if the advantageous zone flag was set to "1" in a game prior to the current game (step S1302: YES), or if the advantageous zone flag was set to "1" in the current game (step S1307), it is determined whether the current game state is the chance state ST7 (step S1309). If it is the chance state ST7 (step S1309: YES), chance state processing is executed (step S1310). The chance state processing will be explained later.

[0334] If the game is not in the chance state ST7 (step S1309: NO), it is determined whether or not any of the winning numbers "4" to "8", "15", or "16" has been set in the lottery process for this role (FIG. 17) (step S1311). If a positive determination is made in step S1311, at least one transition lottery process is executed from among the transition lottery process for the premonition state, the transition lottery process for the chance state, and the transition lottery process for the false premonition state, provided that the current game state is not in the premonition state ST6 (step S1312: NO).

[0335] In more detail, the transition lottery process for the main premonition state will be explained first. In this transition lottery process, the main premonition transition table corresponding to the winning number set in the lottery process for the current role (Figure 17) is first read from the main ROM 73 (step S1313). In this case, the main premonition transition table is set so that winning numbers with lower winning probabilities have a higher probability of winning and transitioning to the main premonition state ST6. Next, a random number acquisition process is executed (step S1314). The processing contents of the random number acquisition process have already been explained using Figure 16. In the transition lottery process for the main premonition state, the random number written in the corresponding latch register among the first to twelfth latch registers 103a to 103l is acquired from the random number circuit among the first to twelfth shared random number circuits 101a to 101l that corresponds to the current random number pointer. In detail, as already explained, the first to twelfth shared random number circuits 101a to 101l generate random numbers between "0" and "255," and when the operation of the start lever 41 is confirmed and a positive judgment is made in step S404 of the normal processing (FIG. 13), the first to twelfth shared random number circuits 101a to 101l corresponding to the current random number pointer obtain the random number written in the corresponding first to twelfth latch registers 103a to 103l. Then, by comparing the random number obtained in step S1314 with the main premonition transition table read out in step S1313, it is determined whether or not a transition to the main premonition state ST6 has been won (step S1315).

[0336] If a win to transition to the main premonition state ST6 is achieved (step S1315: YES), the main premonition win flag provided in the main RAM 74 is set to "1" (step S1316). The main premonition win flag is a flag that the main MPU 72 uses to identify that a win to transition to the main premonition state ST6 has been achieved at the start of the current game, and if the main premonition win flag is set to "1", processing is executed to transition to the main premonition state ST6 at the end of the game. In other words, the game state will transition to the main premonition state ST6 in the game following the game in which a win to transition to the main premonition state ST6 has been achieved.

[0337] If the transition to the true premonition state ST6 is not successful (step S1315: NO), a transition lottery process for the chance state is executed (step S1317). The details of the transition lottery process for the chance state will be explained later. Thereafter, it is determined whether or not the transition to the chance state ST7 has been successful in the current game, or whether or not the current game state is the false premonition state ST5 (step S1318). If the determination in step S1318 is negative, a transition lottery process for the false premonition state is executed (step S1319).

[0338] FIG. 43 is a flowchart showing the transition lottery process for the false premonition state. In this transition lottery process, first, the false premonition transition table corresponding to the winning number set in the lottery process for the current role (FIG. 17) is read from the main ROM 73 (step S1601). In this case, the false premonition transition table is set so that the winning number with a higher winning probability has a higher probability of transitioning to the false premonition state ST5. Next, a random number acquisition process is executed (step S1602). The contents of the random number acquisition process have already been explained using FIG. 16. In the transition lottery process to the false premonition state ST5, the random number written in the corresponding latch register among the first to twelfth latch registers 103a to 103l is acquired from the random number circuit among the first to twelfth shared random number circuits 101a to 101l that corresponds to the current random number pointer. In detail, as already explained, the first to twelfth shared random number circuits 101a to 101l generate random numbers between "0" and "255," and when the operation of the start lever 41 is confirmed and a positive judgment is made in step S404 of the normal processing (FIG. 13), the first to twelfth shared random number circuits 101a to 101l corresponding to the current random number pointer acquire the random number written in the corresponding first to twelfth latch registers 103a to 103l. Then, by comparing the random number acquired in step S1602 with the false premonition transition table read out in step S1601, it is determined whether or not a transition to the false premonition state ST5 has been won (step S1603).

[0339] If a transition to the false premonition state ST5 is won (step S1603: YES), the false premonition win flag provided in the main RAM 74 is set to "1" (step S1604). The false premonition win flag is a flag that the main MPU 72 uses to identify that a transition to the false premonition state ST5 was won at the start of the current game, and if the false premonition win flag is set to "1", processing is executed to transition to the false premonition state ST5 at the end of the game. In other words, the game state will transition to the false premonition state ST5 in the game following the game in which a transition to the false premonition state ST5 was won.

[0340] By executing each transition lottery process as described above, when the present premonition state ST6 or chance state ST7 is in effect, none of the transition lottery process for the false premonition state, the transition lottery process for the present premonition state, and the transition lottery process for the chance state is executed. This makes it possible to prevent the false premonition state ST5, the present premonition state ST6, or the chance state ST7 from being newly established in a situation where the present premonition state ST6 or the chance state ST7 has already begun.

[0341] On the other hand, even if it is a false premonition state ST5, the transition lottery process for the premonition state and the transition lottery process for the chance state are executed. This makes it possible to prioritize a new transition to the premonition state ST6 or chance state ST7 that leads to a transition to the ART state ST9 over the execution of the false premonition state ST5 that does not lead to a transition to the ART state ST9.

[0342] If the false precursor state ST5 has already been set, the false precursor state transition lottery process is not executed, which makes it possible to prevent a new false precursor state ST5 from being executed redundantly even when the false precursor state ST5 is already being executed.

[0343] When the state is not the false premonition state ST5, the real premonition state ST6, or the chance state ST7, the execution priority of each of the transition lottery processes is set as follows: the transition lottery process for the real premonition state is the highest, the transition lottery process for the chance state is the next highest, and the transition lottery process for the false premonition state is the lowest. Also, when the state is the false premonition state ST5, the transition lottery process for the real premonition state is set to have a higher execution priority than the transition lottery process for the chance state. This allows the transition to the real premonition state ST6, which will definitely result in a transition to the ART state ST9, to be given the highest priority, and the priority of the chance state ST7, which may result in a transition to the ART state ST9, to be higher than the priority of the false premonition state ST5, which will not result in a transition to the ART state ST9.

[0344] In a game in which a winning number of "4" to "8," "15," or "16" is set, if the transition lottery process for the real premonition state does not result in a transition win, the transition lottery process for the chance state is executed, and if the transition lottery process for the chance state does not result in a transition win, the transition lottery process for the false premonition state is executed. This makes it possible to increase the frequency at which any of the false premonition state ST5, real premonition state ST6, and chance state ST7 is set.

[0345] Here, the lottery process for transitioning to the advantageous zone SC2 is executed when one of the winning numbers "4," "6," "8," or "15" is set in the lottery process for the winning combination (Fig. 17). The combinations corresponding to these winning numbers all have the same winning probability between the set values ​​of "1" to "6." In other words, the lottery process for transitioning to the advantageous zone SC2 is executed when a combination with no set difference in winning probability is won. This makes it possible to prevent an advantage or disadvantage from occurring between the set values ​​of "1" to "6" regarding the probability of transitioning to the advantageous zone SC2.

[0346] On the other hand, the transition lottery process for the actual premonition state, the transition lottery process for the chance state, and the transition lottery process for the false premonition state are executed when one of the winning numbers "4" to "8," "15," or "16" is set in the role lottery process (Figure 17). Of these winning numbers, "4," "6," "8," and "15" are roles with the same winning probability among the set values ​​"1" to "6," as described above. These winning numbers are the same as the winning numbers that trigger the execution of the transition lottery process for the advantageous zone SC2. Therefore, the transition lottery process for the advantageous zone SC2 and at least one of the transition lottery processes for the actual premonition state, the transition lottery process for the chance state, and the transition lottery process for the false premonition state may be executed in the same game.

[0347] Of the winning numbers, "5," "7," and "16" are combinations with different winning probabilities between the set values ​​of "1" to "6." In other words, the transition lottery process for the real premonition state, the transition lottery process for the chance state, and the transition lottery process for the false premonition state are executed when a combination with no set difference in winning probability is won, and are also executed when a combination with a set difference in winning probability is won. This makes it possible to make the transition probability to the false premonition state ST5, the transition probability to the real premonition state ST6, and the transition probability to the chance state ST7 advantageous or disadvantageous between the set values ​​of "1" to "6."

[0348] However, the transition lottery process for the actual premonition state, the transition lottery process for the chance state, and the transition lottery process for the false premonition state are executed on the condition that the game zone is the advantageous zone SC2. In other words, the transition lottery process for the actual premonition state, the transition lottery process for the chance state, and the transition lottery process for the false premonition state are executed on the condition that the game zone is already in the advantageous zone SC2 or the game has been selected to transition to the advantageous zone SC2. Therefore, with regard to the transition to the advantageous zone SC2, which is a preliminary step to transition to the false premonition state ST5, the actual premonition state ST6, or the chance state ST7, no advantage or disadvantage occurs between the ...

Claims

[Claim 1] A first control means for managing the progress of a game; a second control means for controlling the execution of a performance based on information transmitted from the first control means; Equipped with The first control means a zone setting means for setting a gaming zone to a second zone that is more advantageous to a player than the first zone; a transition expectation setting means for setting the second section to a transition expectation state; means for executing a predetermined lottery process in the transition expectation state; A means for transitioning to an advantageous gaming state that is advantageous to the player based on a specific win in the predetermined lottery process; a means for updating the predetermined reference information stored in the predetermined storage means to approach the predetermined end information based on the occurrence of an update trigger when a game is executed in the advantageous gaming state; A predetermined update means for updating the predetermined reference information to move away from the predetermined end information when a predetermined grant condition is established in the advantageous game state; a predetermined transmitting means for transmitting predetermined transmission information corresponding to the updated information when the predetermined reference information is updated by the predetermined updating means to move away from the predetermined end information; means for updating the continuation criterion information stored in the continuation criterion storage means to approach the specific end information based on the occurrence of an update trigger during execution of the game in the second section; a section termination means for terminating the second section when the continuation criteria information becomes the specific termination information in the second section; A means for terminating the advantageous gaming state based on the fact that the predetermined reference information becomes the predetermined end information before the continuation reference information becomes the specific end information in the advantageous gaming state in the second section; When the second section ends based on the fact that the continuation standard information becomes the specific end information in the advantageous game state in the second section, a means for ending the advantageous game state; Equipped with The second control means A transition expectation effect control means for performing a transition expectation effect in the transition expectation state; a reception response means for executing a reception response process for executing a performance corresponding to the predetermined reference information being updated to move away from the predetermined end information based on the reception of the predetermined transmission information; Equipped with The section setting means includes a section continuation means for continuing the second section after the advantageous game state has ended in a situation where the continuation standard information in the second section is information included in a range between specific information that the continuation standard information can reach before reaching the specific end information and the initial information of the continuation standard information, A configuration in which there is a case where a transition to the advantageous gaming state occurs after a predetermined state is reached, and a case in which a transition to the advantageous gaming state does not occur after the predetermined state is reached, The gaming machine is provided with a means for making the gaming section the second section in the predetermined state, regardless of whether the gaming section transitions to the advantageous gaming state after the predetermined state is reached or whether the gaming section does not transition to the advantageous gaming state after the predetermined state is reached; The reception response means is a notification means for updating continuation information of a notification target so that the updated information corresponding to the predetermined transmission information can be recognized by a player in the game; a later notification means for updating continuation information to be notified later so as to prevent the updated information corresponding to the predetermined transmission information from being recognized by a player in the game; Equipped with The post-notification means comprises means for executing an effect that allows a player to recognize the information updated by the plurality of updates collectively when the predetermined update means updates the information multiple times in a specific situation in the advantageous gaming state and the total amount of information updated by the plurality of updates exceeds a predetermined amount of information, The gaming machine is characterized in that the transition expectation effect control means is provided with a means for prioritizing the execution of the specific effect over the execution of the transition expectation effect when the transition expectation state is set by the transition expectation setting means while a specific effect is being executed.

Citation Information

Patent Citations

  • Game machine

    JP2014045989A

  • Game machine

    JP2017196221A

  • Game machine

    JP2018126305A