gaming machines
The integration of a variable picture display system with strategic stop operations and notification controls in gaming machines improves gameplay experience and player engagement.
Patent Information
- Application Number
- JP2024145042
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-08-27
- Publication Date
- 2025-10-28
- Estimated Expiration
- 2040-03-12
AI Technical Summary
Existing gaming machines lack mechanisms to enhance the gameplay experience and player engagement.
Incorporation of a picture display system with variable displays, multiple stop operation means, and specific notification controls to manage game execution, winning combinations, and effects, including a stop restriction state for predetermined performances.
Enhances gameplay by ensuring favorable player interaction and engagement through dynamic visual displays and strategic gameplay elements.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Pachinko machines and slot machines are known as gaming machines. For example, a pachinko machine has a 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 from a payout device to the tray storage section. In addition, a pachinko machine having a configuration including an upper tray storage section and a lower tray storage section as the tray storage section is also known. In this case, the 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.
[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. When the lottery process is executed, the control means executes a rotation start control to start the reels, and when a stop button is operated during the rotation of the reels, the control means executes a rotation stop control to stop the rotation of the reels. If the stop result after the rotation of the reels has stopped corresponds to a winning combination in the lottery process, a bonus corresponding to the winning combination is awarded to the player (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Publication No. 2019-202037 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 ensure that games are played in a suitable manner, 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 allows games to be played in a favorable manner. [Means for solving the problem]
[0007] In order to solve the above problem, the invention described in claim 1 comprises a picture display means for variably displaying a picture, start operation means that is operated to start the variable display of the patterns in the pattern display means; a game start means for setting a game execution status based on the operation of the start operation means; A winning combination lottery means for executing a winning combination lottery process when the game is in an execution state; a stop operation means that is operated to stop the variable display of the picture on the picture display means; a picture display control means for controlling the picture display means so that the variable display of the picture is started when the game is executed, and the variable display of the picture is stopped based on the operation of the stop operation means; A winning response control means for executing a control corresponding to a winning role when a stop result corresponding to a winning role is displayed in the lottery process of the winning role after the variable display of the pattern under the control of the pattern display control means; A specific notification control means for executing a specific notification that allows a player to recognize that the stop operation means should be operated in a specific stop operation mode when a specific role is won in the lottery process of the role; a predetermined effect execution means for executing a predetermined effect when a predetermined execution trigger occurs; A predetermined means for generating a stop restriction state in which the variable display of the picture based on the operation of the stop operation means is not stopped in a situation in which the specific notification is being executed, so that the predetermined performance is executed; A means for executing the predetermined effect without causing the stop restriction situation when the specific notification is not being executed; Equipped with The picture display means includes a plurality of variable display areas that variably display the pictures, a plurality of the stop operation means are provided corresponding to a plurality of the variable display areas; The specific stop operation mode is that the stop order of the variable display of the picture in the plurality of variable display areas is a specific stop order, The timing at which the predetermined effect is executed includes a predetermined timing after the variable display of the picture in the variable display area having a predetermined stop order among the plurality of variable display areas has stopped, The predetermined means is characterized in that, when the predetermined performance is executed at the predetermined timing, the stop restriction situation occurs after the changing display of the images in the changing display area in the predetermined order has stopped and before the predetermined timing. [Effects of the Invention]
[0008] According to the present invention, it is possible to ensure that games are played in a favorable manner. [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. 1 is an assembled perspective view of the left reel. [Figure 5] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 6]10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the combination lines. FIG. [Figure 7] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 8] 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 9] 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 10] FIG. 2 is an electrical configuration diagram of the slot machine. [Figure 11] 10 is a flowchart showing main processing executed by a main MPU. [Figure 12] 10 is a flowchart showing a timer interrupt process executed by the main MPU. [Figure 13] 10 is a flowchart showing normal processing executed by the main MPU. [Figure 14] 10 is a flowchart showing a start waiting process executed by the main MPU. [Figure 15] 10 is a flowchart showing the lottery process for determining winning combinations executed by the main MPU. [Figure 16] An explanatory diagram for explaining the role selection table for the non-bonus state. [Figure 17] An explanatory diagram for explaining the role lottery table in the RT state. [Figure 18] FIG. 10 is an explanatory diagram for explaining the relationship between the order in which the reels stop and the winning patterns that are achieved. [Figure 19] 10 is a flowchart showing the winning data acquisition process executed by the main MPU. [Figure 20] 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 21] FIG. 2 is an explanatory diagram for explaining the contents of phase excitation. [Figure 22]FIG. 10A is an explanatory diagram for explaining an acceleration table, and FIG. 10B is an explanatory diagram for explaining a stop table. [Figure 23] 10 is a flowchart showing a reel control process executed by the main MPU. [Figure 24] FIG. 10 is an explanatory diagram for explaining each area of the main RAM used to execute rotation control of each reel. [Figure 25] 10 is a flowchart showing a stepping motor control process executed by a main MPU. [Figure 26] 10 is a flowchart showing a stop control process executed by a main MPU. [Figure 27] 10(a) to 10(j) are time charts showing how rotation control of each reel is executed. [Figure 28] FIG. 10 is an explanatory diagram for explaining the arrangement of symbols on each reel. [Figure 29] 10 is a flowchart showing the response process executed by the main MPU when a game ends. [Figure 30] 1 is an explanatory diagram for explaining the game states and game zones that exist in a slot machine. FIG. [Figure 31] 10 is a flowchart showing a bonus process executed by the main MPU. [Figure 32] 10 is a flowchart showing the RT processing executed by the main MPU. [Figure 33] 10 is a flowchart showing a stop order notification control process executed by a main MPU. [Figure 34] 10A to 10C are explanatory diagrams for explaining the stopping state of the reels when a reverse push notification is executed and a reel stopping operation is performed in accordance with the reverse push notification. [Figure 35] 10 is a flowchart showing a setting process executed by the main MPU at the time of ending a game. [Figure 36] 10 is a flowchart showing a control process of the bet display unit executed by the main MPU. [Figure 37]10 is a flowchart showing a pseudo-bet handling process executed by the master MPU. [Figure 38] 10 is a flowchart showing a bet notification control process executed by a performance-side MPU. [Figure 39] 10(a) to 10(h) are time charts showing how bet notifications are made. [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 the second control processing of the gaming area executed by the main MPU. [Figure 42] 10 is a flowchart showing advantageous lottery processing executed by the main MPU at the start of a game. [Figure 43] 10 is a flowchart showing normal processing executed by the main MPU. [Figure 44] This is a flowchart showing the AT state processing executed by the main MPU at the start of the game. [Figure 45] 10 is a flowchart showing the AT processing executed by the main MPU. [Figure 46] An explanatory diagram to explain the contents of the presentation mode during the added period. [Figure 47] 10(a) to 10(d) are explanatory diagrams for explaining image displays for determining which of the first to third presentation modes should be used as the presentation mode. [Figure 48] 10 is a flowchart showing the process of selecting a presentation mode executed by the presentation-side MPU. [Figure 49] (a) to (g) are time charts showing how the type of presentation mode to be executed during the additional period is determined during the selection period of the presentation mode. [Figure 50] 10 is a flowchart showing a process for a top-up period executed by the main MPU. [Figure 51] This is a flowchart showing the performance control processing during the added-on period executed by the performance side MPU. [Figure 52]10(a) to 10(g) are time charts showing how the setting of the mid-game freeze period differs depending on whether or not the reel stop order is notified. [Figure 53] 10 is a flowchart showing an ending handling process executed by the main MPU. [Figure 54] 10 is a flowchart showing a process for notifying the stop order during AT, which is executed by the main MPU. [Figure 55] (a) An explanatory diagram to explain how a reverse push notification is executed when the index value IV=10 is won, and (b) an explanatory diagram to explain how a forward push notification is executed when the index value IV=10 is won. [Figure 56] This is a flowchart showing the performance control processing during AT executed by the performance side MPU. [Figure 57] (a) An explanatory diagram for explaining an example of the display content of an ending confirmation effect executed on an image display device, (b) an explanatory diagram for explaining an example of the display content of an ending effect executed on an image display device, and (c) an explanatory diagram for explaining an example of the display content of a transition waiting effect executed on an image display device. [Figure 58] 10 is a flowchart showing the end control processing executed by the production side MPU. [Figure 59] (a) to (h) are time charts showing the operation of the slot machine when an ending condition is met in the AT state. [Figure 60] 10 is a flowchart showing a non-transition handling process executed by the main MPU. [Figure 61] (a) An explanatory diagram for explaining the selection mode of the setting suggestion lottery table corresponding to the combination of the value of the non-transition continuous counter and the setting value currently set to be used, and (b) an explanatory diagram for explaining the contents of each setting suggestion lottery table. [Figure 62](a) An explanatory diagram for explaining how a presentation corresponding to a low expectation command is executed on an image display device; (b) An explanatory diagram for explaining how a presentation corresponding to a medium setting command is executed on an image display device; and (c) An explanatory diagram for explaining how a presentation corresponding to a high setting command is executed on an image display device. [Figure 63] This is a flowchart showing the performance control processing during non-AT, executed by the performance side MPU. [Figure 64] (a) An explanatory diagram for explaining the selection mode of a transition suggestion lottery table corresponding to the combination of the game number range of the release game number and the type of transition mode, and (b) an explanatory diagram for explaining the contents of each transition suggestion lottery table. [Figure 65] (a) An explanatory diagram for explaining a first transition image displayed on an image display device, (b) An explanatory diagram for explaining a second transition image displayed on an image display device, and (c) An explanatory diagram for explaining a third transition image displayed on an image display device. [Figure 66] (a) to (f) are time charts showing the execution of the effects from the start of the first section until the transition to the second section occurs. [Figure 67] 10 is a flowchart showing an external output setting process executed by the main MPU. [Figure 68] 10(a) to 10(h) are time charts showing how the output level of the AT signal is switched. [Figure 69] 10 is a flowchart showing a stepping motor control process executed by a main MPU in the second embodiment. [Figure 70] 10 is a flowchart showing a stepping motor control process executed by a main MPU in the third embodiment. [Figure 71] 13 is a flowchart showing the end control process executed by the production-side MPU in the fourth embodiment. [Figure 72] This is a flowchart showing the performance control processing during non-AT, executed by the performance side MPU. [Figure 73]13 is a flowchart showing a process for a top-up period executed by a main MPU in the fifth embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0010] First Embodiment A first embodiment of the present invention applied to a slot machine 10, which is a type of gaming machine, will be described in detail below with reference to the drawings. Fig. 1 is a front view of the slot machine 10, Fig. 2 is a perspective view of the slot machine 10 with the front door 12 open, and Fig. 3 is a front view of the cabinet 11.
[0011] 2 and 3, the slot machine 10 has a housing 11 that forms its outer shell. The housing 11 is formed by fixing a plurality of wooden panels so that the overall shape is a box that is open to the front.
[0012] 1 and 2, a front door 12 is attached to the front side of the housing 11. The front door 12 is supported by the housing 11 around a pivot 15 provided on the left side of the housing 11 so as to be able to open and close the interior space of the housing 11. The front door 12 is locked so that it cannot be opened by a locking device 13 provided on the back side of the front door 12, and this locked state is released by unlocking the key cylinder 14 with a specified 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] Each of these reels 32L, 32M, and 32R is connected to a stepping motor 33, and is configured so that each of the reels 32L, 32M, and 32R can be rotated individually, i.e., independently, by driving each stepping motor 33. Because each of these reels 32L, 32M, and 32R has the same configuration, the left reel 32L will be used as an example for explanation based on Figure 4. Note that Figure 4 is an assembled perspective view of the left reel 32L.
[0016] The left reel 32L includes a cylindrical skeleton member 34 that forms a cylindrical basket, and a band-like belt (not shown in FIG. 4) wound endlessly around the outer periphery of the cylindrical skeleton member 34. The belt is attached to the cylindrical skeleton member 34 via a pair of seals formed along both long sides of the belt to maintain the wound state. A large number of patterns serving as identification information are printed at equal intervals on the outer periphery of the belt. The center of the cylindrical skeleton member 34 is attached to the drive shaft of the stepping motor 33. Therefore, when the drive shaft of the stepping motor 33 rotates, the cylindrical skeleton member 34 rotates around the drive shaft, causing the left reel 32L to rotate.
[0017] The stepping motor 33 is screwed to the side of a motor plate 35, which is positioned upright within the reel unit 31. A reel index sensor 36, which includes a light-emitting element 36a and a light-receiving element 36b spaced a predetermined distance from each other, is mounted on the motor plate 35. A radially extending sensor cutout 37 is screwed to the cylindrical frame member 34. The tip 37a of the sensor cutout 37 is bent at a substantially right angle and positioned so that it can pass between the elements 36a and 36b of the reel index sensor 36. The reel index sensor 36 detects the passage of the tip 37a of the sensor cutout 37 with each rotation of the left reel 32L, and outputs a detection signal to the main control device 70 (described later) each time. Based on this detection signal, the main control device 70 can check and correct the angular position of the left reel 32L with each rotation. Furthermore, since a combination of stepping motor 33, cylindrical skeleton member 34, motor plate 35, reel index sensor 36 and sensor cut band 37 is provided for each of reels 32L, 32M and 32R, the main control unit 70 can individually confirm that each of reels 32L, 32M and 32R has made one rotation.
[0018] The stepping motor 33 is set to rotate once by advancing 504 steps by applying, for example, a 504-pulse excitation signal. The number of steps controls the rotational position of the stepping motor 33, i.e., the rotational position of the left reel 32L. Each of the reels 32L, 32M, and 32R has multiple symbols, specifically 21 symbols, drawn on its belt along its long side (circumferential direction). In this case, 24 steps (i.e., 24 pulses) are required to switch from one symbol to the next at a predetermined position. Outputting 24 steps 21 times results in 504 steps, corresponding to one rotation. The main control device 70 can recognize which symbols are visible through the display window 21L for each of the reels 32L, 32M, and 32R, or can control the display of any symbol through the display window 21L, based on the number of steps (i.e., the number of pulses) from the time the reel index sensor 36 outputs a detection signal.
[0019] 1, a start lever 41 is provided on the lower left side of the gaming panel 20. The start lever 41 is operated to start the rotation of the reels 32L, 32M, and 32R. When a predetermined number or more of gaming media (or gaming values), which are either medals or virtual medals, have been bet, the reels 32L, 32M, and 32R all start to rotate at the same time.
[0020] Stop buttons 42, 43, and 44 are provided on the right side of the start lever 41 and are operated to individually stop the rotating 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. The stop operation of each stop button 42, 43, and 44 is enabled when the corresponding reel 32L, 32M, and 32R has finished accelerating and started rotating at a constant speed, and the corresponding reel index sensor 36 detects the corresponding sensor cutoff band 37.
[0021] 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.
[0022] A medal insertion slot 45 for inserting medals is provided below and to the right of the display windows 21L, 21M, and 21R. As shown in FIG. 2, medals inserted through the medal insertion slot 45 are guided by a selector 52 provided on the back of the front door 12 to a hopper device 53 if reception is permitted, or to a medal receiving tray 59 through a medal discharge port 58 provided at the bottom front of the front door 12 if reception is prohibited (see FIG. 1). The hopper device 53 has the function of dispensing medals stored in a storage tank through the medal discharge port 58 to the medal receiving tray 59 when a winning combination corresponding to the awarding of game media is achieved on the main lines ML1 to ML5 (described later). As shown in FIG. 1, a return button 46 is provided below the medal insertion slot 45, which is pressed when a medal inserted into the medal insertion slot 45 becomes stuck in the selector 52.
[0023] A credit insertion button 47 is provided on the lower left side of the display windows 21L, 21M, and 21R for inserting the maximum amount of credited virtual medals that can be bet at one time. In this slot machine 10, the number of gaming media (medals or virtual medals) that can be bet (i.e., bet setting) at one time is "3." If the credit insertion button 47 is operated when the current number of bets is "0" and three or more virtual medals are stored and stored, the number of virtual medals will decrease by three and the number of bets will become "3." If the credit insertion button 47 is operated when the current number of bets is "1" and two or more virtual medals are stored and stored, the number of virtual medals will decrease by two and the number of bets will become "3." If the credit insertion button 47 is operated when the current number of bets is "2" and one or more virtual medals are stored and stored, the number of bets will decrease by one virtual medal and the number of bets will become "3." If the credit insertion button 47 is operated when the number of stored virtual medals is less than the difference between the number of bets that can be made and the current number of bets, the number of bets will increase by the number of virtual medals, and the number of virtual medals will become zero.
[0024] A settlement button 51 is provided to the left of the start lever 41. 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 (50 medals) and any medals paid out when a prize is won. When the settlement button 51 is operated while virtual medals are stored and stored, the virtual medals are paid out from the medal outlet 58 as real medals. When the settlement button 51 is operated while gaming media have been bet, medals equal to the number of gaming media bet are paid out from the medal outlet 58. When the settlement button 51 is operated while gaming media have been bet and virtual medals have been stored and stored, the total number of medals equal to the number of gaming media bet and the number of virtual medals stored and stored is paid out from the medal outlet 58.
[0025] 2 and 3, a power supply unit 54 is provided inside the cabinet 11 to the left of the hopper unit 53. The power supply unit 54 is provided with a power switch 55 that is operated when powering on or off, a reset button 56 for resetting various states of the slot machine 10, and a setting key insertion hole 57 into which a setting key held by the amusement hall manager is inserted and operated to change the setting value of the slot machine 10 within the range of "1" to "6."
[0026] Next, the symbols on the reels 32L, 32M, and 32R will be described.
[0027] 5 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. Numbers ranging from "0" to "20" are assigned to the reels 32L, 32M, and 32R, respectively. However, these numbers are used by the main control device 70 (described later) to identify 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.
[0028] 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.
[0029] 6 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.
[0030] In the slot machine 10, five main lines ML1 to ML5 are set so as to connect positions where the symbols on the reels 32L, 32M, and 32R are visible. The first main line ML1 is a line connecting the top row of symbols on the left reel 32L, the middle row of symbols on the middle reel 32M, and the bottom row of symbols on the right reel 32R; the second main line ML2 is a line connecting the top row of symbols on the left reel 32L, the top row of symbols on the middle reel 32M, and the top row of symbols on the right reel 32R; the third main line ML3 is a line connecting the middle row of symbols on the left reel 32L, the middle row of symbols on the middle reel 32M, and the middle row of symbols on the right reel 32R; the fourth main line ML4 is a line connecting the bottom row of symbols on the left reel 32L, the bottom row of symbols on the middle reel 32M, and the bottom row of symbols on the right reel 32R; and the fifth main line ML5 is a line connecting the bottom row of symbols on the left reel 32L, the middle row of symbols on the middle reel 32M, and the top row of symbols on the right reel 32R. When a predetermined number of game media (specifically, "3") are bet, the reels 32L, 32M, and 32R start to rotate, and when a winning combination is achieved on any of the main lines ML1 to ML5, one of the following is awarded: a game media award, a replay award, or a transition to a new game state. That is, in this slot machine 10, five main lines ML1 to ML5 are set as lines on which a winning combination can be achieved. Each of the main lines ML1 to ML5 is set as a straight line.
[0031] The relationship between the winning symbol combination and the benefit that will be awarded when the winning symbol is obtained will be explained below with reference to Figure 7. Figure 7 is an explanatory diagram for explaining the relationship between the winning symbol combination and the benefit that will be awarded when the winning symbol is obtained.
[0032] The minor winning combinations that award gaming media include the first supplementary winning combination, the second supplementary winning combination, the third supplementary winning combination, the fourth supplementary winning combination, the fifth supplementary winning combination, the sixth supplementary winning combination, the seventh supplementary winning combination, the eighth supplementary winning combination, the ninth supplementary winning combination, the first bell winning combination, the second bell winning combination, the special bell winning combination, the first watermelon winning combination, the second watermelon winning combination, and the cherry winning combination. In detail, if the stopped symbol on the left reel 32L is a "bell" symbol, the stopped symbol on the center reel 32M is a "bell" symbol, and the stopped symbol on the right reel 32R is a "red 7" symbol on any of the main lines ML1 to ML5, the first supplementary winning combination will occur. If the stopping symbol on the left reel 32L is a "bell" symbol, the stopping symbol on the center reel 32M is a "red 7" symbol, and the stopping symbol on the right reel 32R is a "bell" symbol on any of the main lines ML1 to ML5, a second supplementary win will be awarded. If the stopping symbol on the left reel 32L is a "red 7" symbol, the stopping symbol on the center reel 32M is a "bell" symbol, and the stopping symbol on the right reel 32R is a "bell" symbol on any of the main lines ML1 to ML5, a fourth supplementary win will be awarded. If the stopping symbol on the left reel 32L is a "Bell" symbol, the stopping symbol on the middle reel 32M is a "BAR" symbol, and the stopping symbol on the right reel 32R is a "Bell" symbol on any of the main lines ML1 to ML5, the 5th supplementary win will be awarded. If the stopping symbol on the left reel 32L is a "BAR" symbol, the stopping symbol on the middle reel 32M is a "Bell" symbol, and the stopping symbol on the right reel 32R is a "Bell" symbol on any of the main lines ML1 to ML5, the 7th supplementary win will be awarded. If the stopping pattern on the left reel 32L is a "bell" 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 "bell" pattern on any of the main lines ML1 to ML5, the 8th supplementary win will be awarded.If the stopped symbol on the left reel 32L is a "white 7" symbol, the stopped symbol on the center reel 32M is a "bell" symbol, and the stopped symbol on the right reel 32R is a "bell" symbol on any of the main lines ML1 to ML5, the 9th supplementary win will be awarded. If any of the 1st to 9th supplementary wins is awarded, the number of gaming media to be awarded will be "1".
[0033] On any of the main lines ML1 to ML5, the stopping symbol on the left reel 32L is a "bell" symbol, the stopping symbol on the middle reel 32M is a "bell" symbol, and the stopping symbol on the right reel 32R is a "bell" symbol; on any of the main lines ML1 to ML5, the stopping symbol on the left reel 32L is a "bell" symbol, the stopping symbol on the middle reel 32M is a "replay" symbol, and the stopping symbol on the right reel 32R is a "red 7" symbol; The first bell wins if the stopped symbol on the left reel 32L is a "bell" symbol, the stopped symbol on the center reel 32M is a "white 7" symbol, and the stopped symbol on the right reel 32R is a "red 7" symbol on the in-lines ML1 to ML5, or if the stopped symbol on the left reel 32L is a "bell" symbol, the stopped symbol on the center reel 32M is a "white 7" symbol, and the stopped symbol on the right reel 32R is a "replay" symbol on any of the main lines ML1 to ML5.The second bell wins if the stopped symbol on the left reel 32L is a "bell" symbol, the stopped symbol on the center reel 32M is a "bell" symbol, and the stopped symbol on the right reel 32R is a "replay" symbol on any of the main lines ML1 to ML5. If the stopped symbol on the left reel 32L is a "white 7" symbol, the stopped symbol on the center reel 32M is a "white 7" symbol, and the stopped symbol on the right reel 32R is a "red 7" symbol on any of the main lines ML1 to ML5, a special bell win will occur. If the first bell win, second bell win, or special bell win occurs, the number of gaming media to be awarded will be "15".
[0034] If the stopped symbol on the left reel 32L is a "watermelon" symbol, the stopped symbol on the center reel 32M is a "watermelon" symbol, and the stopped symbol on the right reel 32R is a "watermelon" symbol on any of the main lines ML1 to ML5, a first watermelon win will be awarded. If the stopped symbol on the left reel 32L is a "watermelon" symbol, the stopped symbol on the center reel 32M is a "watermelon" symbol, and the stopped symbol on the right reel 32R is a "bar" symbol on any of the main lines ML1 to ML5, a second watermelon win will be awarded. If either the first watermelon win or the second watermelon win is awarded, the number of game media to be awarded will be "5". If the stopped symbol on the left reel 32L is a "cherry" symbol, the stopped symbol on the center reel 32M is a "replay" symbol, and the stopped symbol on the right reel 32R is a "replay" symbol on any of the main lines ML1 to ML5, a cherry win will be awarded. If a cherry wins, the number of gaming media to be awarded will be "2".
[0035] The winning combinations that grant a replay privilege, which allows a player to play the next game without betting gaming media, include the Regular Replay, First Chance Replay, Second Chance Replay, and Special Replay. Specifically, a Regular Replay win occurs when the stopped symbols on the left reel 32L, the center reel 32M, and the right reel 32R are "Replay" and "Replay" on any of the main lines ML1 to ML5. A First Chance Replay win occurs when the stopped symbols on the left reel 32L, the center reel 32M, and the right reel 32R are "Replay" and "Cherry" and "Bell" on any of the main lines ML1 to ML5. If the stopped symbol on the left reel 32L 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 on any of the main lines ML1 to ML5, a second chance replay win will be awarded. If the stopped symbol on the left reel 32L 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 on any of the main lines ML1 to ML5, a special replay win will be awarded.
[0036] If any of the above replay wins are achieved, a replay benefit will be awarded, which will allow you to play the next game without having to bet any gaming media. Specifically, if any of the replay wins is achieved in a game where you bet "3" gaming media, you will be able to start playing the next game with "3" gaming media betted, without having to bet any gaming media.
[0037] State transition winnings that only result in a transition of the gaming state include a BB win and an RB win. In detail, a BB win occurs when the stopped symbol on the left reel 32L is a "red 7" symbol, the stopped symbol on the center reel 32M is a "red 7" symbol, and the stopped symbol on the right reel 32R is a "red 7" symbol on any of the main lines ML1 to ML5. An RB win occurs when the stopped symbol on the left reel 32L is a "bar" symbol, the stopped symbol on the center reel 32M is a "bar" symbol, and the stopped symbol on the right reel 32R is a "bar" symbol on any of the main lines ML1 to ML5. When a BB win is achieved, the gaming state transitions to the BB state, and when an RB win is achieved, the gaming state transitions to the RB state.
[0038] The BB state and the RB state are gaming states in which the expected net increase in gaming media per game (the value obtained by subtracting the "number of gaming media bet in one game" from the "expected number of gaming media to be awarded in one game") is higher than in a non-AT state. Furthermore, the BB state and the RB state are gaming states in which the expected net increase in gaming media per game (the value obtained by subtracting the "number of gaming media bet in one game" from the "expected number of gaming media to be awarded in one game") is higher than in any gaming state other than the BB state and the RB state. Specifically, a winning combination that enables the establishment of the first bell win is won with a higher probability (for example, approximately 1 / 1.1) than in other gaming states, and if the winning combination is won, the first bell win is established 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. The BB state and the RB state continue over multiple games and end when a termination condition is met based on the occurrence of an event according to the execution content of the game. The termination condition is arbitrary, but in the slot machine 10, the termination condition is set such that in the BB state, the total number of game media awarded since the start of the BB state is 350 or more, and in the RB state, the termination condition is set such that the total number of game media awarded since the start of the RB state is 150 or more.
[0039] Next, the devices for executing various notifications and various effects will be described.
[0040] 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.
[0041] 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.
[0042] The game panel 20 on the front door 12 is provided with a main bet display section 64 and a performance bet display section 69 which display the number of game media currently bet, a credit display section 65 which displays the number of virtual medals stored, a dual-purpose display section 66 which displays the number of game media to be awarded when a small winning combination is won and also displays a display corresponding to the content notified when the stopping order of reels 32L, 32M, 32R is notified on the image display device 63, and further displays to notify the results of game history management, and a section display section 67 which displays a display corresponding to the fact that the game section is the second section.
[0043] The main bet display unit 64 is provided in the lower left corner of the gaming panel 20. The main bet display unit 64 has three light-emitting units 64a, 64b, and 64c arranged vertically, and each of the light-emitting units 64a to 64c uses a single-color LED that emits light in red or other colors. When the number of gaming media betted is "1," the bottom light-emitting unit 64a is lit, and the remaining light-emitting units 64b and 64c are unlit. When the number of gaming media betted is "2," the bottom and center light-emitting units 64a and 64b are lit, and the top light-emitting unit 64c is unlit. When the number of gaming media betted is "3," all three light-emitting units 64a to 64c are lit. After all the reels 32L, 32M, and 32R have stopped spinning in one game, if no replay win is achieved in that game, all of the light-emitting elements 64a to 64c of the main bet display unit 64 will be turned off when all processing for one game is completed. This turned-off state will be maintained until a new bet on gaming media is made. If a replay win is achieved, all of the light-emitting elements 64a to 64c of the main bet display unit 64 will be maintained in a lit state. The display of the main bet display unit 64 is controlled by the main control device 70, which will be described later.
[0044] The effect-side bet display unit 69 is arranged next to the display windows 21L, 21M, and 21R to the left of the display windows 21L, 21M, and 21R. The effect-side bet display unit 69 has five light-emitting elements 69a, 69b, and 69c arranged vertically, and each light-emitting element 69a-69c uses a monochromatic LED, such as blue. Of these light-emitting elements 69a-69c, the central light-emitting element 69a is arranged next to the third main line ML3, and the pair of light-emitting elements 69b above and below it are arranged next to the second main line ML2 and the fourth main line ML4, respectively, and the light-emitting elements 69c at both the top and bottom ends are arranged next to the first main line ML1 and the fifth main line ML5, respectively. When the number of gaming media bet is "1," the third main line ML3 is activated, and the central light-emitting element 69a is lit, while the remaining light-emitting elements 69b and 69c are extinguished. When the number of gaming media betted is "2," the second main line ML2 through the fourth main line ML4 are activated, corresponding to which the three light-emitting elements 69a, 69b in the center and on both sides above and below it are lit, while the light-emitting elements 69c at both ends above and below are extinguished. When the number of gaming media betted is "3," all five light-emitting elements 69a-69c are lit, corresponding to which all main lines ML1-ML5 are activated. After all reels 32L, 32M, and 32R have stopped spinning in one game, if no replay win is achieved in that game, all light-emitting elements 69a-69c of the effect-side bet display unit 69 are extinguished when all processing for that game is completed. This extinguished state is maintained until a new bet of gaming media is made. When a replay win is achieved, all light-emitting elements 69a-69c of the effect-side bet display unit 69 are maintained lit, except when a special replay win is achieved in the first half RT state described below. The display control of the effect side bet display unit 69 when a special replay win is achieved in the first half RT state will be described in detail later. The display of the effect side bet display unit 69 is controlled by the effect control device 90, which will be described later.
[0045] The main bet display unit 64 is provided in the lower left corner of the game panel 20, while the effect bet display unit 69 is provided to the left of the display windows 21L, 21M, and 21R. In addition, the display range of the effect bet display unit 69 is wider than that of the main bet display unit 64. Therefore, the effect bet display unit 69 is more likely to attract the player's attention than the main bet display unit 64.
[0046] The credit display unit 65 is configured with a seven-segment display. Each segment of the seven-segment display uses a single-color LED, such as green.
[0047] Fig. 8(a) is a front view of a common display area 68 provided with a combined display unit 66 and a section display unit 67. As shown in Fig. 8(a), the common display area 68 aggregates the combined display unit 66, which has two 7-segment displays 66a, 66b arranged side by side in the horizontal direction, and the section display unit 67, which is made up of one light-emitting element.
[0048] When any of the small winning combinations (first to ninth supplementary winning combinations, first bell winning combination, second bell winning combination, special bell winning combination, first watermelon winning combination, second watermelon winning combination, or cherry winning combination) 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 ninth supplementary winning combinations is achieved, the left 7-segment indicator 66a becomes non-displayable and the right 7-segment indicator 66b displays "1," thereby indicating that "1" game media has been awarded. When any of the first bell winning combination, second bell winning combination, or special bell winning combinations is achieved, the left 7-segment indicator 66a displays "1," while the right 7-segment indicator 66b displays "5," thereby indicating that "15" game media have been awarded. Furthermore, when either the first watermelon winning or the second watermelon winning is achieved, the left 7-segment display 66a becomes non-displaying and the right 7-segment display 66b displays "5", thereby indicating that "5" gaming media have been awarded. Furthermore, when a cherry winning is achieved, the left 7-segment display 66a becomes non-displaying and the right 7-segment display 66b displays "2", thereby indicating that "2" gaming media have been awarded.
[0049] On the other hand, even if a win that does not award game media, such as any of the replay wins, BB wins, and RB wins, occurs, no display corresponding to that win is made on the dual-purpose display unit 66, and in this case the 7-segment indicators 66a, 66b remain in a non-display state. The display of the number of awarded game media on the dual-purpose display unit 66 ends when game media are bet to start the game following the game for which that display was made, and the 7-segment indicators 66a, 66b go into a non-display state at the time this bet is made.
[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. 8(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. 8(b), in the slot machine 10, the stop order of the reels 32L, 32M, and 32R notified on the image display device 63 includes a stop order in which the first stop is on the left reel 32L, the second stop is on the center reel 32M, and the third stop is on the right reel 32R, a stop order in which the first stop is on the left reel 32L, the second stop is on the right reel 32R, and the third stop is on the center reel 32M, a stop order in which the first stop is on the center reel 32M, the second stop is on the left reel 32L, and the third stop is on the right reel 32R, and a stop order in which the first stop is on the center reel 32M, the second stop is on the left reel 32L, and the third stop is on the right reel 32R. There are stop orders in which the second stop is on the right reel 32R and the third stop is on the left reel 32L, stop orders in which the first stop is on the right reel 32R, the second stop is on the left reel 32L and the third stop is on the center reel 32M, stop orders in which the first stop is on the right reel 32R, the second stop is on the center reel 32M and the third stop is on the left reel 32L, stop orders in which the first stop is on the left reel 32L and the rest are optional, stop orders in which the first stop is on the center reel 32M and the rest are optional, and stop orders in which the first stop is on the right reel 32R and the rest are optional.
[0051] The notification of the stop order on the image display device 63 can be executed when a combination including the first bell winning data and any one of the first to sixth supplementary winning data is won in the lottery process for winning combinations, when a combination including the second bell winning data and any one of the seventh to ninth supplementary winning data is won, or when a combination including the first bell winning data and special bell winning data is won. Specifically, when a combination including the first bell winning data and any one of the first to sixth supplementary 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 current winning combination out of the above-mentioned respective stop orders, and when the reels 32L, 32M, and 32R do not stop in the stop order corresponding to the current winning combination, one of the first to sixth supplementary winning combinations can be achieved. As already explained, if the first bell win is made, the player will be awarded 15 gaming media, and if any of the first to sixth supplementary wins is made, the player will be awarded 1 gaming media, as already explained.
[0052] If a winning combination includes the second bell winning data and any of the seventh to ninth supplementary winning data, the second bell win will be achieved if the reels 32L, 32M, and 32R stop in the stopping order corresponding to the winning combination, and any of the seventh to ninth supplementary winning combinations may be achieved if the reels 32L, 32M, and 32R do not stop in the stopping order corresponding to the winning combination. If the second bell win is achieved, the player will be awarded 15 gaming media as explained above, and if any of the seventh to ninth supplementary winning combinations is achieved, the player will be awarded 1 gaming media as explained above.
[0053] When a winning combination that includes both the first bell winning data and the special bell winning data is achieved, if the reels 32L, 32M, and 32R stop in a stopping sequence in which the left reel 32L stops first among the above stopping sequences, the first bell winning is achieved, and if the reels 32L, 32M, and 32R stop in a stopping sequence in which the center reel 32M or the right reel 32R stops first, the first bell winning or special bell winning is achieved. When the first bell winning or special bell winning is achieved, as already explained, the game media of "15" is awarded to the player.
[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. 8(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] 9(a) and 9(b) are explanatory diagrams for explaining the relationship between the notification content of the stop order on the image display device 63 and the display content of the stop order on the multi-purpose display unit 66. FIG.
[0057] 9(a), when the image display device 63 notifies the stop order of the reels 32L, 32M, and 32R, the same number of unit display images GL, GM, and GR as the number of stop operations required to end the game are displayed on the image display device 63, and an image display corresponding to the stop order of the reels 32L, 32M, and 32R is performed in each unit display image GL, GM, and GR. Specifically, a left unit display image GL corresponding to the left reel 32L, a middle unit display image GM corresponding to the center reel 32M, and a right unit display image GR corresponding to the right reel 32R are displayed. Figure 9(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 GL displays an image of "2" corresponding to the stop order of the left reel 32L, the middle unit display image GM displays an image of "1" corresponding to the stop order of the middle reel 32M, and the right unit display image GR 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. 9(b). That is, the image display device 63 displays unit display images GL, GM, and GR 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 GL, GM, and GR, 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 interval display unit 67 is disposed in a corner of the common display area 68. The interval display unit 67 is a display unit for notifying that the game interval is the second interval of the first and second intervals. The second interval is a interval in which an advantageous game state (specifically, an AT state) can be initiated and the advantageous game state can continue, in which the expected number of game media to be acquired in one game (the value obtained by subtracting the number of game media bet in one game from the expected number of game media to be awarded in one game) can be 1 or more, by notifying the stop order of the reels 32L, 32M, and 32R, which allows for the establishment of advantageous wins for the player when different winning combinations are achieved depending on the stop order of the reels 32L, 32M, and 32R. On the other hand, the first interval is a interval in which the advantageous game state does not start and does not continue.
[0062] The section display unit 67 is kept in an off state during the first section, and turns on when the section moves to the second section. Once the section display unit 67 turns on, it remains in the on state until the second section ends, and turns off when the second section ends and the section moves to the first section.
[0063] In the above-described configuration in which the section display unit 67 is turned on in the second section and remains turned on until the end of the second section, the dual-purpose display unit 66 provided in the common display area 68 is turned on when a game medium is awarded and turned off when the next game starts, and is turned on when the stopping order of the reels 32L, 32M, and 32R is displayed on the image display device 63 and turned off when the game ends. Therefore, in a configuration in which the section display unit 67 is not too noticeable to players by being placed in the common display area 68, it is possible to actively create a situation in which only the section display unit 67 is turned on in the common display area 68 during the second section, making it easier for the amusement hall manager to check the section display unit 67.
[0064] Note that instead of maintaining the lighting state of the section display unit 67 during the second section, the section display unit 67 may blink at a predetermined cycle during the second section. Furthermore, other displays such as a liquid crystal display device may be used as the combined display unit 66 and the section display unit 67.
[0065] Next, various control devices will be described.
[0066] The slot machine 10 is provided with various control devices. Specifically, as shown in FIG. 3, a main control device 70 is provided above the reel unit 31. The main control device 70 is attached to a back plate 11b that forms the back surface of the cabinet 11. The main control device 70 is configured by housing a main control board 71 in a board box 81. An MPU 72 is mounted on one of the board surfaces, which is the device mounting surface. The board box 81 is formed transparent so that the MPU 72 housed therein can be visually observed from outside the board box 81. Note that the board box 81 is formed colorless and transparent, but it may be formed colored and transparent as long as the MPU 72 housed therein can be visually observed from outside the board box 81. The main control device 70 is mounted on the back plate 11b of the cabinet 11 so that an opposing wall portion 82 of the board box 81 that faces the device mounting surface of the main control board 71 faces the front of the slot machine 10. Therefore, by opening the front door 12 toward the front of the slot machine 10 relative to the cabinet 11 and exposing the internal space of the cabinet 11, it becomes possible to visually observe the opposing wall portion 82 of the base box 81 and also to visually observe the MPU 72 through the opposing wall portion 82.
[0067] The board box 81 is formed by combining multiple case bodies, one behind the other. These multiple case bodies are provided with connecting portions 83 that prevent separation of the case bodies and leave traces of separation when the case bodies are separated. The connecting portions 83 are arranged side by side along one side of the roughly rectangular board box 81. This allows for separation of the case bodies by destroying some of the connecting portions 83, allowing the case bodies to be separated. By subsequently connecting other connecting portions 83, it becomes possible to prevent separation of the case bodies again. Furthermore, since the connecting portions 83 are destroyed when the case bodies are separated, leaving traces, it becomes possible to visually check the connecting portions 83 to determine whether the case bodies have been separated fraudulently. Furthermore, a sealing sticker 84 is affixed to another side of the board box 81, other than the side where the connecting portions 83 are arranged, spanning the boundary between the case bodies. When the sealing sticker 84 is peeled off, an adhesive layer remains on the case body. This makes it possible to leave a trace if the sealing seal 84 is peeled off when the case body is separated.
[0068] As shown in Fig. 2, the slot machine 10 is provided with a performance control device 90 in addition to the main control device 70. The performance control device 90 is arranged behind the image display device 63 on the front door 12. The performance control device 90 controls the upper lamp 61, the speaker 62, and the image display device 63 based on commands received from the main control device 70. Note that, like the main control device 70, the performance control device 90 is configured by housing a control board in a board box.
[0069] <Electrical configuration> Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagram of FIG.
[0070] As already explained, the main control board 71 of the main control device 70 is equipped with an MPU 72. The MPU 72 is provided with a ROM 73 that stores various control programs and fixed value data executed by the MPU 72, a RAM 74 that is a memory for temporarily storing various data and the like when the control programs stored in the ROM 73 are executed, a random number circuit 75 that sequentially updates random numbers within a predetermined numerical range based on a clock signal output from a clock circuit, and a clock circuit that outputs a rectangular wave of a predetermined frequency. The MPU 72 also incorporates an interrupt circuit, a data input / output circuit, and the like. It is not essential that the ROM 73 and RAM 74 be integrated into a single chip for the MPU 72; they may each be integrated into a separate chip.
[0071] 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 index sensors 36 of the reels 32L, 32M, and 32R of 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 the stop buttons 42, 43, and 44, an inserted medal detection sensor 45a that detects medals inserted through the medal insertion slot 45, a credit insertion detection sensor 47a that detects operation of the credit insertion button 47, 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 the reset button 56 provided in the power supply device 54, and a setting key detection sensor that detects insertion of a setting key into the setting key insertion hole 57. Signals from each of these sensors are input to the MPU 72.
[0072] Connected to the output side of the MPU 72 are the stepping motors 33 of the reels 32L, 32M, and 32R in the reel unit 31, the selector drive unit 52a provided in the selector 52, the payout motor of the hopper device 53, the main bet display unit 64, the credit display unit 65 (not shown in FIG. 10), the dual-purpose display unit 66, the interval display unit 67, and the performance control device 90. In each game, the rotation drive control 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 guiding medals inserted through the medal insertion slot 45 to the hopper device 53 after detection by the inserted medal detection sensor 45a if acceptance is permitted, or to eject the medal into the medal tray 59 without detection by the inserted medal detection sensor 45a if acceptance is prohibited. The selector drive unit 52a has a function to switch the state of the selector 52 between an acceptance permission state and an acceptance prohibition state, and specifically, it operates a path switching piece provided on the selector 52 between an acceptance permission position and an acceptance prohibition position. The MPU 72 switches the state of the selector 52 between the acceptance permission state and the acceptance prohibition state by switching between the output state and the stop state of the drive signal to the selector drive unit 52a.
[0073] The MPU 72 executes drive control of the hopper device 53 when a small winning combination is achieved and medals are paid out. Furthermore, when a bet on gaming media is made, the MPU 72 controls the display of the main bet display unit 64 so that the number of bets is notified. Furthermore, when virtual gaming media are stored, the MPU 72 controls the display of the credit display unit 65 so that the number of stored virtual gaming media is displayed. Furthermore, when gaming media are awarded, the MPU 72 controls the display of the dual-purpose display unit 66 so that the number of gaming media that have been awarded is displayed. Furthermore, when the second interval is reached, the MPU 72 controls the display of the interval display unit 67 so that an announcement that the second interval is reached is made. Furthermore, the MPU 72 controls the display of the dual-purpose display unit 66 so that a display corresponding to the game management result is displayed.
[0074] The MPU 72 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 cause the image display device 63 to notify 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 content to be notified is displayed. 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, the direct display control of the image display device 63, which is the target of relatively complex display control, is performed by the effect control device 90, and the direct display control of the combined display unit 66, which is the target of relatively simple display control, is performed by the MPU 72. This makes it possible to perform both a display that emphasizes increasing attention to the effect and a display that emphasizes reliability, while reducing the processing load on the MPU 72.
[0075] A power outage monitoring circuit (not shown) provided in the power supply 54 is connected to the input side of the MPU 72. The power supply 54 is equipped with a power supply unit and a power outage monitoring circuit that supply drive power to the main control unit 70 and other electronic devices in the slot machine 10. The power outage monitoring circuit monitors the voltage applied to the power supply unit from an external power source and outputs a power outage signal to the MPU 72 when the voltage drops below a reference voltage. The MPU 72 executes power outage processing upon receiving the power outage signal and enables the device to return to the processing state before the power outage after power is restored. The power supply 54 also includes a power outage power supply unit that supplies backup power to the RAM 74 as power during power outage when the supply of operating power from the external power source is interrupted. This allows data to be stored and maintained in the RAM 74 even when the supply of operating power from the external power source is interrupted as long as the power outage power supply unit can supply backup power (e.g., for one or two days).
[0076] The performance control device 90 is equipped with a performance control board 91 for controlling the execution of various notifications and various performances. The performance control board 91 is equipped with an MPU 92. The MPU 92 has built-in ROM 93 that stores various control programs and fixed value data executed by the MPU 92, and RAM 94, which is memory for temporarily storing various data when the control programs stored in the ROM 93 are executed, as well as a clock circuit that outputs a rectangular wave of a predetermined frequency, an interrupt circuit, a data input / output circuit, a random number generating circuit, and the like.
[0077] It is not essential that the ROM 93 and RAM 94 be integrated into a single chip for the MPU 92, and each may be integrated into a separate chip. Furthermore, although backup power is not supplied to the RAM 94 from the power-off power supply unit of the power supply device 54 when the supply of operating power from the external power source is cut off, backup power may be supplied to the RAM 94.
[0078] The MPU 92 is provided with an input port and an output port. As already explained, the MPU 72 of the main control device 70 is connected to the input side of the MPU 92, and various commands are received from the MPU 72. The upper lamp 61, the speaker 62, the image display device 63, and the performance-side bet display unit 69 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, the display of the image display device 63, and the light emission of the performance-side bet display unit 69, thereby enabling various notifications and performances to be performed.
[0079] Although not shown, the performance control board 91 is equipped with a video display processor (VDP), character ROM, video RAM, and other components in addition to the MPU 92. The VDP is a type of drawing circuit that directly operates an image processing device (LCD driver) built into the image display device 63. The VDP is involved in reading and writing data from the video RAM and reads image data stored in the video RAM from the character ROM at predetermined timings to display it on the image display device 63. The character ROM serves as an image data library for storing character data such as designs to be displayed on the image display device 63. This character ROM stores bitmap image data of various display designs and a color palette table referenced when determining the color of each dot in the bitmap image. The video RAM is a memory for storing display data to be displayed on the image display device 63. When the MPU 92 determines the performance content based on commands received from the MPU 72 of the main control device 70, it outputs a drawing list to the VDP specifying the image content corresponding to each update timing in accordance with the determined performance content. The VDP reads image data from the character ROM according to the drawing list, and creates display data in the video RAM using the read image data. The VDP then outputs an image signal corresponding to the created display data to the image display device 63, causing the image display device 63 to display an image corresponding to the display data.
[0080] For the sake of convenience, in the following explanation, the MPU72, ROM73 and RAM74 of the main control device 70 will be referred to as the main MPU72, main ROM73 and main RAM74, respectively, and the MPU92, ROM93 and RAM94 of the performance control device 90 will be referred to as the performance MPU92, performance ROM93 and performance RAM94, respectively.
[0081] <Regarding various processes executed by the main MPU 72> 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.
[0082] In the main processing, an initialization process is first executed (step S101). In the initialization process, an interrupt by a timer interrupt process is permitted, and various initialization settings are made to the registers and I / O devices in the main MPU 72. Thereafter, it is determined whether the power is turned on with the setting key inserted into the setting key insertion hole 57 and turned on (step S102). If the power is turned on with the setting key turned on (step S102: YES), and if the reset button 56 was not pressed when the power was turned on (step S103: NO), a partial clear process is executed (step S104), and then a setting value update process is executed (step S106). On the other hand, if the reset button 56 was pressed when the power was turned on (step S103: YES), then a full clear process is executed (step S105), and then a setting value update process is executed (step S106). In the full clear process (step S105), all areas of the main RAM 74 are initialized, whereas in the partial clear process (step S104), areas other than the area in the main RAM 74 where BB winning data is stored, the area where RB winning data is stored, the area where information indicating that the BB state is stored, and the area where information indicating that the RB state is stored are initialized.
[0083] In the setting value update process, the current setting value is read and displayed on the credit display unit 65 on the condition that the setting key is inserted and turned ON. When the setting value update process is executed, either the partial clear process (step S104) or the full clear process (step S105) has been executed beforehand. Therefore, when the setting value update process starts, the credit display unit 65 displays a message indicating that the setting value is "1." In the setting value update process, the setting value is updated by 1 each time the reset button 56 is operated, and the updated setting value is displayed on the credit display unit 65. Note that if the reset button 56 is operated when the setting value is "6," the setting value is updated to "1." If the ON operation of the setting key is released after the start lever 41 is operated, the setting value selected at that time becomes the setting value set in this setting value update process, and the setting value update process ends. In this case, the display of the setting value on the credit display unit 65 ends. Thereafter, the process proceeds to normal processing (step S107). The normal processing will be described in detail later.
[0084] If the setting key has not been turned ON during the main processing (step S102: NO), power restoration processing is executed from step S108 onward. The power restoration processing is a process for restoring the state of the slot machine 10 to the state before the power was cut off. In the power restoration processing, the main RAM 74 is checked to determine whether the setting value of the slot machine 10 is normal (step S108). Specifically, if the setting value is any of "1" to "6," it is determined to be normal, and if it is "0" or "7" or greater, it is determined to be abnormal. If the setting value is normal, it is determined whether the power outage flag is set to "1" (step S109). The power outage flag is provided in the main RAM 74, and if the supply of operating power to the main MPU 72 is stopped and a predetermined power outage processing is executed normally, the power outage flag is set to "1." If the power outage flag is set to "1," it is determined whether the RAM determination value is normal (step S110). Specifically, the checksum value of the main RAM 74 is checked to determine whether the value is normal.
[0085] If all of steps S108 to S110 return a positive determination, this means that the power failure processing during the previous power outage was executed normally. In this case, the value of the stack pointer saved in the main RAM 74 is written to the stack pointer of the main MPU 72, and the data saved in the main RAM 74 is restored to the register of the main MPU 72, thereby restoring the state of the register of the main MPU 72 to the state before the power was interrupted (step S111). In addition, the power failure flag of the main RAM 74 is cleared to "0" (step S112). Thereafter, a power recovery command is sent to the production MPU 92 to acknowledge the execution of the power recovery processing (step S113), and the address before the power was interrupted is returned to (step S114).
[0086] On the other hand, if a negative determination is made in any of steps S108 to S110, an operation prohibition process is executed. In the operation prohibition process, execution of the next timer interrupt process (FIG. 12) is prohibited (step S115), all output ports of the main MPU 72 are cleared to "0" to turn off all actuators connected to those output ports (step S116), and an error notification process is executed to notify the hall manager or the like of the occurrence of an error (step S117). This then becomes an infinite loop. The operation prohibition process is released by executing a partial clear process (step S104) or a full clear process (step S105).
[0087] Next, the timer interrupt process executed by the main MPU 72 will be described with reference to the flowchart of Fig. 12. The timer interrupt process is started, for example, every 1.49 milliseconds.
[0088] In the register save process (step S201), the values of all registers in the main MPU 72 that are used in the normal process described below are saved to the main RAM 74. In step S202, it is confirmed whether the power outage flag is set to "1", and if the power outage flag is set to "1", the process proceeds to step S203, where power outage processing is executed.
[0089] The power outage flag is set when a power outage signal from the power outage monitoring circuit of the power supply device 54 is input to the main MPU 72. In the power outage processing, first, it is determined whether command transmission has finished. If transmission has not finished, this processing is terminated, and the process returns to timer interrupt processing, terminating command transmission. If command transmission has finished, the value of the stack pointer of the main MPU 72 is saved in the main RAM 74. Thereafter, the output status of the output port of the main MPU 72 is cleared, and all actuators (not shown) are turned off. Then, when the power outage is resolved, a judgment value is calculated to determine whether the data in the main RAM 74 is normal and saved in the main RAM 74, and further RAM access is prohibited. After the above processing is performed, an infinite loop is entered in preparation for a complete power outage, which would prevent processing from being executed.
[0090] If the power outage flag is not set to "1" in step S202, various processes from step S204 onwards are carried out. In step S204, a watchdog timer clear process is carried out to initialize the value of the watchdog timer, which is used to monitor for malfunctions. In step S205, an interrupt end declaration process is carried out to enable 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 33 provided on each of the reels 32L, 32M, and 32R to rotate these reels 32L, 32M, and 32R.
[0091] In step S207, the status of various sensors connected to the input ports is read, and a sensor monitoring process is performed to monitor whether the read results are normal. In step S208, a timer subtraction process is performed to subtract values from each counter and timer. In step S209, a counter process is performed to output the 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, a bet display control process is performed to control the light emission of the main bet display unit 64. In step S213, the values of each register saved in the main RAM 74 in the previous step S201 are restored to the corresponding register in the main MPU 72.
[0092] In step S214, a management process is executed to manage the game history and display the details corresponding to the management results on the dual-purpose display unit 66. Specifically, the ratio of the total number of games in the second interval to the total number of games is calculated. Furthermore, provided that the reset button 56 is operated when no games are being played, the ratio of the most recent calculation result is displayed on the dual-purpose display unit 66. In this case, the calculation of the ratio of the total number of games in the second interval to the total number of games may be performed for each set value. In this configuration, even if the set value is changed, the calculation may continue without initializing the ratio information performed for each set value. Thereafter, in step S215, an interrupt permission process is performed to permit the next timer interrupt, and this series of timer interrupt processes is terminated.
[0093] Next, the normal processing executed by the main MPU 72 will be described with reference to the flowchart of FIG.
[0094] First, an interrupt permission process is performed to permit the next timer interrupt (step S301). After that, a start waiting process is performed (step S302). Figure 14 is a flowchart showing the start waiting process.
[0095] First, it is determined whether the value of the bet number setting counter 74a (see FIG. 10) provided in the main RAM 74 is the bet upper limit number (step S401). The bet number setting counter 74a is a counter that allows the main MPU 72 to specify the number of bets on the game to be executed. The bet upper limit number is "3". If a negative determination is made in step S401, it is determined whether the credit insertion button 47 has been operated in a situation where the value of the credit counter 74b provided in the main RAM 74 is 1 or more (step S402). The credit counter 74b is a counter that allows the main MPU 72 to specify the number of virtual game media stored.
[0096] If the determination in step S402 is affirmative, a bet setting process is executed (step S403). In the bet setting process, when the credit insertion button 47 is operated in a situation where the value of the bet number setting counter 74a is "0" and the value of the credit counter 74b is 3 or more, the value of the bet number setting counter 74a is incremented by 3 instead of decrementing 3 from the value of the credit counter 74b. Also, when the credit insertion button 47 is operated in a situation where the value of the bet number setting counter 74a is "1" and the value of the credit counter 74b is 2 or more, the value of the bet number setting counter 74a is incremented by 2 instead of decrementing 2 from the value of the credit counter 74b. Also, when the credit insertion button 47 is operated in a situation where the value of the bet number setting counter 74a is "2" and the value of the credit counter 74b is 1 or more, the value of the bet number setting counter 74a is incremented by 1 instead of decrementing 1 from the value of the credit counter 74b. Furthermore, when the credit insertion button 47 is operated while the value of the credit counter 74b is smaller than the difference between the value of the bet number setting counter 74a and the upper limit number of bets, the credit counter 74b is cleared to "0" instead of adding the value of the credit counter 74b to the value of the bet number setting counter 74a.
[0097] Thereafter, a bet setting command is sent to the production-side MPU 92 (step S404). The bet setting command includes information corresponding to the value of the bet number setting counter 74a after being updated by the current bet setting process (step S403). In other words, the bet setting command includes information on the current bet number. This allows the production-side MPU 92 to specify the new bet number if the bet number has changed.
[0098] If a positive determination is made in step S401, a negative determination is made in step S402, or the processing of step S404 is executed, it is determined whether or not one medal has been detected by the inserted medal detection sensor 45a due to the insertion of a medal into the medal insertion slot 45 (step S405). If a positive determination is made in step S405 and the value of the bet number setting counter 74a in the main RAM 74 is less than the upper limit number of bets (step S406: NO), the value of the bet number setting counter 74a is incremented by 1 (step S407), and a bet setting command is sent to the production-side MPU 92 (step S408). The bet setting command includes information corresponding to the value of the bet number setting counter 74a after being updated in step S407. In other words, the bet setting command includes information on the current number of bets. As a result, if the number of bets has changed, the production-side MPU 92 can identify the new number of bets. If the value of the bet number setting counter 74a is equal to the bet upper limit number (step S406: YES), the value of the credit counter 74b in the main RAM 74 is incremented by 1 (step S409), and a credit increase command is sent to the production side MPU 92 (step S410). The credit increase command does not include information indicating the value of the credit counter 74b.
[0099] When the processing of step S408 or step S410 is executed, on the condition that the value of the bet number setting counter 74a is the upper limit bet number and the value of the credit counter 74b is the upper limit accumulated memory number (specifically, "50") (step S411: YES), an acceptance prohibition process is executed (step S412). 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.
[0100] If a negative determination is made in step S405, if a negative determination is made in step S411, or if the processing of step S412 is executed, on the condition that the value of the bet number setting counter 74a is "3" (step S413: YES), the bet setting flag at the time of acceptance provided in the main RAM 74 is set to "1" (step S414). The bet setting flag at the time of acceptance is a flag for the main MPU 72 to identify whether or not a sufficient number of gaming media has been bet to start one game. Thereafter, a process of turning off the credit insertion button 47 is executed (step S415). A light-emitting element (not shown) is provided on the back side of the credit insertion button 47, and the light-emitting element is turned on when a game is not being executed and the value of the bet number setting counter 74a is less than the bet upper limit of "3", and the light-emitting element is turned off when a game is being executed or the value of the bet number setting counter 74a is the bet upper limit of "3". Execution of the process of step S415 changes the credit insertion button 47 from a lit state to an unlit state. This notifies the player that further betting of gaming media is not possible. Note that even in a situation where no game is being executed and the value of the bet number setting counter 74a is less than the upper bet limit of "3", the credit insertion button 47 may be configured to be unlit if the value of the credit counter 74b is "0".
[0101] If a negative determination is made in step S413 or if the processing of step S415 is executed, it is determined whether or not the settlement button 51 has been operated (step S416). If the settlement button 51 has been operated (step S416: YES), it is determined whether or not the replay bet setting flag provided in the master RAM 74 is set to "1" (step S417). The replay bet setting flag is a flag that allows the master MPU 72 to determine whether or not the same number of bets as the previous bet number have already been set when any replay winning has been achieved in the previous game.
[0102] If a negative determination is made in step S417, a settlement process is executed (step S418). In the settlement process, the hopper device 53 is controlled and driven so that the number of medals corresponding to the sum of the value of the bet number setting counter 74a and the value of the credit counter 74b are discharged into the medal tray 59. In this case, the bet number setting counter 74a is cleared to "0", and the credit counter 74b is also cleared to "0". Thereafter, the bet setting completion flag at the time of acceptance in the main RAM 74 is cleared to "0" (step S419). In addition, a settlement command is sent to the production side MPU 92 (step S420). Upon receiving the settlement command, the production side MPU 92 executes processing corresponding to the execution of the settlement process.
[0103] If a negative determination is made in step S416, if an affirmative determination is made in step S417, or if the processing of step S420 is executed, a pseudo bet handling process is executed (step S421). The pseudo bet handling process will be described in detail later.
[0104] Returning to the explanation of the normal processing (FIG. 13), after executing the start waiting processing in step S302, it is determined whether or not "1" has been set in either the bet set flag at replay time or the bet set flag at acceptance time in the main RAM 74 (step S303). If a negative determination is made in step S303, the process returns to step S302. If a positive determination is made in step S303, it is determined whether or not the start lever 41 has been operated (step S304). If the start lever 41 has not been operated, the process returns to step S302.
[0105] When the start lever 41 is operated (step S304: YES), all of the main lines ML1 to ML5 are activated, and then the reception prohibition process is executed (step S305). By executing the reception prohibition process, even if a medal is inserted into the medal insertion slot 45, the medal is discharged into the medal tray 59 without being detected by the inserted medal detection sensor 45a.
[0106] Then, in step S306, a start setting process is executed to make various settings when the game starts, in step S307 a role lottery process is executed to draw the roles for this game, in steps S308 to S312 a freeze process is executed, in step S313 a reel control process is executed to drive and control each of the reels 32L, 32M, 32R in a manner corresponding to the result of the role lottery process for this game, and in step S314 a response process is executed at the end of the game to enable the setting of the game state and game area corresponding to the result of this game.
[0107] Thereafter, a medium providing process is executed (step S315). In the medium providing process, if a small win has been achieved in the current game, a process is executed to provide the player with a number of game media corresponding to the small win. Specifically, when virtual medals are to be provided, a value corresponding to the current small win is added to the credit counter 74b of the main RAM 74, and if the value of the credit counter 74b has reached the upper limit of the stored memory number, the hopper device 53 is driven and controlled so that medals exceeding the upper limit of the stored memory number are paid out to the medal tray 59. Furthermore, in the medium providing process, the display of the dual-purpose display unit 66 is controlled so that a display corresponding to the number of game media to be 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.
[0108] Then, in steps S316 and S317, a freeze process is executed, in step S318 an external output setting process is executed to output the status of the slot machine 10 to the gaming hall's management computer, and in step S319 a game end setting process is executed to set various settings at the end of the game. Then, an acceptance permission process is executed (step S320). By executing the acceptance permission process, medals inserted through the medal insertion slot 45 are detected by the inserted medal detection sensor 45a and then collected by the hopper device 53. However, if a replay win is achieved in a game and the value of the credit counter 74b in the main RAM 74 is the upper limit of the accumulated memory number, the acceptance permission process is not executed, and the state in which medals inserted through the medal insertion slot 45 are discharged into the medal tray 59 without being detected by the inserted medal detection sensor 45a is maintained.
[0109] <Role selection process> Next, the lottery process for the winning combination executed in step S307 of the normal process (FIG. 13) will be described with reference to the flowchart of FIG.
[0110] First, a random number to be used in determining whether a winning combination has been achieved is obtained (step S501). In this slot machine 10, when the start lever 41 is operated, the random number at that time is latched from the random number circuit 75. The random number circuit 75 generates a random number between "0" and "65535." When the main MPU 72 confirms the operation of the start lever 41, it stores the value latched by the random number circuit 75 in the main RAM 74. This configuration makes it possible to quickly obtain a random number when the start lever 41 is operated, thereby avoiding problems such as synchronization. The random number circuit 75 is configured to latch the value of the free-running counter each time the start lever 41 is operated.
[0111] 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 S502). The slot machine 10 is provided with six preset values, from "1" to "6." By inserting a setting key into the setting key insertion hole 57, turning it ON, and performing a predetermined operation, the player can select the winning probability corresponding to the preset value for the winning combination lottery process. A setting value of "n+1" provides a more favorable winning probability for the player than "n." Specifically, since the winning probability of a predetermined combination is higher for a setting value of "n+1" than for "n," a setting value of "n+1" is more favorable for the player than for "n." Furthermore, the game states include a non-bonus state (including a non-AT state and an AT state), a BB state, a RB state, and an RT state (including a non-AT state and an AT state). The RT state is a game state in which the probability of winning a replay combination is higher than in other game states. In addition, if a replay role is won, a replay win is surely established, so the RT state is also a gaming state in which the probability of a replay win being established is higher than in other gaming states. In step S502, a lottery table corresponding to the combination of the current set value and the current gaming state is selected.
[0112] Taking the case where the setting value is "3" as an example, the lottery table in a state that is neither the BB state nor the RB state will be explained. Figure 16 is an explanatory diagram for explaining the role lottery table in a non-bonus state that is neither the BB state, the RB state nor the RT state, and Figure 17 is an explanatory diagram for explaining the role lottery table in the RT state. In the following explanation, the explanatory diagram in Figure 18 will be referred to as appropriate.
[0113] In the role selection table, index values IV are set as shown in Figures 16 and 17, regardless of whether the player is in a non-bonus state or an RT state. Each index value IV is associated with winning data (i.e., a role) that will result in a win, and a point value PV is set. The point value PV determines the winning probability of the corresponding index value IV in relation to the maximum value ("65535") of the random number circuit 75. In addition, the number of index values IV is the same in both a non-bonus state and an RT state, and the type of winning data set for each index value IV is also the same in both a non-bonus state and an RT state.
[0114] Specifically, the index values IV=1 to 6 are set with the first bell winning data and one of the first to sixth supplementary winning data. When a win occurs with index value IV=1, if the first stop (the reel on which the stop command was first issued) is the left reel 32L, the second stop (the reel on which the stop command was second issued) is the center reel 32M, and the third stop (the reel on which the stop command was last issued) is the right reel 32R, as shown in FIG. 18, the first bell winning is surely achieved regardless of the timing of operation of the stop buttons 42 to 44; otherwise, the first supplementary winning may be achieved. When a win occurs with index value IV=2, if the first stop is the left reel 32L, the second stop is the right reel 32R, and the third stop is the center reel 32M, the first bell winning is surely achieved regardless of the timing of operation of the stop buttons 42 to 44; otherwise, the fourth supplementary winning may be achieved. If the winning combination is an index value IV = 3, and the first stop is the center reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R, the first bell win is guaranteed regardless of the timing of the operation of the stop buttons 42-44; otherwise, the third supplementary win may be achieved. If the winning combination is an index value IV = 4, and the first stop is the center reel 32M, the second stop is the right reel 32R, and the third stop is the left reel 32L, the first bell win is guaranteed regardless of the timing of the operation of the stop buttons 42-44; otherwise, the sixth supplementary win may be achieved. If the winning combination is an index value IV = 5, and the first stop is the right reel 32R, the second stop is the left reel 32L, and the third stop is the center reel 32M, the first bell win is guaranteed regardless of the timing of the operation of the stop buttons 42-44; otherwise, the second supplementary win may be achieved. If a win occurs with index value IV=6, and the first stop is the right reel 32R, the second stop is the middle reel 32M, and the third stop is the left reel 32L, the first bell win will be achieved regardless of the timing of operation of each stop button 42 to 44, and in any other cases the fifth supplementary win may be achieved.
[0115] In the slot machine 10, reel control is performed on each reel 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 reel 32L, 32M, and 32R, allowing the reel 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 the achievement of a winning combination corresponding to a non-winning symbol. 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 reel 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 lines ML1-ML5 (this phenomenon is also known as a "missed win"). The first bell win, second bell win and various replay wins are winning patterns that will not result in a miss if reels 32L, 32M, 32R are stopped in the corresponding order, while the first to ninth supplementary wins, first watermelon win, second watermelon win, cherry win, BB win and RB win are winning patterns that may result in a miss depending on the timing of the stop operation of stop buttons 42 to 44 relative to the rotation position of reels 32L, 32M, 32R.
[0116] The index values IV=7 to 9 are set with the second bell winning data and with one of the seventh to ninth supplementary winning data. When the index value IV=7 is won, as shown in FIG. 18, if the first stop is the left reel 32L, the second bell winning is surely achieved regardless of the type of the second and third stop target reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44. In other cases, the seventh supplementary winning may be achieved. When the index value IV=8 is won, if the first stop is the center reel 32M, the second bell winning is surely achieved regardless of the type of the second and third stop target reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44. In other cases, the ninth supplementary winning may be achieved. If the index value IV=9 is a win, and the first stop is the right reel 32R, the second bell win will be achieved regardless of the type of the second and third stop targets, reels 32L, 32M, 32R, and the operation timing of each stop button 42 to 44; in all other cases, the eighth supplementary win may be achieved.
[0117] As shown in FIGS. 16 and 17, the index value IV=10 is set with the first bell winning data and the special bell winning data. When the index value IV=10 is won, as shown in FIG. 18, if the first stop is the left reel 32L, the first bell winning is achieved regardless of the type of the second and third stop target reels 32L, 32M, and 32R and the timing of operation of the stop buttons 42-44. On the other hand, if the first stop is either the center reel 32M or the right reel 32R, the special bell winning can be achieved regardless of the type of the second and third stop target reels 32L, 32M, and 32R. However, the special bell winning is not achieved depending on the timing of operation of the stop buttons 42-44 relative to the rotation positions of the reels 32L, 32M, and 32R. In this case, the first bell winning is achieved regardless of the type of the second and third stop target reels 32L, 32M, and 32R and the timing of operation of the stop buttons 42-44. In other words, if a win occurs with index value IV=10 and the middle reel 32M or right reel 32R stops as the first stop, the special bell win takes priority, and if the special bell win cannot be achieved in relation to the operation timing of each stop button 42 to 44, the first bell win will definitely be achieved.
[0118] As shown in FIGS. 16 and 17, only the first watermelon winning data is set for index value IV=11. When a win occurs with index value IV=11, the first watermelon winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in FIG. 18. However, depending on the operation timing of the stop buttons 42 to 44, the first watermelon winning may not be achieved. As shown in FIGS. 16 and 17, only the second watermelon winning data is set for index value IV=12. When a win occurs with index value IV=12, the second watermelon winning may be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in FIG. 18. However, depending on the operation timing of the stop buttons 42 to 44, the second watermelon winning may not be achieved.
[0119] As shown in Figures 16 and 17, only cherry winning data is set for index value IV=13. When a win occurs with index value IV=13, a cherry winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in Figure 18. However, depending on the operation timing of the left stop button 42 relative to the rotation position of the left reel 32L, the cherry winning may not be achieved.
[0120] As shown in Figures 16 and 17, only the first chance replay winning data is set for index value IV=14. When a win occurs with index value IV=14, the first chance replay winning is surely achieved regardless of the stopping order of reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44, as shown in Figure 18. Also, as shown in Figures 16 and 17, only the second chance replay winning data is set for index value IV=15. When a win occurs with index value IV=15, the second chance replay winning is surely achieved regardless of the stopping order of reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44, as shown in Figure 18.
[0121] As shown in FIGS. 16 and 17, index value IV=16 is set with normal replay winning data and special replay winning data. When a win occurs with index value IV=16, as shown in FIG. 18, if the first stop is the left reel 32L, a normal replay win is guaranteed regardless of the types of the second and third stop targets (reels 32L, 32M, and 32R) and the operation timing of each stop button 42-44. On the other hand, if the first stop is either the center reel 32M or the right reel 32R, a special replay win can be guaranteed regardless of the types of the second and third stop targets (reels 32L, 32M, and 32R). However, a special replay win may not be won depending on the operation timing of the left stop button 42 relative to the spin position of the left reel 32L. If the left stop button 42 is operated at a timing that would not result in a special replay win, a normal replay win is guaranteed. In other words, if a win occurs with index value IV=16 and the middle reel 32M or right reel 32R stops as the first stop, the special replay win takes priority, and if the special replay win cannot be achieved in relation to the timing of operation of the left stop button 42, the normal replay win will be achieved with certainty.
[0122] Only normal replay winning data is set for index value IV=17, as shown in Figures 16 and 17. If a win occurs with index value IV=17, a normal replay winning is definitely 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 Figure 18.
[0123] As shown in Figures 16 and 17, cherry winning data and BB winning data are set for index value IV=18. When a win occurs with index value IV=18, as shown in Figure 18, a cherry winning or a BB winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R. When a win occurs with index value IV=18, a BB winning takes priority regardless of the stopping order of the reels 32L, 32M, and 32R, and a cherry winning takes priority when the stop buttons 42 to 44 are operated at a time when a BB winning cannot be achieved. However, depending on the operation timing of each stop button 42 to 44, there is a possibility that neither a cherry winning nor a BB winning will be achieved. However, this is not limited to this, and if a win occurs with index value IV=18, priority will be given to the establishment of a cherry win regardless of the stopping order of reels 32L, 32M, and 32R, and if stop buttons 42 to 44 are operated at a time when a cherry win cannot be established, priority will be given to the establishment of a BB win.
[0124] As shown in Figures 16 and 17, only BB winning data is set for index value IV=19. If a win occurs with index value IV=19, BB winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in Figure 18. However, depending on the operation timing of each stop button 42 to 44, BB winning may not be achieved.
[0125] As shown in Figures 16 and 17, cherry winning data and RB winning data are set for index value IV=20. When a win occurs with index value IV=20, cherry winning or RB winning can occur regardless of the stopping order of reels 32L, 32M, and 32R, as shown in Figure 18. When a win occurs with index value IV=20, RB winning takes priority regardless of the stopping order of reels 32L, 32M, and 32R, and cherry winning takes priority when stop buttons 42 to 44 are operated at a time when RB winning is not possible. However, depending on the operation timing of each stop button 42 to 44, there is a possibility that neither cherry winning nor RB winning will occur. However, this is not limited to this, and if a win occurs with index value IV=20, priority will be given to the establishment of a cherry win regardless of the stopping order of reels 32L, 32M, and 32R, and if stop buttons 42 to 44 are operated at a time when a cherry win cannot be established, priority will be given to the establishment of an RB win.
[0126] As shown in Figures 16 and 17, only RB winning data is set for index value IV=21. If a win occurs with index value IV=21, RB winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in Figure 18. However, depending on the operation timing of each stop button 42 to 44, RB winning may not be achieved.
[0127] Here, winning data other than the BB winning data and the RB winning data is erased in the game in which a win occurs regardless of whether the corresponding winning event is achieved or not, and is not carried over to games following the game in which the win occurs. In contrast, the BB winning data and the RB winning data are stored and maintained until the corresponding winning event is achieved, even in games following the game in which a win occurs, except when the main RAM 74 is completely cleared (step S105). In this case, even in a game in which either the BB winning data or the RB winning data is carried over, the index values IV (specifically, index values IV = 18 to 21) corresponding to the BB winning data and the RB winning data are subject to lottery, but even if the index value IV is won, the BB winning data and the RB winning data corresponding to the winning index value IV are not newly stored in the main RAM 74. This makes it possible to prevent the BB winning data and the RB winning data from being accumulated and stored.
[0128] The probability of winning when the index value IV is 1 to 15, 18 to 21 is the same when the role selection table for the non-bonus state in Fig. 16 is selected and when the role selection table for the RT state in Fig. 17 is selected. Specifically, the probability of winning when the index value IV is 1, the probability of winning when the index value IV is 2, the probability of winning when the index value IV is 3, the probability of winning when the index value IV is 4, the probability of winning when the index value IV is 5, the probability of winning when the index value IV is 6, the probability of winning when the index value IV is 7, the probability of winning when the index value IV is 8, and the probability of winning when the index value IV is 9 are each approximately 1 / 21.8. Furthermore, the probability of winning when the index value IV = 10 is approximately 1 / 728, the probability of winning when the index value IV = 11 is approximately 1 / 164, the probability of winning when the index value IV = 12 is approximately 1 / 146, the probability of winning when the index value IV = 13 is approximately 1 / 423, the probability of winning when the index value IV = 14 is approximately 1 / 328, and the probability of winning when the index value IV = 15 is approximately 1 / 164. Furthermore, the probability of winning when the index value IV = 18 is approximately 1 / 437, the probability of winning when the index value IV = 19 is approximately 1 / 437, the probability of winning when the index value IV = 20 is approximately 1 / 655, and the probability of winning when the index value IV = 21 is approximately 1 / 655.
[0129] On the other hand, the probability of winning when the index value IV=16 or 17 is 16 or 17 is higher when the RT state lottery table in FIG. 17 is selected than when the non-bonus state lottery table in FIG. 16 is selected. Specifically, the probability of winning when the index value IV=16 is 16 is approximately 1 / 21.8 when the non-bonus state lottery table in FIG. 16 is selected, but is approximately 1 / 6.55 when the RT state lottery table in FIG. 17 is selected. Also, the probability of winning when the index value IV=17 is 17 is approximately 1 / 10.9 when the non-bonus state lottery table in FIG. 16 is selected, but is approximately 1 / 3.28 when the RT state lottery table in FIG. 17 is selected. The above-described tendency in winning probability is not limited to when the setting value is "3," and is similar for other setting values.
[0130] Returning to the explanation of the lottery process for winning combinations (FIG. 15), after selecting a lottery table in step S502, the index value IV is set to 1 (step S503), and then a judgment value DV used when determining whether a combination has been won or lost is set (step S504). In this judgment value setting process, a point value PV corresponding to the current index value IV is added to the current judgment value DV to set a new judgment value DV. Note that in the initial judgment value setting process, the value of the random number acquired in step S501 is set as the current judgment value DV, and the point value PV corresponding to the current index value IV (index value IV=1) is added to this random number value to set a new judgment value DV.
[0131] Thereafter, a win / loss determination is made for the combination corresponding to the index value IV (step S505). In the combination win / loss determination, it is determined whether the determination value DV exceeds "65535". If it exceeds "65535" (step S505: YES), a winning data acquisition process is executed to set the winning data corresponding to the index value IV at that time in the main RAM 74 (step S506).
[0132] If the judgment value DV does not exceed "65535" (step S505: NO), it means that the hand corresponding to the index value IV has not been obtained. In such a case, after incrementing the index value IV by 1 (step S507), it is determined whether or not there is a hand corresponding to the index value IV, i.e., whether or not there is a target for judgment of whether or not there is a winning combination (step S508). Specifically, it is determined whether or not the index value IV incremented by 1 exceeds the maximum value of the index value IV set in the lottery table. If there is a target for judgment of whether or not there is a winning combination, the process returns to step S504, and the judgment of whether or not the hand is a winning combination continues. At this time, in step S504, the point value PV corresponding to the current index value IV is added to the judgment value DV used for judgment of whether or not the previous hand is a winning combination (i.e., the current judgment value DV) to obtain a new judgment value DV, and in step S505, the winning combination is judged based on the judgment value DV.
[0133] When the process of step S506 is executed, or when a negative determination is made in step S508, it means that the determination of the winning or losing combination has been completed. In this case, a first stop information setting process is performed to set stop information for reel stop control (step S509). Thereafter, an advantageous lottery process at the start of the game is executed in step S510, a first control process for the game zone is executed in step S511, and a stop order notification control process is executed in step S512. The process contents of these steps S510 to S512 will be explained in detail later.
[0134] Thereafter, a process for transmitting a game start command is executed (step S513). In this transmission process, if any of the winning roles has been obtained in the current role lottery process (FIG. 15), information corresponding to the winning role, information corresponding to the current game state, and information corresponding to the processing results of steps S510 and S511 are set in a game start command, and the game start command is transmitted to the production-side MPU 92. The game start command is a command for making the production-side MPU 92 recognize that a new game has started, and is a command for making the production-side MPU 92 recognize various information determined by the main-side MPU 72.
[0135] When the production-side MPU 92 receives a game start command, it ascertains various information about the current game from the game start command. The production-side MPU 92 then determines the content of the effects in accordance with the various information it has ascertained. The production-side MPU 92 then reads a data table corresponding to the determined content of the effects from the production-side ROM 93 into the production-side RAM 94, and executes light emission control of the upper lamp 61, sound output control of the speaker 62, and display control of the image display device 63 according to the read data table.
[0136] FIG. 19 is a flowchart showing the winning data acquisition process executed in step S506.
[0137] It is determined whether or not any of the index values IV = 18 to 21 has been won in the lottery process for the current winning combination (step S601). If the determination is negative in step S601, the winning data set corresponding to the currently winning index value IV is stored in the main RAM 74 (step S608). If any of the index values IV = 18 to 21 has been won in the lottery process for the current winning combination (step S601: YES), it is determined whether or not the BB winning data or the RB winning data has already been stored in the main RAM 74 (step S602).
[0138] If both the BB winning data and the RB winning data are not stored in the main RAM 74 (step S602: NO), and if the index value IV=18 or 19 is won (step S603: YES), the BB winning data is stored in the main RAM 74 (step S604), and if the index value IV=20 or 21 is won (step S603: NO), the RB winning data is stored in the main RAM 74 (step S605). Then, if the processing of step S604 or step S605 is executed and the index value IV=18 or 20 is won (step S606: YES), the cherry winning data is further stored in the main RAM 74 (step S607). As a result, in a situation where both the BB winning data and the RB winning data are not stored in the main RAM 74, if the index value IV=18 is won, both the cherry winning data and the BB winning data are stored in the main RAM 74, if the index value IV=19 is won, the BB winning data is stored in the main RAM 74, if the index value IV=20 is won, both the cherry winning data and the RB winning data are stored in the main RAM 74, and if the index value IV=21 is won, the RB winning data is stored in the main RAM 74.
[0139] On the other hand, if either the BB winning data or the RB winning data is stored in the main RAM 74 (step S602: YES), the processes of steps S603 to S605 are not executed. Then, if a win occurs with index value IV=18 or 20 (step S606: YES), cherry winning data is stored in the main RAM 74 (step S607). As a result, in a situation where either the BB winning data or the RB winning data is stored in the main RAM 74, even if a win occurs with index value IV=18 to 21, the BB winning data or the RB winning data is not newly stored in the main RAM 74 in response to the win. However, since not only the BB winning data but also the cherry winning data is set for index value IV=18, and not only the RB winning data but also the cherry winning data is set for index value IV=20, when a win occurs with index value IV=18 or 20, the cherry winning data is stored in the main RAM 74 even if either the BB winning data or the RB winning data is already stored in the main RAM 74.
[0140] As described above, when either the BB winning data or the RB winning data is stored in the main RAM 74, even if a win occurs with an index value IV of 18 to 21, the program is set to prevent new BB winning data or RB winning data from being stored in the main RAM 74 in response to the win, and this makes it possible to prevent the BB winning data and the RB winning data from being cumulatively stored in the main RAM 74 without changing the type of role lottery table depending on whether either the BB winning data or the RB winning data is stored in the main RAM 74. By not changing the type of role lottery table depending on whether either the BB winning data or the RB winning data is stored in the main RAM 74, there is no need to prepare a role lottery table depending on whether the winning data is stored, and this makes it possible to reduce the storage capacity required to store the role lottery table.
[0141] When either the BB winning data or the RB winning data is stored in the main RAM 74, even if a win occurs with an index value IV=18 to 21, and the BB winning data or the RB winning data is not newly stored in the main RAM 74 as a result of the win, if a win occurs with index value IV=18 or 20 in a situation where either the BB winning data or the RB winning data is stored in the main RAM 74, the cherry winning data is stored in the main RAM 74. This allows the cherry winning data to be selectively stored, and it becomes possible to prevent the probability of cherry winning data being stored from fluctuating depending on whether or not either the BB winning data or the RB winning data is stored in the main RAM 74.
[0142] <Reel control processing> Next, the reel control process executed in step S313 of the normal process (FIG. 13) will be described. Prior to the description of the reel control process, the stepping motor 33 for rotating the reels 32L, 32M, and 32R will be described in more detail.
[0143] Fig. 20(a) is a connection diagram showing the drive system of the stepping motor 33, and Fig. 20(b) is a diagram showing the drive characteristics of the stepping motor 33. Fig. 21 is an explanatory diagram for explaining the contents of phase excitation.
[0144] A hybrid (HB) type two-phase stepping motor is used as the stepping motor 33. Note that the stepping motor is not limited to the hybrid type, and various other stepping motors can be used.
[0145] As shown in Fig. 20(a), the hybrid stepping motor 33 includes a rotor 85 disposed in the center and a stator 86 having first to fourth poles 86a to 86d disposed around the rotor 85. The rotor 85 is composed of a front rotor 85a magnetized to an N pole and a rear rotor 85b magnetized to an S pole, and is attached to a rotating shaft with the front rotor 85a and the rear rotor 85b relatively shifted by 1 / 2 pitch so that the teeth on the periphery of the front rotor 85a are positioned between the teeth on the periphery of the rear rotor 85b. A cylindrical magnet (not shown) is attached between the front rotor 85a and the rear rotor 85b.
[0146] 20(b), excitation coils L0 and L2 are bifilar wound around the first pole 86a and the third pole 86c, with the winding end of excitation coil L0 connected to the winding start end of excitation coil L2, and a predetermined DC power supply +B (for example, +24 volts) is applied to this connection. Similarly, excitation coils L1 and L3 are bifilar wound around the second pole 86b and the fourth pole 86d, with the winding end of excitation coil L1 connected to the winding start end of excitation coil L3, and the DC power supply +B is applied to this connection.
[0147] The phase in which an excitation signal is applied to the excitation coil L0 of the first pole 86a to excite the first pole 86a to a south pole and the third pole 86c 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 86c to excite the first pole 86a to a north pole and the third pole 86c 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 86b to excite the second pole 86b to a south pole and the fourth pole 86d 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 86d to excite the second pole 86b to a north pole and the fourth pole 86d to a south pole is called the inverted B-phase.
[0148] An excitation signal for the stepping motor 33 is given as excitation data to a motor driver 87 shown in Fig. 20(b). This excitation data is stored in the main RAM 74, and appropriate excitation data is output by timer interrupt processing. The excitation data determines the excitation phase for the stepping motor 33, and an excitation signal (current) is applied to that excitation phase.
[0149] When the stepping motor 33 is a one-phase excitation drive type, the rotor 85 can be rotated clockwise or counterclockwise by sequentially applying excitation signals to phase A, phase B, reverse phase A, and reverse phase B. That is, for example, when current is first applied to phase A, the protrusion of first pole 86a, which has become an S pole, and the tooth of front rotor 85a, and the protrusion of third pole 86c, which has become an N pole, and the tooth of rear rotor 85b, are attracted to each other; when current is then applied to phase B, the protrusion of second pole 86b, which has become an S pole, and the tooth of front rotor 85a, and the protrusion of fourth pole 86d, which has become an N pole, and the tooth of rear rotor 85b, are attracted to each other; when current is then applied to reverse phase A, the protrusion of first pole 86a, which has become an N pole, and the tooth of rear rotor 85b, and the protrusion of third pole 86c, which has become an S pole, and the tooth of front rotor 85a, are attracted to each other; and when current is then applied to reverse phase B, the protrusion of second pole 86b, which has become an N pole, and the tooth of rear rotor 85b, and the protrusion of fourth pole 86d, which has become an S pole, and the tooth of front rotor 85a, are attracted to each other; By exciting the rotors in this order, the rotor 85 rotates clockwise in FIG. 20(a).
[0150] In the slot machine 10, a 1-2 phase excitation drive is adopted 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 until they reach a constant speed, and during the period for maintaining the constant speed rotation. In the 1-2 phase excitation drive, excitation is performed according to the following excitation sequence (excitation order) of (1) to (8). 21, 1-2 phase excitation drive is a drive method in which (1) phase A is energized (1-phase excitation), (2) both phase A and phase B are energized (2-phase excitation), and so on, (3) phase B is energized, (4) both phase B and inverse A phase are energized, (5) inverse A phase is energized, (6) both inverse A phase and inverse B phase are energized, (7) inverse B phase is energized, (8) both inverse B phase and A phase are energized, and then returns to (1). In this embodiment, the reel makes one revolution by outputting 504 excitation signal pulses for switching the excitation phase. Therefore, the angle change based on one excitation signal pulse (i.e., one switching of the excitation phase), i.e., the angle change per step, is approximately 0.714°.
[0151] FIG. 22(a) is an explanatory diagram for explaining an acceleration table in which excitation patterns are set when starting the rotation of the reels 32L, 32M, and 32R.
[0152] As for the initial excitation phase during acceleration, one-phase excitation, which drives only a specific excitation phase, and two-phase excitation, which drives two specific excitation phases simultaneously, are possible. Although it depends on the size and inertia of the reel, in a typical slot machine, it is possible to accelerate the reel from an initial speed of zero even with one-phase excitation. However, because two-phase excitation has a greater rotational torque than one-phase excitation, two-phase excitation is preferable for initial excitation in order to obtain sufficient initial speed.
[0153] In the excitation pattern shown in Figure 22(a), two-phase excitation is set in synchronization with the interrupt timing every 1.49 milliseconds, and then this excitation state is maintained for 130 interrupts. Note that the two-phase excitation as initial excitation is selected from excitation order 2, excitation order 4, excitation order 6, and excitation order 8 shown in Figure 21, which corresponds to the excitation phase at the previous rotation stop.
[0154] After the two-phase excitation state is maintained for 130 interrupts of the timer interrupt process (FIG. 12), one- and two-phase excitations are alternately repeated. The phase excitation hold periods are finely controlled, as shown in FIG. 22(a), for the one-phase excitation hold period and the two-phase excitation hold period. Specifically, the hold periods are gradually shortened, with the one-phase excitation following the initial two-phase excitation being performed for eight interrupts of the timer interrupt process (FIG. 12), followed by the next two-phase excitation being performed for seven interrupts of the timer interrupt process (FIG. 12). Finally, one-phase excitation and two-phase excitation are alternately repeated at intervals of two interrupts of the timer interrupt process (FIG. 12), and finally, one-phase excitation is performed for two interrupts of the timer interrupt process (FIG. 12). Because the acceleration table ends with one-phase excitation, the first phase excitation type during the constant speed rotation period is two-phase excitation. In this way, by gradually shortening the hold period for each phase excitation as the rotation speed approaches constant speed, high-speed acceleration can be achieved in a short time, and a smooth transition to constant speed rotation is possible. During constant speed rotation, one-phase excitation and two-phase excitation are alternately repeated at intervals of one interrupt in the timer interrupt process (Figure 12).
[0155] Four-phase excitation is used to stop the stepping motor 33. In four-phase excitation, the A phase, reverse A phase, B phase, and reverse B phase are all excited. When two opposing phases are excited, the magnetic fluxes cancel each other out, but while the stepping motor 33 is rotating, a back electromotive force is generated by the induced voltage, and a torque is generated that is the difference between the currents flowing through the A phase and the reverse A phase, for example. Then, with four-phase excitation, this torque is generated between the two opposing phases. Therefore, it is possible to generate a braking force even with four-phase excitation. However, the braking force with four-phase excitation is smaller than with one-phase excitation.
[0156] A case where the stepping motor 33 is stopped using four-phase excitation will be described with reference to the explanatory diagram in Figure 22(b). Figure 22(b) is an explanatory diagram for explaining a stop table in which excitation patterns are set when stopping the rotation of the reels 32L, 32M, and 32R.
[0157] When the stepping motor 33 is stopped, as shown in FIG. 22(b), a stop command is issued in a situation where one-phase excitation and two-phase excitation are alternately repeated, thereby starting four-phase excitation. In this case, the timing at which four-phase excitation starts is determined to be the timing after two-phase excitation has been performed for one interrupt. This four-phase excitation continues for 100 interrupts (149 milliseconds). After four-phase excitation has been performed for 100 interrupts, one-phase excitation is performed for 34 interrupts (50.7 milliseconds), after which the one-phase excitation is terminated. The phase that is the target of this one-phase excitation is the one phase that corresponds to the position of the target stop angle.
[0158] As described above, by using four-phase excitation, which has the weakest braking force, when braking begins, the rotor 85 of the stepping motor 33 can be stopped smoothly. However, if four-phase excitation is performed due to a weak braking force, the rotor 85 will advance to a certain extent due to inertia from the timing at which four-phase excitation begins. The number of steps advanced by this inertia varies depending on the specifications of the reel unit 31, and although the number of steps can be determined to some extent at the design stage through experiments using the reel unit 31, it is not constant and some degree of variability may occur. In response to this, by performing four-phase excitation for a predetermined period and then performing one-phase excitation for a predetermined period targeting one phase corresponding to the target stop angle position, it is possible to achieve the designed stop position.
[0159] The rotational position of each reel 32L, 32M, and 32R is determined by the number of steps of the stepping motor 33. Specifically, as already explained, in the slot machine 10, 21 symbols are drawn on the belt of each reel 32L, 32M, and 32R, and the number of steps required for one rotation is 504. In this case, the number of steps required to switch from one symbol to the next at a predetermined position (the lower position of each reel 32L, 32M, and 32R within the range visible through the display window 21L, 21M, and 21R) (i.e., the number of steps assigned to each symbol) is fixed at 24. Therefore, the rotational position of each reel 32L, 32M, and 32R is determined based on the number of steps from the time when the sensor cut band 37 is detected by the reel index sensor 36 corresponding to each reel 32L, 32M, and 32R, i.e., the number of times a one-pulse excitation signal is output (i.e., the number of times the excitation phase is switched).
[0160] The reel control process will be described below with reference to the flowchart of FIG.
[0161] In the reel control process, it is first determined whether a predetermined start wait period (e.g., 4.1 seconds) has elapsed since the reels 32L, 32M, and 32R started spinning in the previous game (step S701). If the start wait period has not elapsed, the process waits in step S701 until the start wait period has elapsed. If the start wait period has elapsed, the process resets the start wait period for the next game (step S702), and sets the rotation start flag stored in the main RAM 74 to "1" (step S703). This starts acceleration of the stepping motor 33 in the stepping motor control process in step S206 of the timer interrupt process (FIG. 12), and each of the reels 32L, 32M, and 32R starts spinning.
[0162] Thereafter, it is determined whether any of the stop buttons 42 to 44 has been operated (step S704). If none of the stop buttons 42 to 44 has been operated, the process of step S704 is repeated until any of the stop buttons 42 to 44 is operated. If it is determined that any of the stop buttons 42 to 44 has been operated, it is determined whether or not "1" has been set to the valid period flag 102a to 102c (see FIG. 24) provided in the master RAM 74 that corresponds to the stop button 42 to 44 that has been operated this time (step S705). The valid period flags 102a to 102c are provided in one-to-one correspondence with each of the stop buttons 42 to 44 (i.e., each of the reels 32L, 32M, 32R). Each valid period flag 102a-102c is set to "1" when the corresponding reel 32L, 32M, 32R starts spinning, the acceleration period ends, and the reel starts spinning at a constant speed, and is cleared to "0" when the corresponding reel 32L, 32M, 32R stops spinning. In other words, when the valid period flag 102a-102c is set to "1," this corresponds to a situation in which operation of the stop button 42-44 for the corresponding reel 32L, 32M, 32R is enabled.
[0163] If the valid period flags 102a to 102c corresponding to the stop buttons 42 to 44 determined to have been operated in step S704 are not set to "1" (step S705: NO), the process returns to step S704. Therefore, even if the stop buttons 42 to 44 corresponding to the valid period flags 102a to 102c that are not set to "1" are operated, the operation is treated as invalid. If the valid period flags 102a to 102c corresponding to the stop buttons 42 to 44 determined to have been operated in step S704 are set to "1" (step S705: YES), this means that the operation of the stop buttons 42 to 44 is valid. Therefore, a process is executed to stop the reels 32L, 32M, and 32R corresponding to the stop buttons 42 to 44 that were operated this time.
[0164] Specifically, first, a button extinguishing process is executed (step S706). A light-emitting element (not shown) is provided on the back of each stop button 42-44. The light-emitting element is illuminated when the corresponding reel 32L, 32M, or 32R starts rotating at a constant speed and the operation of the corresponding stop button 42-44 is validated. The light-emitting element is extinguished when control for stopping the corresponding reel 32L, 32M, or 32R is initiated based on the operation of the corresponding stop button 42-44. In the button extinguishing process, the light-emitting elements corresponding to all stop buttons 42-44, including the stop button 42-44 currently operated, are extinguished. When stop control is initiated for one reel 32L, 32M, or 32R, operation of the stop buttons 42-44 corresponding to the other reels 32L, 32M, or 32R is invalidated regardless of whether the validity period flags 102a-102c are set to "1." In this case, when stop control is initiated for one of the reels 32L, 32M, and 32R, a button extinguishing process (step S706) is executed to turn off all of the stop buttons 42 to 44, including the stop buttons 42 to 44 corresponding to the currently spinning reels 32L, 32M, and 32R, thereby making it possible for the player to recognize that operation of the stop buttons 42 to 44 has been disabled. Note that, as will be described in detail later, when stop control for the reels 32L, 32M, and 32R for which a stop command has been issued is completed, if there are any reels 32L, 32M, and 32R for which a stop command has not yet been issued, the light-emitting portions of the stop buttons 42 to 44 corresponding to those reels 32L, 32M, and 32R for which a stop command has not yet been issued are turned on.
[0165] Then, a stop command is sent to the production-side MPU 92 (step S707). The stop command is a command for causing the production-side MPU 92 to recognize which of the stop buttons 42-44 was operated to generate the stop command. Then, for the reels 32L, 32M, and 32R currently being stopped, the symbol number of the reaching symbol that has reached the base position (specifically, the lower row) at the time the stop button 42-44 was operated is confirmed (step S708). Specifically, the symbol number of the reaching symbol that has reached the base position is confirmed based on the number of pulses of the excitation signal output from the time the detection signal of the reel index sensor 36 corresponding to the currently being stopped reel 32L, 32M, and 32R is input (i.e., the number of times the excitation phase has been switched). Then, based on the stop information stored in the main RAM 74, the number of slips of the reels 32L, 32M, and 32R to be stopped currently is calculated (step S709).
[0166] In the slot machine 10, five stop modes are provided for stopping each reel 32L, 32M, 32R when the stop buttons 42-44 are operated: a stop mode in which the reached symbol that has reached the base position is stopped as is, a stop mode in which the corresponding reel 32L, 32M, 32R slides by one symbol and then stops, a stop mode in which the corresponding reel 32L, 32M, 32R slides by two symbols, a stop mode in which the corresponding reel 32L, 32M, 32R slides by three symbols, and a stop mode in which the corresponding reel 32L, 32M, 32R slides by four symbols. Therefore, in step S709, a value of "0" to "4" is calculated as the number of slips based on the stop information stored in the main RAM 74.
[0167] The calculated slip count is then added to the symbol number of the reaching symbol to determine the symbol number of the stop symbol that will actually stop at the base position (step S710). Then, it is determined whether the symbol number of the reaching symbol to be stopped this time on the reels 32L, 32M, and 32R is equal to the symbol number of the stop symbol (step S711). If they are equal, a reel stop process is performed to stop the rotation of the reels 32L, 32M, and 32R (step S712). The main RAM 74 has stop command flags in one-to-one correspondence with the reels 32L, 32M, and 32R. In the reel stop process, the stop command flag corresponding to the reel 32L, 32M, or 32R that is currently being stopped is set to "1." This initiates a control process (FIG. 26) to stop the reels 32L, 32M, and 32R that is currently being stopped.
[0168] Then, it is determined whether the reels 32L, 32M, and 32R that are currently to be stopped have stopped (step S713). The main RAM 74 has stop completion flags 104a-104c (see FIG. 24) that correspond one-to-one to the reels 32L, 32M, and 32R, and in step S713, it is determined whether the stop completion flags 104a-104c that correspond to the reels 32L, 32M, and 32R that are currently to be stopped have been set to "1." If the reels 32L, 32M, and 32R that are currently to be stopped have not stopped, the process waits in step S713. If the reels 32L, 32M, and 32R that are currently to be stopped have stopped (step S713: YES), it is determined whether all of the reels 32L, 32M, and 32R have stopped (step S714). If all the reels 32L, 32M, and 32R are not stopped, a second stop information setting process is performed (step S715).
[0169] 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. 15). 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.
[0170] The processes for setting the stop information include a first stop information setting process executed in step S509 of the winning combination lottery process (FIG. 15) and a second stop information setting process executed in step S715 of the reel control process (FIG. 23). In the first stop information setting process, stop information is set according to the result of the winning combination lottery process. In the second stop information setting process, the stop information stored in the main RAM 74 in the first stop information setting process or the previous second stop information setting process is changed after the reels have stopped. In the second stop information setting process, the stop information is changed based on the set winning data, the stop order of the reels 32L, 32M, and 32R, and the stop results of the stopped reels 32L, 32M, and 32R.
[0171] After the second stop information setting process is executed in step S715, freeze processing is executed in steps S716 to S720, and the process returns to step S704. The freeze processing in steps S716 to S720 will be described later.
[0172] If it is determined in step S714 that all reels 32L, 32M, and 32R have stopped, a win determination process is executed in step S721. In the win determination process, the type of symbols stopped on the main lines ML1 to ML5 on each of the reels 32L, 32M, and 32R is identified. Then, based on the contents of the winning data stored in the main RAM 74, it is determined whether or not the combination of symbols stopped and displayed on any of the main lines ML1 to ML5 on each of the reels 32L, 32M, and 32R corresponds to a winning combination in the winning combination lottery process. If the combination of symbols corresponds to a winning combination, a winning combination is established and a win corresponding process is executed.
[0173] In the winning response process, if the winning is a small win, information on the number of game media to be awarded is set in the main RAM 74 so that game media can be awarded in the medium awarding process. On the other hand, if the winning is a replay win, a flag setting process is executed so that a replay setting process is executed in the setting process at the end of the game in step S319 of the normal process (FIG. 13).
[0174] After the winning determination process is executed, a winning result command is sent to the production-side MPU 92 (step S722). 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.
[0175] Next, a configuration for controlling the rotation of each of the reels 32L, 32M, and 32R will be described. Figure 24 is an explanatory diagram for explaining each area of the main RAM 74 used to execute the rotation control of each of the reels 32L, 32M, and 32R.
[0176] 24, the main RAM 74 is provided with acceleration completion flags 101a to 101c. The acceleration completion flags 101a to 101c include a left acceleration completion flag 101a corresponding to the left reel 32L, a center acceleration completion flag 101b corresponding to the center reel 32M, and a right acceleration completion flag 101c corresponding to the right reel 32R. After the left reel 32L starts to rotate, when the acceleration period of the left reel 32L has completed and constant speed rotation has started, the left acceleration completion flag 101a is set to "1," and when the left reel 32L has stopped, the left acceleration completion flag 101a is cleared to "0." After the center reel 32M has started spinning, if the acceleration period of the center reel 32M has completed and constant speed spinning has started, the center acceleration completion flag 101b is set to "1," and if the center reel 32M has stopped, the center acceleration completion flag 101b is cleared to "0." After the right reel 32R has started spinning, if the acceleration period of the right reel 32R has completed and constant speed spinning has started, the right acceleration completion flag 101c is set to "1," and if the right reel 32R has stopped, the right acceleration completion flag 101c is cleared to "0."
[0177] The main RAM 74 is provided with valid period flags 102a to 102c. The valid period flags 102a to 102c include a left valid period flag 102a corresponding to the left reel 32L, a center valid period flag 102b corresponding to the center reel 32M, and a right valid period flag 102c corresponding to the right reel 32R. After the left reel 32L has started rotating at a constant speed, when the reel index sensor 36 corresponding to the left reel 32L detects a sensor cut band 37, the left valid period flag 102a is set to "1," and when the left reel 32L has completely stopped, the left valid period flag 102a is cleared to "0." After the constant speed rotation of the center reel 32M has started, if the reel index sensor 36 corresponding to the center reel 32M detects a sensor cut band 37, the center valid period flag 102b is set to "1", and when the center reel 32M has stopped, the center valid period flag 102b is cleared to "0". After the constant speed rotation of the right reel 32R has started, if the reel index sensor 36 corresponding to the right reel 32R detects a sensor cut band 37, the right valid period flag 102c is set to "1", and when the right reel 32R has stopped, the right valid period flag 102c is cleared to "0".
[0178] The main RAM 74 is provided with stop instruction flags 103a-103c. The stop instruction flags 103a-103c include a left stop instruction flag 103a corresponding to the left reel 32L, a center stop instruction flag 103b corresponding to the center reel 32M, and a right stop instruction flag 103c corresponding to the right reel 32R. When the left valid period flag 102a is set to "1" and the reel stop process (step S712) of the reel control process (FIG. 23) is executed based on the operation of the left stop button 42, the left stop instruction flag 103a is set to "1," and when the left reel 32L has stopped, the left stop instruction flag 103a is cleared to "0." When the center stop button 43 is operated in a situation where the center valid period flag 102b is set to "1," the center stop instruction flag 103b is set to "1" and the reel stop process (step S712) of the reel control process (Fig. 23) is executed, and the center stop instruction flag 103b is cleared to "0" when the center reel 32M has stopped. When the right valid period flag 102c is set to "1," the right stop instruction flag 103c is set to "1" and the reel stop process (step S712) of the reel control process (Fig. 23) is executed in a situation where the right stop button 44 is operated, and the right stop instruction flag 103c is cleared to "0" when the right reel 32R has stopped.
[0179] The main RAM 74 is provided with stop completion flags 104a to 104c. The stop completion flags 104a to 104c include a left stop completion flag 104a corresponding to the left reel 32L, a center stop completion flag 104b corresponding to the center reel 32M, and a right stop completion flag 104c corresponding to the right reel 32R. When the left reel 32L has stopped, the left stop completion flag 104a is set to "1," and when the rotation of all reels 32L, 32M, and 32R has stopped and a positive determination is made in step S714 of the reel control process (FIG. 23), the left stop completion flag 104a is cleared to "0." When the center reel 32M has stopped, the center use stop completion flag 104b is set to "1", and when the rotation of all reels 32L, 32M, and 32R has stopped and an affirmative determination is made in step S714 of the reel control processing (FIG. 23), the center use stop completion flag 104b is cleared to "0". When the right reel 32R has stopped, the right use stop completion flag 104c is set to "1", and when the rotation of all reels 32L, 32M, and 32R has stopped and an affirmative determination is made in step S714 of the reel control processing (FIG. 23), the right use stop completion flag 104c is cleared to "0".
[0180] FIG. 25 is a flowchart showing the stepping motor control process executed in step S206 of the timer interrupt process (FIG. 12).
[0181] First, it is determined whether or not the spinning flag provided in the main RAM 74 is set to "1" (step S801). The spinning flag is set to "1" when the reels 32L, 32M, and 32R start to spin, and is cleared to "0" when all of the reels 32L, 32M, and 32R have stopped. If the spinning flag is not set to "1" (step S801: NO), it is determined whether or not the spin start flag in the main RAM 74 is set to "1" (step S802). As already explained, if it is determined in the reel control process (FIG. 23) that the start wait period has elapsed (step S701: YES), the spin start flag is set to "1" in step S703.
[0182] If the rotation start flag is set to "1" (step S802: YES), the acceleration table shown in FIG. 22(a) is read from the main ROM 73 to the main RAM 74 (step S803). In this case, an acceleration table is read individually for each of the reels 32L, 32M, and 32R. Then, a rotation start process is executed to start the rotation of each of the reels 32L, 32M, and 32R (step S804). In the rotation start process, two-phase excitation is started for each of the reels 32L, 32M, and 32R according to the data set in the initial acceleration order of the acceleration table. Thereafter, the rotation in progress flag in the main RAM 74 is set to "1" (step S805), and the rotation start flag in the main RAM 74 is cleared to "0" (step S806).
[0183] If the spinning flag in the main RAM 74 is set to "1" (step S801: YES), a target reel counter provided in the main RAM 74 is set to "1" (step S807). The target reel counter is a counter used by the main MPU 72 to identify the reels 32L, 32M, and 32R that are the targets of steps S808 to S821. If the target reel counter value is "1," the left reel 32L is the target of steps S808 to S821; if the target reel counter value is "2," the center reel 32M is the target of steps S808 to S821; and if the target reel counter value is "3," the right reel 32R is the target of steps S808 to S821.
[0184] Thereafter, it is determined whether the stop completion flags 104a to 104c of the reels 32L, 32M, and 32R corresponding to the current target reel counter values are set to "1" (step S808). If the determination is affirmative in step S808, this means that the reels 32L, 32M, and 32R corresponding to the current target reel counter values have already stopped, and therefore the process proceeds to step S822 without executing the processes of steps S809 to S821.
[0185] If the determination in step S808 is negative, and the stop instruction flags 103a to 103c of the reels 32L, 32M, and 32R corresponding to the current target reel counter values are set to "1" (step S809: YES), a stop control process is executed (step S810). If the stop instruction flags 103a to 103c are not set to "1" but the valid period flags 102a to 102c of the reels 32L, 32M, and 32R corresponding to the current target reel counter values are set to "1" (step S811: YES), a constant speed control process is executed (step S812). The constant speed control process and the stop control process will be described later.
[0186] If the valid period flags 102a to 102c of the reels 32L, 32M, and 32R corresponding to the current target reel counter value are not set to "1" (step S811: NO), it is determined whether the acceleration completion flags 101a to 101c of the reels 32L, 32M, and 32R corresponding to the current target reel counter value are set to "1" (step S813). If the determination in step S813 is negative, acceleration control processing is executed (step S814). In the acceleration control processing, the reels 32L, 32M, and 32R corresponding to the current target reel counter value are accelerated according to the acceleration table shown in FIG. 22(a). In this case, because the acceleration table is read individually for each of the reels 32L, 32M, and 32R, acceleration is performed individually for each of the reels 32L, 32M, and 32R.
[0187] Then, it is determined whether acceleration of the reels 32L, 32M, and 32R corresponding to the current target reel counter value has been completed (step S815). Specifically, it is determined whether the 24th one-phase excitation in the acceleration order in the acceleration table read out for the reels 32L, 32M, and 32R has been maintained for two interrupts. If acceleration has been completed (step S815: YES), the acceleration completion flags 101a to 101c of the reels 32L, 32M, and 32R corresponding to the current target reel counter value are set to "1" (step S816). In other words, the process of setting the acceleration completion flags 101a to 101c to "1" is performed individually for each of the reels 32L, 32M, and 32R. In addition, when the corresponding acceleration completion flag 101a to 101c is set to "1" and the corresponding valid period flag 102a to 102c is not set to "1", this means that the acceleration of the corresponding reel 32L, 32M, 32R has been completed, but the sensor cut band 37 has not been detected by the reel index sensor 36 of the reel 32L, 32M, 32R.
[0188] If the corresponding acceleration completion flag 101a-101c is set to "1" (step S813: YES), constant speed control processing is executed (step S817). In the constant speed control processing, a one-pulse excitation signal is output to switch the excitation phase so that one-phase excitation and two-phase excitation are alternately repeated at intervals of one interrupt of the timer interrupt processing (FIG. 12). Then, it is determined whether the sensor cut band 37 is detected by the reel index sensor 36 of the reel 32L, 32M, 32R corresponding to the current target reel counter value (step S818). If the sensor cut band 37 is detected by the reel index sensor 36 (step S818: YES), the valid period flag 102a-102c of the reel 32L, 32M, 32R corresponding to the current target reel counter value is set to "1" (step S819). This enables the operation of the stop buttons 42 to 44 for the reels 32L, 32M, and 32R corresponding to the current value of the target reel counter.
[0189] Here, the timing at which the reel index sensor 36 detects the sensor cut band 37 after constant-speed rotation has begun varies depending on the previous stop position of each reel 32L, 32M, and 32R, even if the reels 32L, 32M, and 32R start rotating simultaneously and the same acceleration table is used for acceleration control. In contrast, steps S818 and S819, i.e., the process of setting the validity period flags 102a to 102c to "1" when the reel index sensor 36 detects the sensor cut band 37, are performed individually for each reel 32L, 32M, and 32R. Therefore, the timing at which the stop buttons 42 to 44 are activated differs for each reel 32L, 32M, and 32R. This allows for earlier start of the stop operation for each reel 32L, 32M, and 32R compared to a configuration in which the stop buttons 42 to 44 are activated simultaneously for all reels 32L, 32M, and 32R.
[0190] Then, it is determined whether the stop buttons 42 to 44 of the reels 32L, 32M, and 32R corresponding to the current target reel counter value are already lit (step S820). Since the rotation of the reels 32L, 32M, and 32R starts with the stop buttons 42 to 44 in an unlit state, the corresponding stop buttons 42 to 44 are generally in an unlit state when the valid period flags 102a to 102c are set to "1." Therefore, a negative determination is generally made in step S820, and a button lighting process is executed (step S821). In the button lighting process, the stop buttons 42 to 44 of the reels 32L, 32M, and 32R corresponding to the current target reel counter value are switched from an unlit state to an lit state. This causes the stop buttons 42 to 44 whose operation is enabled to be switched from an unlit state to an lit state in order, making it easier for the player to recognize the stop buttons 42 to 44 whose operation is enabled.
[0191] On the other hand, if the rotation of the reels 32L, 32M, and 32R becomes abnormal due to a step-out or other reason, a step-out response process (step S824) described below is executed, and the abnormally rotating reels 32L, 32M, and 32R are re-accelerated. In this case, the acceleration of the reels 32L, 32M, and 32R is completed, constant speed rotation is started, and operation of the corresponding stop buttons 42 to 44 is not enabled until the sensor cut band 37 is detected by the reel index sensor 36 corresponding to the reel 32L, 32M, and 32R. In contrast, the step-out response process (step S824) described below does not execute a process to turn off the stop buttons 42 to 44 of the reels 32L, 32M, and 32R that are the target of re-acceleration. Therefore, if re-acceleration is performed due to a rotation abnormality occurring in the corresponding reel 32L, 32M, or 32R when the operation of the stop button 42-44 has already been validated and the stop button 42-44 is illuminated, the illuminated state of the stop button 42-44 will be maintained even before the operation is validated. Therefore, if the processing of step S819 is performed based on such re-acceleration, the corresponding stop button 42-44 is already illuminated, so an affirmative determination is made in step S820 and the processing of step S821 is not performed.
[0192] If the valid period flags 102a-102c of the reels 32L, 32M, and 32R corresponding to the current target reel counter value are set to "1" (step S811: YES), constant speed control processing is executed (step S812). In this constant speed control processing, similar to the constant speed control processing in step S817, a one-pulse excitation signal is output to switch the excitation phase so that one-phase excitation and two-phase excitation are alternately repeated at intervals of one interrupt in the timer interrupt processing (FIG. 12). This maintains constant speed rotation of the corresponding reels 32L, 32M, and 32R when the corresponding stop buttons 42-44 are activated. Then, if the stop buttons 42-44 corresponding to the reels 32L, 32M, and 32R are operated in this state, reel stop processing is executed in step S712 of the reel control processing (FIG. 23), and the corresponding stop instruction flags 103a-103c are set to "1."
[0193] In the stepping motor control process (Figure 25), if the stop instruction flags 103a to 103c of the reels 32L, 32M, and 32R corresponding to the current value of the target reel counter are set to "1" (step S809: YES), the stop control process is executed (step S810).
[0194] FIG. 26 is a flowchart showing the stop control process.
[0195] First, it is determined whether a stop control flag provided in the main RAM 74 corresponding to the reels 32L, 32M, and 32R that corresponds to the current target reel counter value is set to "1" (step S901). The stop control flag is provided in one-to-one correspondence with each of the reels 32L, 32M, and 32R, and is used by the main MPU 72 to determine whether stop control has been initiated for the corresponding reel 32L, 32M, or 32R. If the corresponding stop control flag is not set to "1" (step S901: NO), a stop table shown in FIG. 22(b) is read from the main ROM 73 to the main RAM 74 (step S902). This read stop table is used to stop the reels 32L, 32M, and 32R that correspond to the current target reel counter value. When stop control is to be initiated for another reel 32L, 32M, or 32R, a new stop table is read from the main ROM 73 to the main RAM 74. Thereafter, the stop control flags of the reels 32L, 32M, and 32R corresponding to the current target reel counter values are set to "1" (step S903).
[0196] If a positive determination is made in step S901, or if the process of step S903 is executed, a stop control execution process is executed (step S904). In the stop control execution process, the reels 32L, 32M, and 32R corresponding to the current value of the target reel counter are stopped according to the stop table shown in Figure 22(b).
[0197] Then, it is determined whether the rotation of the reels 32L, 32M, and 32R corresponding to the current target reel counter value has been stopped (step S905). Specifically, it is determined whether the one-phase excitation, which is the final excitation order in the stop table read out for the reels 32L, 32M, and 32R, has been maintained over 34 interrupts. If the rotation has been stopped (step S905: YES), various flags are cleared (step S906). In the various flags clearing process, the acceleration completion flags 101a to 101c, valid period flags 102a to 102c, stop instruction flags 103a to 103c, and stop control in progress flags of the reels 32L, 32M, and 32R corresponding to the current target reel counter value are cleared to "0." Then, the stop completion flags 104a to 104c of the reels 32L, 32M, and 32R corresponding to the current target reel counter value are set to "1" (step S907). As a result, even if the reels 32L, 32M, and 32R in question become the reels 32L, 32M, and 32R to be controlled in the stepping motor control process (Figure 25), a positive judgment is made in step S808, and the processes of steps S809 to S821 are not executed.
[0198] Subsequently, by determining whether all of the stop completion flags 104a-104c are set to "1," it is determined whether the rotation of all of the reels 32L, 32M, and 32R has stopped (step S908). If the determination in step S908 is negative, the stop buttons 42-44 corresponding to the reels 32L, 32M, and 32R for which the validity period flags 102a-102c are set to "1" are switched from an off state to an on state (step S909). As already explained, the stop buttons 42-44 are turned on when their operation is validated. However, when stop control for one of the reels 32L, 32M, and 32R is initiated, the button off process is executed in step S706 of the reel control process (FIG. 23), so that even the stop buttons 42-44 corresponding to the spinning reels 32L, 32M, and 32R are turned off. In contrast, by executing the button illumination process in step S909, when the rotation of one reel 32L, 32M, 32R has been stopped and the stop operation of the remaining reels 32L, 32M, 32R has been enabled, it is possible to illuminate the stop buttons 42 to 44 for which the stop operation has been enabled. On the other hand, when the rotation of all reels 32L, 32M, 32R has been stopped (step S908: YES), the spinning flag in the main RAM 74 is cleared to "0" (step S910).
[0199] Returning to the explanation of the stepping motor control process (FIG. 25), if a positive judgment is made in step S808, if the process of step S810 is executed, if the process of step S812 is executed, if a negative judgment is made in step S815, if the process of step S816 is executed, if a negative judgment is made in step S818, if a positive judgment is made in step S820, or if the process of step S821 is executed, the value of the target reel counter in the main RAM 74 is incremented by 1 (step S822). If the value of the target reel counter after incrementing by 1 is 3 or less (step S823: NO), the process returns to step S808. As a result, the processes of steps S808 to S821 are executed for the reels 32L, 32M, and 32R that are the next targets for rotation control execution. If the value of the target reel counter after incrementing by 1 is 4 (step S823: YES), the stepping motor control process ends after executing step out-of-step response processing in step S824.
[0200] In the out-of-step response process, the system determines whether the number of steps measured since the last time the sensor cut band 37 was detected by the reel index sensor 36 for each rotating reel 32L, 32M, or 32R is equal to or greater than a reference number of steps, which is set as a number greater than the number of steps required for one rotation. If the number of steps is equal to or greater than the reference number of steps, it is highly likely that a rotation abnormality such as out-of-step has occurred for that reel 32L, 32M, or 32R. Therefore, the system clears the acceleration completion flags 101a-101c, valid period flags 102a-102c, stop instruction flags 103a-103c, and stop control in progress flags corresponding to that reel 32L, 32M, or 32R to "0," and executes the processes of steps S803 and S804 for that reel 32L, 32M, or 32R to initiate re-acceleration. In this case, the system does not execute the re-acceleration process for the reels 32L, 32M, or 32R other than the reel 32L, 32M, or 32R for which the rotation abnormality has been identified. Furthermore, the out-of-step response process does not turn off the stop buttons 42-44, including the stop buttons 42-44 corresponding to the reels 32L, 32M, and 32R that are the targets of the re-acceleration process. Therefore, even if the reels 32L, 32M, and 32R corresponding to the stop buttons 42-44 that are currently lit become targets of the re-acceleration process, the lit state of the stop buttons 42-44 remains.
[0201] Next, the manner in which rotation control of each of the reels 32L, 32M, and 32R is executed will be described with reference to the time chart of Figure 27. Figure 27(a) shows the rotation status of the left reel 32L, Figure 27(b) shows the timing at which the sensor cut band 37 is first detected by the reel index sensor 36 provided corresponding to the left reel 32L after the acceleration of the left reel 32L is completed, Figure 27(c) shows the state of the left valid period flag 102a, Figure 27(d) shows the rotation status of the center reel 32M, and Figure 27(e) shows the timing at which the sensor cut band 37 is first detected by the reel index sensor 36 provided corresponding to the center reel 32M after the acceleration of the center reel 32M is completed. Figure 27(f) shows the state of the center valid period flag 102b, Figure 27(g) shows the rotation status of the right reel 32R, Figure 27(h) shows the timing when the sensor cut band 37 is first detected by the reel index sensor 36 provided corresponding to the right reel 32R after the acceleration of the right reel 32R is completed, Figure 27(i) shows the state of the right valid period flag 102c, and Figure 27(j) shows the period during which at least one stop button 42 to 44 is lit.
[0202] As shown in Figures 27(a), 27(d), and 27(g), at time t1, the reels 32L, 32M, and 32R begin to rotate. In this case, acceleration control based on the acceleration table is executed for each of the reels 32L, 32M, and 32R. Then, at time t2, acceleration is completed for each of the reels 32L, 32M, and 32R, and constant-speed rotation begins. Note that the timing at which acceleration is completed for each of the reels 32L, 32M, and 32R is not limited to being the same or approximately the same, and may be different depending on the rotation position at which acceleration control begins.
[0203] Thereafter, at timing t3 when all reels 32L, 32M, and 32R are rotating at a constant speed, the reel index sensor 36 of the left reel 32L first detects the sensor cut band 37, as shown in FIG. 27(b), and the rotation position of the left reel 32L returns to its initial rotation position. As a result, the left valid period flag 102a is set to "1," as shown in FIG. 27(c). This validates operation of the left stop button 42 for the left reel 32L. Furthermore, as shown in FIG. 27(j), the left stop button 42 switches from an off state to an on state, thereby informing the player that operation of the left stop button 42 is valid. However, the center stop button 43 and the right stop button 44 remain off. In addition, if the left stop button 42 is operated between timings t3 and t4, stop control of the left reel 32L is initiated even if operation of the middle stop button 43 for the middle reel 32M and operation of the right stop button 44 for the right reel 32R are not enabled.
[0204] Subsequently, at time t4, when all reels 32L, 32M, and 32R are rotating at a constant speed, the reel index sensor 36 of the right reel 32R detects the sensor cut band 37 as shown in FIG. 27(h), and the rotation position of the right reel 32R returns to its initial rotation position. As a result, the right valid period flag 102c is set to "1" as shown in FIG. 27(i). This enables operation of the right stop button 44 for the right reel 32R. Furthermore, the right stop button 44 switches from its off state to its on state, informing the player that operation of the right stop button 44 is enabled. However, the center stop button 43 remains off. Note that if the right stop button 44 is operated between times t4 and t5, stop control of the right reel 32R is initiated even if operation of the center stop button 43 for the center reel 32M is not enabled.
[0205] Thereafter, at timing t5 when all of the reels 32L, 32M, and 32R are rotating at a constant speed, the reel index sensor 36 of the center reel 32M detects the sensor cut band 37 as shown in FIG. 27(e), and the rotation position of the center reel 32M returns to its initial rotation position. As a result, the center valid period flag 102b is set to "1" as shown in FIG. 27(f). This enables operation of the center stop button 43 for the center reel 32M. Furthermore, the center stop button 43 switches from an off state to an on state, thereby informing the player that operation of the center stop button 43 is enabled.
[0206] Thereafter, by operating the left stop button 42, stop control of the left reel 32L is initiated at timing t6 as shown in FIG. 27(a), and the left valid period flag 102a is cleared to "0" as shown in FIG. 27(c). Furthermore, at timing t7, the left reel 32L stops spinning as shown in FIG. 27(a). In this case, because stop control of the left reel 32L is being executed from timing t6 to timing t7, operation of the center stop button 43 for the center reel 32M and operation of the right stop button 44 for the right reel 32R are invalidated. Therefore, from timing t6 to timing t7, all stop buttons 42 to 44 are extinguished as shown in FIG. 27(j). Then, by completing stop control of the left reel 32L at timing t7, operation of the center stop button 43 for the center reel 32M and operation of the right stop button 44 for the right reel 32R are valid. At the timing t7, the center stop button 43 and the right stop button 44 are again turned on as shown in FIG. 27(j).
[0207] Thereafter, by operating the center stop button 43, stop control of the center reel 32M is initiated at timing t8 as shown in FIG. 27(d), and the center valid period flag 102b is cleared to "0" as shown in FIG. 27(f). Furthermore, at timing t9, the rotation of the center reel 32M is stopped as shown in FIG. 27(d). In this case, because stop control of the center reel 32M is being executed from timing t8 to timing t9, operation of the right stop button 44 for the right reel 32R is invalidated. Therefore, from timing t8 to timing t9, all stop buttons 42 to 44 are extinguished as shown in FIG. 27(j). Then, stop control of the center reel 32M is completed at timing t9, and operation of the right stop button 44 for the right reel 32R is valid. Furthermore, at timing t9, the right stop button 44 is again illuminated as shown in FIG. 27(j).
[0208] Thereafter, by operating the right stop button 44, stop control of the right reel 32R is initiated at timing t10 as shown in Figure 27(g), and the right valid period flag 102c is cleared to "0" as shown in Figure 27(i). Further, at timing t11, the right reel 32R stops spinning as shown in Figure 27(g). Also, at timing t10, the right stop button 44 is turned off as shown in Figure 27(j).
[0209] As described above, when the reel index sensor 36 detects the sensor cut band 37, the process of setting the validity period flags 102a to 102c to "1" is performed individually for each of the reels 32L, 32M, and 32R. Therefore, the timing at which the stop buttons 42 to 44 are activated differs for each of the reels 32L, 32M, and 32R. Therefore, it is possible to start the stop operation for the reels 32L, 32M, and 32R earlier than in a configuration in which the stop buttons 42 to 44 are activated simultaneously for all of the reels 32L, 32M, and 32R.
[0210] Here, in a situation where the stop order of the reels 32L, 32M, and 32R has not been announced, the stop operation for the left reel 32L is generally performed first. Furthermore, in a situation where the stop order of the reels 32L, 32M, and 32R has not been announced and the stop operation for the left reel 32L is performed first, the left stop button 42 is operated at a timing that will prevent the cherry winning from being missed. As shown in the explanatory diagram for explaining the symbol arrangement in FIG. 28 , when the stop operation for the left reel 32L is performed so as not to prevent the cherry winning from being missed, the maximum number of slips is four frames, so that the third "white 7" symbol to the thirteenth "watermelon" symbol shown as the follow range can reach the bottom row of the left reel 32L.
[0211] For example, if the left stop button 42 is operated when the third "white 7" symbol has reached the bottom of the left reel 32L and the cherry winning data is not stored in the main RAM 74, any one of the third "white 7" symbol to the sixth "replay" symbol will reach the bottom of the left reel 32L, and if the left stop button 42 is operated when the third "white 7" symbol has reached the bottom of the left reel 32L and the cherry winning data is stored in the main RAM 74, the seventh "bell" symbol will reach the bottom of the left reel 32L. Also, for example, if the cherry winning data is not stored in the main RAM 74 and the 9th "cherry" symbol has reached the bottom row of the left reel 32L and the left stop button 42 is operated, any one of the 10th "BAR" symbol to the 13th "watermelon" symbol will reach the bottom row of the left reel 32L, and if the cherry winning data is stored in the main RAM 74 and the 9th "cherry" symbol has reached the bottom row of the left reel 32L and the left stop button 42 is operated, the 9th "cherry" symbol will reach the bottom row of the left reel 32L.
[0212] In a configuration in which the follow range is set as described above, the initial rotation position at which the corresponding reel index sensor 36 of each reel 32L, 32M, 32R detects the sensor cut band 37 is the rotation position at which the 15th symbol is located in the lower row of the corresponding reel 32L, 32M, 32R. For the left reel 32L, this initial rotation position is a rotation position that is one symbol downstream of the boundary between the follow range and the non-follow range (the 0th "watermelon" symbol to the 2nd "bell" symbol and the 14th "watermelon" symbol to the 20th "bell" symbol) in the rotation direction of the left reel 32L.
[0213] As already explained, when the rotation of the reels 32L, 32M, and 32R is started, if the acceleration control of the reels 32L, 32M, and 32R is performed according to the acceleration table shown in FIG. 22(a), a one-pulse excitation signal is output 24 times until the acceleration is completed. Furthermore, each time a one-pulse excitation signal is output, the stepping motor 33 of each reel 32L, 32M, and 32R advances one step, and the number of steps required to advance by one symbol is 24. Therefore, from the start of acceleration control to its completion, the reels 32L, 32M, and 32R advance by one symbol. In this case, the initial rotation position of the left reel 32L is a rotation position one symbol downstream of the boundary between the follow range and the non-follow range on the downstream side in the rotation direction of the left reel 32L. In other words, the initial rotation position of the left reel 32L is the rotation position where the 15th "red 7" symbol, which is two symbols ahead of the 13th "watermelon" symbol located at the downstream end of the rotation direction of the left reel 32L in the follow range, is located in the lower position. As a result, if the left stop button 42 for the left reel 32L is operated so that any symbol included in the follow range stops in the lower position of the left reel 32L, the reel index sensor 36 corresponding to the left reel 32L will detect the sensor cut band 37 soon after the left reel 32L has completed acceleration and started rotating at a constant speed at the start of the next game, and the operation of the left stop button 42 will be validated. Furthermore, in a configuration in which, when the sensor cut band 37 is detected by the reel index sensor 36 after acceleration is completed, the operation of the stop buttons 42 to 44 for each reel 32L, 32M, 32R is individually enabled, by setting the initial rotation position of the left reel 32L as described above, it is possible to enable the operation of the left stop button 42 for the left reel 32L early in a situation in which the stop operation for the left reel 32L is performed first.
[0214] To explain further, if the left reel 32L starts spinning while the 14th "watermelon" symbol on the left reel 32L is stopped in the lower position, the acceleration control for the left reel 32L is completed after the reel index sensor 36 of the left reel 32L first detects the sensor cut band 37, and therefore the timing at which the reel index sensor 36 of the left reel 32L detects the sensor cut band 37 after the acceleration control is completed is when the left reel 32L has made another rotation. In contrast, if the left reel 32L starts spinning while any symbol included in the follow range is stopped in the lower position on the left reel 32L, the timing at which the reel index sensor 36 of the left reel 32L first detects the sensor cut band 37 occurs after the acceleration control for the left reel 32L is completed.
[0215] <Various game states> Next, the response process at the end of a game, which is executed in step S314 of the normal process (Fig. 13), will be described with reference to the flowchart of Fig. 29. Note that, since the process of step S314 in the normal process (Fig. 13) is executed after the reel control process (step S313), the response process at the end of a game is executed after all of the rotations of the reels 32L, 32M, and 32R in one game have stopped.
[0216] First, a bonus process is executed to control the transition and progress of the BB state ST2 (see FIG. 30), the RB state ST3 (see FIG. 30), or the RT state ST4 (see FIG. 30) (step S1001). The bonus process will be described in detail later. After that, if the current gaming state is not the BB state ST2, the RB state ST3, or the RT state ST4 (step S1002: NO), the process jumps to the process corresponding to the current gaming state (step S1003). Specifically, if the gaming state is the normal gaming state ST1 (see FIG. 30), a normal process is executed (step S1004). If the gaming state is the AT state ST5 (see FIG. 30), an AT process is executed (step S1005). If the gaming state is the end preparation state ST6 (see FIG. 30), a second control process for the gaming section is executed (step S1006). In addition, when either the normal processing in step S1004 or the AT processing in step S1005 is executed, the second control processing of the gaming area (step S1006) is executed. The processing contents of steps S1004 to S1006 will be explained in detail later.
[0217] If the current gaming state is the BB state ST2, RB state ST3, or RT state ST4, a positive determination is made in step S1002, and the normal processing in step S1004 and the AT processing in step S1005 are not executed. Therefore, if the current gaming state is the BB state ST2, RB state ST3, or RT state ST4, the processing for progressing the normal gaming state ST1 and the processing for progressing the AT state ST5 are not executed. On the other hand, even if the current gaming state is the BB state ST2, RB state ST3, or RT state ST4, the second control processing of the gaming section in step S1006 is executed. Therefore, even if the current gaming state is the BB state ST2, RB state ST3, or RT state ST4, the processing for progressing the second section SC2 is executed.
[0218] Next, the gaming states and gaming intervals will be explained. Figure 30 is an explanatory diagram for explaining the gaming states and gaming intervals that exist in the slot machine 10.
[0219] The slot machine 10 has a normal gaming state ST1, a BB state ST2, a RB state ST3, an RT state ST4, an AT state ST5, and an end preparation state ST6 as gaming states. These gaming states ST1 to ST6 do not occur in an overlapping manner.
[0220] The normal gaming state ST1 is a gaming state in which the player remains by executing a partial clear process (step S104) or a full clear process (step S105) of the main RAM 74. Furthermore, when the BB state ST2 or RB state ST3 that occurred in the normal gaming state ST1 ends, or when the end preparation state ST6 ends, the gaming state becomes the normal gaming state ST1. In the normal gaming state ST1, the expected net increase in gaming media in one game (the value obtained by subtracting the "number of gaming media bet in one game" from the "expected number of gaming media awarded in one game") becomes less than 0.
[0221] The BB state ST2 is a game state to which the game enters when a BB win is achieved in a situation where the BB winning data is stored in the main RAM 74. The RB state ST3 is a game state to which the game enters when an RB win is achieved in a situation where the RB winning data is stored in the main RAM 74. The BB state ST2 and the RB state ST3 are game states in which the expected net increase in game media in one game (the value obtained by subtracting the "number of game media bet in one game" from the "expected number of game media to be awarded in one game") is higher than in a non-AT state. Furthermore, the BB ST2 state and the RB state ST3 are game states in which the expected net increase in game media in one game (the value obtained by subtracting the "number of game media bet in one game" from the "expected number of game media to be awarded in one game") is higher than in any game state other than the BB state ST2 and the RB state ST3. Specifically, the probability of winning a combination that allows the first bell to be achieved is higher (e.g., approximately 1 / 1.1) than in other game states. Furthermore, if the combination is won, the first bell will be achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of the stop operation of the stop buttons 42-44 relative to the rotation positions of the reels 32L, 32M, and 32R. Therefore, the expected net increase in game media per game is 8 or more. The BB state ST2 and the RB state ST3 continue over multiple games and end when an end condition is met based on the occurrence of an event corresponding to the game execution content. The end condition is arbitrary, but the end condition for the BB state ST2 is set to 350 or more game media awarded since the start of the BB state ST2. The end condition for the RB state ST3 is set to 150 or more game media awarded since the start of the RB state.
[0222] The RT state ST4 is a game state to which the game transitions after the BB state ST2 ends. The RT state ST4 is a game state in which the probability of winning a replay role is higher than in other game states by referring to the role selection table for the RT state shown in FIG. 17 in the role selection process (FIG. 15). Furthermore, if a replay role is selected, a replay win occurs regardless of the stopping order of the reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44. Therefore, the RT state ST4 is a game state in which the probability of winning a replay role is higher than in other game states. Furthermore, because the probability of winning a replay role is set higher than in other game states, the expected net increase in game media per game (the value obtained by subtracting the "number of game media bet in one game" from the "expected number of game media awarded in one game") is greater than "0" and less than 1. The RT state ST4 comprises a first half RT state which ends when a standard replay winning occurs when the first half end reference number of games (specifically, "20") is played or when the index value IV=16 is won, and a second half RT state which is entered when a standard replay winning occurs before the first half end reference number of games is played in the first half RT state and ends when the second half end reference number of games (specifically, "20") is played. The RT state ST4 ends when the second half RT state ends.
[0223] The AT state ST5 is a gaming state that is entered when the transition condition for the AT state ST5 is met in the normal gaming state ST1. The AT state ST5 ends when the remaining number of continued games and the remaining number of sets in the AT state ST5 become "0," or when the ending condition for the second section SC2 is met. If the AT state ST5 ends without the ending condition for the second section SC2 being met, the game transitions to the end preparation state ST6. If the AT state ST5 ends when the ending condition for the second section SC2 is met, the game transitions to the normal gaming state ST1. In the AT state ST5, if an index value IV = 1 to 6 is hit, the stopping order of the reels 32L, 32M, and 32R that allows the first bell to be won is announced. In the AT state ST5, if an index value IV = 7 to 9 is hit, the stopping order of the reels 32L, 32M, and 32R that allows the second bell to be won is announced. When the first bell or second bell wins, 15 game media are awarded. This makes it possible to increase the expected number of game media awarded in one game in AT state ST5. In AT state ST5, the expected net increase in game media in one game (the value obtained by subtracting the number of game media bet in one game from the expected number of game media awarded in one game) is 1 or more. Furthermore, in AT state ST5, the expected net increase in game media in one game is 5 or more.
[0224] The end preparation state ST6 is a game state to which the game enters when the AT state ST5 ends without the ending conditions of the second section SC2 described below being met. The end preparation state ST6 ends when one game has been played. When the end preparation state ST6 ends, the game enters the normal game state ST1. The end preparation state ST6 is a game state in which the expected net increase in game media in one game (the value obtained by subtracting the "number of game media betted in one game" from the "expected number of game media to be awarded in one game") is less than 0.
[0225] In the configuration in which various gaming states ST1 to ST6 exist as described above, a gaming interval is set in addition to these gaming states ST1 to ST6. A first interval SC1 and a second interval SC2 are set as gaming intervals. In other words, in this slot machine 10, the factors that determine the gaming situation are the setting values "1" to "6," various gaming states ST1 to ST6, and the gaming intervals of the first interval SC1 and the second interval SC2.
[0226] The first section SC1 is a section in which an advantageous gaming state (AT state ST5) is not initiated, in which the expected net increase in gaming media in one game (the value obtained by subtracting the number of gaming media bet in one game from the expected number of gaming media awarded in one game) can be 1 or greater when the winning combinations that are advantageous to the player are announced in accordance with the stopping order of the reels 32L, 32M, and 32R, depending on the winning combinations that are achieved in accordance with the stopping order of the reels 32L, 32M, and 32R) and the advantageous gaming state does not continue. When a partial clearing process (step S104) or a full clearing process (step S105) of the main RAM 74 is executed, the normal gaming state ST1 is entered, and the first section SC1 is entered. Furthermore, when an initialization process for the second section SC2 is executed in the second section SC2, the first section SC1 is entered. The second section SC2 is a section in which the advantageous gaming state can be initiated and the advantageous gaming state can continue. Therefore, the second section SC2 is in a more advantageous position than the first section SC1, and the player will therefore expect a transition to the second section SC2 in the first section SC1.
[0227] The first section SC1 ends when a transition trigger to the second section SC2 occurs, and the game transitions to the second section SC2. In contrast, the second section SC2 ends when the AT state ST5 or the termination preparation state ST6 ends and the game transitions to the normal gaming state ST1. When the second section SC2 ends, the game transitions to the first section SC1. In addition, the ending condition for the second section SC2 is set such that either the total number of games played reaches the upper limit number of games (specifically, 1,500 games) as the second section SC2 continues without transitioning to the first section SC1, or the limited total net increase in the number of gaming media reaches the upper limit net increase number (specifically, 2,400 games) as the second section SC2 continues without transitioning to the first section SC1. The limited total net increase in the number of gaming media is the increase in the predetermined difference from the predetermined reference value, where the minimum value of the predetermined difference is set as the predetermined reference value, and the value obtained by subtracting the total number of gaming media consumed to play games while the second section SC2 is continuing (``0'' when no gaming media is being played) from the total number of gaming media awarded through games played while the second section SC2 is continuing (``0'' when no gaming media is being awarded) is the predetermined difference.
[0228] In other words, if the limited total net increase in gaming media since the start of the second section SC2 reaches the upper limit as the second section SC2 continues, the second section SC2 ends and transitions to the first section SC1. Also, if the number of games played since the start of the second section SC2 reaches the upper limit as the second section SC2 continues, the second section SC2 ends and transitions to the first section SC1. If either of these ending conditions is met, even if the AT state ST5 is in the middle of the game where the ending condition was met, the AT state ST5 ends, the second section SC2 ends, and a transition to the first section SC1 and the normal gaming state ST1 occurs. This prevents the second section SC2 from continuing excessively.
[0229] As shown in Figure 30, the normal gaming state ST1, BB state ST2, RB state ST3 and RT state ST4 can be in either the first section SC1 or the second section SC2. On the other hand, the AT state ST5 and the end preparation state ST6 are not in the first section SC1, but are only in the second section SC2.
[0230] Figure 31 is a flowchart showing the bonus processing executed by the main MPU 72. The bonus processing is executed in step S1001 of the end-of-game response processing (Figure 29). As already explained, the end-of-game response processing (Figure 29) is executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game, and therefore the bonus processing is also executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game.
[0231] If the state is not the RT state ST4 (step S1101: NO), and further, if the state is not either the BB state ST2 or the RB state ST3 (step S1103: NO), BB generation processing is executed (step S1105) on the condition that a BB win has been achieved (step S1104: YES). In the BB generation processing, the bonus counter provided in the main RAM 74 is set to "350," which is the reference number for ending the BB state ST2. In addition, the BB flag provided in the main RAM 74 is set to "1," and the first half RT flag and second half RT flag provided in the main RAM 74 are cleared to "0." If the BB flag is set to "1," the role lottery processing (FIG. 15) reads the bonus state role lottery table from the main ROM 73 and executes role lottery. When the bonus state role lottery table is referenced, the role that enables the first bell win is won with a probability of approximately 1 / 1.1. If the winning combination is achieved, the first bell win is achieved regardless of the stop 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. Also, if the BB flag is set to "1," an affirmative determination is made in step S1103. Furthermore, in the BB generation process, a BB generation command is sent to the production-side MPU 92. When the production-side MPU 92 receives the BB generation command, it reads a data table corresponding to the BB state ST2 from the production-side ROM 93 to the production-side RAM 94, and executes light emission control of the upper lamp 61, sound output control of the speaker 62, and display control of the image display device 63 according to the read data table.
[0232] If the state is not the RT state ST4 (step S1101: NO), and further, if the state is not either the BB state ST2 or the RT state ST4 (step S1103: NO), RB generation processing is executed (step S1107) on the condition that an RB win has been achieved (step S1106: YES). In the RB generation processing, the bonus counter provided in the main RAM 74 is set to "150," which is the reference number for ending the RB state ST3. In addition, the RB flag provided in the main RAM 74 is set to "1," and the first half RT flag and second half RT flag provided in the main RAM 74 are cleared to "0." If the RB flag is set to "1," the role lottery processing (FIG. 15) reads the bonus state role lottery table from the main ROM 73 and executes role lottery. When the bonus state role lottery table is referenced, the role that enables the first bell win is won with a probability of approximately 1 / 1.1. If the winning combination is achieved, 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. Also, if the RB flag is set to "1," a positive determination is made in step S1103. Furthermore, in the RB generation process, an RB generation command is sent to the production-side MPU 92. When the production-side MPU 92 receives the RB generation command, it reads a data table corresponding to the RB state ST3 from the production-side ROM 93 to the production-side RAM 94, and executes light emission control of the upper lamp 61, sound output control of the speaker 62, and display control of the image display device 63 according to the read data table.
[0233] If the BB flag or RB flag in the main RAM 74 is set to "1" (step S1103: YES), this means that the current game was played in the BB state ST2 or the RB state ST3. In this case, it is determined whether or not any game media have been awarded in the current game (step S1108). Specifically, it is determined whether or not a first bell win has been achieved. If the determination is affirmative in step S1108, the number of game media that have been awarded this time is subtracted from the value of the bonus counter in the main RAM 74. In the BB state ST2 or the RB state ST3, only the first bell win occurs as a win that will result in the award of game media, and when this first bell win occurs, "15" game media are awarded. Therefore, in step S1109, "15" is subtracted from the value of the bonus counter in the main RAM 74.
[0234] If the value of the bonus counter after subtraction is "0" (step S1110: YES), the BB flag of the main RAM 74 is set to "1" (step S1111: YES), and the RT state setting process is executed (step S1112). In the RT state setting process, the first half RT flag provided in the main RAM 74 is set to "1", and the RT counter provided in the main RAM 74 is set to "20", which is the first half end reference number. The first half RT flag is a flag for specifying that the main MPU 72 is in the first half RT state out of the RT state ST4, and the RT counter is a counter for specifying the end trigger of the first half RT state and the second half RT state in the main MPU 72.
[0235] If a negative determination is made in step S1111 or if the processing of step S1112 is executed, a bonus end process is executed (step S1113). In the bonus end process, the BB flag and the RB flag are cleared to "0." In addition, in the bonus end process, a bonus end command is sent to the production-side MPU 92. When the production-side MPU 92 receives the bonus end command, it reads a data table corresponding to a bonus ending indicating that the BB state ST2 or the RB state ST3 has ended from the production-side ROM 93 to the production-side RAM 94, and executes light emission control of the upper lamp 61, sound output control of the speaker 62, and display control of the image display device 63 according to the read data table. In addition, the bonus end command is set with information indicating whether the BB state ST2 or the RB state ST3 has ended. If information indicating that the BB state ST2 has ended is set in the bonus end command, after the effect corresponding to the bonus ending has ended, a data table corresponding to the RT state ST4 is read from the effect-side ROM 93 to the effect-side RAM 94, and in accordance with the read data table, light emission control of the upper lamp 61, sound output control of the speaker 62, and display control of the image display device 63 are executed. On the other hand, if information indicating that the RB state ST3 has ended is set in the bonus end command, after the effect corresponding to the bonus ending has ended, a data table corresponding to the game state before the transition to the RB state ST3 is read from the effect-side ROM 93 to the effect-side RAM 94, and in accordance with the read data table, light emission control of the upper lamp 61, sound output control of the speaker 62, and display control of the image display device 63 are executed.
[0236] In the RT state ST4, specifically, when the first half RT flag or the second half RT flag of the main RAM 74 is set to "1" (step S1101: YES), RT processing is executed (step S1102). Figure 32 is a flowchart showing RT processing.
[0237] If the first half RT flag in the main RAM 74 is set to "1" (step S1201: YES), the lottery process (FIG. 15) determines whether the index value IV=16 has been selected (step S1202). As already explained, the index value IV=16 contains normal replay winning data and special replay winning data. If the index value IV=16 is selected and the first stop is the left reel 32L, a normal replay win is guaranteed regardless of the type of the second and third stop target reels 32L, 32M, and 32R and the operation timing of each stop button 42-44. On the other hand, if the first stop is either the center reel 32M or the right reel 32R, a special replay win can be achieved regardless of the type of the second and third stop target reels 32L, 32M, and 32R. However, the special replay win may not be achieved depending on the operation timing of the left stop button 42 relative to the rotation position of the left reel 32L. If the left stop button 42 is operated at a timing that would not result in a special replay win, a normal replay win will definitely be achieved. In other words, if a win occurs with index value IV=16 and the center reel 32M or the right reel 32R stops as the first stop, the special replay win will take priority, and if the special replay win cannot be achieved due to the timing of operation of the left stop button 42, a normal replay win will definitely be achieved.
[0238] If the index value IV=16 is won (step S1202: YES), it is determined whether a normal replay win has been achieved (step S1203). If the index value IV=16 is not won (step S1202: NO), or if the index value IV=16 is won but a special replay win has been achieved instead of a normal replay win (step S1203: NO), the value of the RT counter in the main RAM 74 is subtracted by 1 (step S1204). As a result, the number of remaining games to be continued in the first half RT state is reduced by 1. If the value of the RT counter after the subtraction is "0" (step S1205: YES), the first half RT flag in the main RAM 74 is cleared to "0" (step S1208). In this case, the second half RT flag provided in the main RAM 74 is not set to "1", so the RT state ST4 ends in only the first half RT state without transitioning to the second half RT state.
[0239] On the other hand, if the index value IV=16 is won and a normal replay win is established (steps S1202 and S1203: YES), the second half RT flag provided in the main RAM 74 is set to "1" (step S1206). The second half RT flag is a flag for the main MPU 72 to identify that the RT state ST4 is the second half RT state. Thereafter, the RT counter in the main RAM 74 is set to "20", which is the second half end reference number (step S1207), and the first half RT flag in the main RAM 74 is cleared to "0" (step S1208).
[0240] The first half RT flag is cleared to "0" not only when 20 games, which is the reference number of games for ending the first half, are played without transitioning to the second half RT state, or when transitioning to the second half RT state occurs, but also when BB winning data or RB winning data is stored in the main RAM 74. In other words, the first half RT state also ends when a BB role or an RB role is won in the role lottery process (FIG. 15) during the first half RT state.
[0241] If the second half RT flag is set to "1," this means that the current state is the second half RT state of the RT state ST4, so a negative determination is made in step S1201 and the process proceeds to step S1209. In step S1209, the value of the RT counter in the main RAM 74 is decremented by 1. If the value of the RT counter after decrementing by 1 is "0" (step S1210: YES), the second half RT flag in the main RAM 74 is cleared to "0" (step S1211).
[0242] The second half RT flag is cleared to "0" not only when 20 games, which is the reference number of games for ending the second half, have been played, but also when BB winning data or RB winning data is stored in the main RAM 74. In other words, the second half RT state ends when a BB role or an RB role is won in the role lottery process (FIG. 15) during the second half RT state.
[0243] As described above, in the RT state ST4, the first half RT state is initiated. If the index value IV=16 is won in the first half RT state and a normal replay win is established, the state transitions to the second half RT state. The second half RT state ends when 20 games, which is the reference number for ending the second half, are played unless BB winning data or RB winning data is stored. On the other hand, if the index value IV=16 is won in the first half RT state and 20 games, which is the reference number for ending the first half, are played without the occurrence of an event in which a normal replay win is established, the first half RT state ends, and the RT state ST4 ends without transitioning to the second half RT state. Therefore, in the first half RT state, by playing as many games as possible within the range of the reference number for ending the first half, winning the index value IV=16 and establishing a normal replay win, it is possible to secure a large number of games in the RT state ST4.
[0244] In this case, if a win occurs with index value IV=16 as described above, if the first stop is the left reel 32L, a normal replay win is guaranteed regardless of the types of the second and third stop targets (reels 32L, 32M, 32R) and the operation timing of each stop button 42-44. On the other hand, if the first stop is either the center reel 32M or the right reel 32R, a special replay win may be guaranteed regardless of the types of the second and third stop targets (reels 32L, 32M, 32R). However, the special replay win may not be achieved depending on the operation timing of the left stop button 42 relative to the spin position of the left reel 32L. If the left stop button 42 is operated at a timing that would not result in a special replay win, a normal replay win is guaranteed. In other words, if a win occurs with index value IV=16 and the center reel 32M or the right reel 32R stops as the first stop, the special replay win takes priority. If the special replay win cannot be achieved due to the timing of operation of the left stop button 42, the normal replay win is guaranteed. Therefore, if an index value IV=16 is achieved early in the first-half RT state, it is preferable to operate the stop buttons 42-44 to achieve the special replay win, thereby continuing the first-half RT state. If an index value IV=16 is achieved when the remaining first-half end reference number of games in the first-half RT state is low, it is preferable to operate the stop buttons 42-44 to achieve the normal replay win. Under these circumstances, in the slot machine 10, if an index value IV=16 is achieved in the first-half RT state, the fact that the index value IV=16 is achieved is notified before the timing at which the reels 32L, 32M, and 32R can be stopped. In addition, if the remaining first half end reference number of games in the first half RT state is within the avoidance game number range (specifically, 8 to 20 games), a notification of a stopping order to encourage the establishment of a special replay prize will be made if the index value IV = 16 is won, and if the remaining first half end reference number of games in the first half RT state is within the winning game number range (specifically, 7 games or less), a notification of a stopping order to encourage the establishment of a normal replay prize will be made if the index value IV = 16 is won.
[0245] The control for executing the notification of the stop order as described above is executed in the stop order notification control process (step S512) of the winning combination lottery process (FIG. 15) in the main MPU 72. FIG. 33 is a flowchart showing the stop order notification control process.
[0246] If the first half RT flag in the main RAM 74 is set to "1" (step S1301: YES) and the index value IV=16 is hit (step S1302: YES), it is determined whether the value of the RT counter in the main RAM 74 is 8 or greater (step S1303). If the value of the RT counter is within the avoidance game number range (specifically, 8 to 20 games) (step S1303: YES), a stop order setting process for reverse push notification is executed (step S1304). As a result, a display corresponding to a stop order in which the first reel is the right reel 32R and the remaining reels are arbitrary is started on the dual-purpose display unit 66. This display is started before the stop operation of the reels 32L, 32M, and 32R is enabled, and is ended when a stop command is issued for all reels 32L, 32M, and 32R in the game for which this display is executed. Thereafter, a reverse push notification command is sent to the production-side MPU 92 (step S1305). When the production-side MPU 92 receives the reverse push notification command, it causes the image display device 63 to start a display corresponding to a stop order in which the first stop is the right reel 32R and the rest are arbitrary. This display starts before the stop operation of the reels 32L, 32M, and 32R becomes effective, and ends when a stop command is issued for all of the reels 32L, 32M, and 32R in the game in which this display is executed.
[0247] 34(a) to 34(c) are explanatory diagrams for explaining the stop patterns of the reels 32L, 32M, and 32R when a push-back notification as described above is executed and a stop operation for the reels 32L, 32M, and 32R is performed in response to the push-back notification. When a player who has confirmed the push-back notification causes the right reel 32R to stop for the first time and the center reel 32M to stop for the second time, the stop pattern shown in FIG. 34(a) will result. In this case, the stopped symbols on the center reel 32M and the right reel 32R on the third main line ML3 will be "replay" symbols. This stop pattern is a stop pattern that can result in either a normal replay win or a special replay win.
[0248] In the situation shown in FIG. 34(a), when the left stop button 42 is operated at a timing when the sixth "replay" symbol is present in the lower row of the left reel 32L, stop control of the left reel 32L is executed in a manner that a special replay win is established on the third main line ML3 as shown in FIG. 34(b). As a result, a special replay win is established. The establishment of the special replay win prevents transition to the second half RT state, and the first half RT state continues. On the other hand, in the situation shown in FIG. 34(a), when the left stop button 42 is operated at a timing when a symbol other than the sixth "replay" symbol is present in the lower row of the left reel 32L, stop control of the left reel 32L is executed in a manner that a normal replay win is established on the third main line ML3 as shown in FIG. 34(c). As a result, a normal replay win is established, and the game transitions to the second half RT state.
[0249] Returning to the explanation of the stop order notification control process (FIG. 33), if the value of the RT counter is within the range of the number of games that have been achieved (specifically, 7 games or less) (step S1303: NO), the stop order setting process for the push-forward notification is executed (step S1306). As a result, a display corresponding to a stop order in which the first reel to stop is the left reel 32L and the remaining reels are arbitrary is started on the dual-purpose display unit 66. This display is started before the stop operation of the reels 32L, 32M, and 32R becomes effective, and is ended when a stop command is issued for all reels 32L, 32M, and 32R in the game for which the display is to be executed. Thereafter, a push-forward notification command is sent to the production-side MPU 92 (step S1307). When the production-side MPU 92 receives the push-forward notification command, it causes the image display device 63 to start a display corresponding to a stop order in which the first reel to stop is the left reel 32L and the remaining reels are arbitrary. This display starts before the stop operation of the reels 32L, 32M, and 32R becomes effective, and ends when a stop command is issued to all reels 32L, 32M, and 32R in the game for which this display is executed. When the stop operation of the reels 32L, 32M, and 32R is performed in accordance with the sequential push notification, stop control of each reel 32L, 32M, and 32R is executed in a manner that establishes a normal replay winning on the third main line ML3, as shown in Figure 34(c), regardless of the operation timing of each stop button 42 to 44. As a result, a normal replay winning is established, and the game transitions to the second half RT state.
[0250] If a negative determination is made in step S1301, if a negative determination is made in step S1302, if the processing of step S1305 is executed, or if the processing of step S1307 is executed, another process for notifying the stop order is executed (step S1308). In the other process for notifying the stop order, for example, when the AT state ST5 is reached and one of index values IV=1 to 6 is won in the winning combination lottery processing (FIG. 15), a display corresponding to the stop order of reels 32L, 32M, and 32R that enables the establishment of the first bell winning is made on the dual-purpose display unit 66, and a command is sent to the production-side MPU 92 to notify the image display device 63 of the stop order of reels 32L, 32M, and 32R that enables the establishment of the first bell winning. Furthermore, for example, when the player is in AT state ST5 and the winning combination results in an index value IV of 7 to 9 in the lottery process (Figure 15), a display corresponding to the stopping order of reels 32L, 32M, and 32R that will result in the second bell winning is displayed on the dual-purpose display unit 66, and a command is sent to the production side MPU92 to cause the image display device 63 to announce the stopping order of reels 32L, 32M, and 32R that will result in the second bell winning.
[0251] In the first RT state of RT state ST4, as described above, if a win with index value IV = 16 results in a normal replay win, a transition to the second RT state occurs. However, if a win with index value IV = 16 results in a special replay win, a transition to the second RT state is avoided. In this configuration, if the stopped symbols on the left reel 32L are "bell" symbols, the stopped symbols on the center reel 32M are "replay" symbols, and the stopped symbols on the right reel 32R are "replay" symbols on any of the main lines ML1-ML5, a special replay win occurs. Furthermore, to achieve a special replay win, the center reel 32M or the right reel 32R must stop as the first stop, and the left stop button 42 must be operated at a predetermined timing relative to the rotation position of the left reel 32L. Therefore, when a special replay win occurs, the player perceives that they have missed the replay, even though a replay win is actually achieved. In this case, if a special replay win is achieved, the execution mode of the predetermined notification will be the same as when the replay win is not achieved. The execution mode of the predetermined notification will be described below.
[0252] 35 is a flowchart showing the setting process at the end of a game executed by the master MPU 72. The setting process at the end of a game is executed in step S319 in the normal process (FIG. 13). The process in step S319 is executed when one game ends.
[0253] If any replay win is achieved in the current game (step S1401: YES), on the condition that the current game state is the first half RT state and a special replay win is achieved in the current game (steps S1402 and S1403: YES), a process of lighting up the credit insertion button 47 is executed (step S1404). As a result, the credit insertion button 47 changes from an unlit state to a lit state. However, since a special replay win has been achieved, the value of the bet number setting counter 74a in the main RAM 74 is maintained at the bet upper limit of "3" even if the current game ends. Therefore, even if the credit insertion button 47 is lit, new gaming media cannot be bet.
[0254] Thereafter, the pseudo-bet corresponding flag provided in the main RAM 74 is set to "1" (step S1405). The pseudo-bet corresponding flag is a flag for the main MPU 72 to identify that the situation is after a special replay winning has been achieved in the first half RT state. In addition, a bet light-off command is sent to the production MPU 92 (step S1406). When the production MPU 92 receives the bet light-off command, it turns off each of the light-emitting elements 69a to 69c of the production bet display unit 69.
[0255] If a negative determination is made in step S1402, if a negative determination is made in step S1403, or if the processing of step S1406 is executed, the replay bet set flag in the main RAM 74 is set to "1" (step S1407). In other words, if any replay winning is achieved, the value of the bet number setting counter 74a is maintained as is, and the replay bet set flag is set to "1". As a result, if any replay winning is achieved, it is possible to start a new game without the need for a new bet of gaming media.
[0256] If no replay wins are achieved in the current game (step S1401: NO), the bet number setting counter 74a is cleared to "0" (step S1408). The bet number setting counter 74a is a counter for specifying the current number of bets in the master MPU 72, and the master bet display unit 64 displays a value corresponding to the value of the bet number setting counter 74a. Figure 36 is a flowchart showing the control process of the bet display unit. The control process of the bet display unit is executed in step S212 of the timer interrupt process (Figure 12).
[0257] If the value of the bet number setting counter 74a is "0" (step S1501: YES), an all-lights-out process is executed (step S1502). By executing the all-lights-out process, all of the three light-emitting elements 64a to 64c arranged vertically in the bet display unit 64 are turned off.
[0258] If the value of the bet number setting counter 74a is "1" (step S1503: YES), a first lighting process is executed (step S1504). By executing the first lighting process, the bottom light emitting unit 64a of the three light emitting units 64a to 64c arranged vertically in the bet display unit 64 is turned on, and the remaining light emitting units 64b and 64c are turned off.
[0259] If the value of the bet number setting counter 74a is "2" (step S1505: YES), a second lighting process is executed (step S1506). By executing the second lighting process, of the three light emitting elements 64a to 64c arranged vertically in the bet display unit 64, the bottom and center light emitting elements 64a, 64b are lit, and the top light emitting element 64c is turned off.
[0260] If the value of the bet number setting counter 74a is "3" (step S1505: NO), a third lighting process is executed (step S1507). By executing the third lighting process, all of the three light emitting portions 64a to 64c arranged in a vertical direction in the bet display portion 64 are lit up.
[0261] As described above, when any of the replay winning events is achieved, the value of the bet number setting counter 74a is maintained even if a special replay winning event is achieved in the first half RT state. Therefore, all three light emitting elements 64a to 64c of the bet display unit 64 are maintained in the lit state. However, this is not limited to this, and when any of the replay winning events is achieved, all light emitting elements 64a to 64c of the bet display unit 64 may be temporarily turned off for a predetermined period (for example, one second), and then all light emitting elements 64a to 64c may be turned on again regardless of the player's operation.
[0262] Returning to the explanation of the setting process at the end of the game (FIG. 35), after executing the process of step S1408, a bet turn-off command is sent to the production-side MPU 92 (step S1409). When the production-side MPU 92 receives the bet turn-off command, it turns off each of the light-emitting elements 69a to 69c of the production-side bet display unit 69. As a result, in a game in which no replay win is achieved, not only are all of the light-emitting elements 64a to 64c of the main-side bet display unit 64 turned off when the game ends, but all of the light-emitting elements 69a to 69c of the production-side bet display unit 69 are also turned off.
[0263] Thereafter, on the condition that the value of the credit counter 74b in the main RAM 74 is 1 or more (step S1410: YES), a process of lighting up the credit insertion button 47 is executed (step S1411). As a result, the credit insertion button 47 changes from an unlit state to a lit state, and the player is notified that he or she can bet virtual medals.
[0264] Next, the pseudo bet handling process executed by the master MPU 72 will be described with reference to the flowchart of Fig. 37. The pseudo bet handling process is executed in step S421 of the start waiting process (Fig. 14).
[0265] First, it is determined whether or not the pseudo-bet corresponding flag in the main RAM 74 is set to "1" (step S1601). As already explained, the pseudo-bet corresponding flag is set to "1" when a special replay win is achieved in the first half RT state. If the pseudo-bet corresponding flag is set to "1" (step S1601: YES), a pseudo-bet corresponding command is sent to the production side MPU 92 (step S1603) on the condition that the credit insertion button 47 has been operated (step S1602: YES). When the production side MPU 92 receives the pseudo-bet corresponding command, it causes each of the light-emitting units 69a to 69c of the production side bet display unit 69 to emit light and causes the corresponding sound to be output from the speaker 62.
[0266] Thereafter, the pseudo-bet corresponding flag is cleared to "0" (step S1604). Also, a process of turning off the credit insertion button 47 is executed (step S1605). As a result, the credit insertion button 47 changes from the lit state to the unlit state.
[0267] 38 is a flowchart showing the bet notification control process executed by the effect-side MPU 92. The bet notification control process is repeatedly executed at a relatively short cycle (for example, every 4 milliseconds).
[0268] First, it is determined whether or not a bet setting command has been received from the main MPU 72 (step S1701). As already explained, the bet setting command is transmitted from the main MPU 72 when the value of the bet number setting counter 74a is increased based on the insertion of medals into the medal insertion slot 45 or the operation of the credit insertion button 47. The bet setting command includes information corresponding to the value of the bet number setting counter 74a after the bet number has been increased.
[0269] If a bet setting command has been received (step S1701: YES), the MPU 92 executes a process for reading out the stepwise light-emitting data for bet setting (step S1702). In this readout process, light-emitting data is read from the production-side ROM 93 to the production-side RAM 94 so that all of the light-emitting units 69a-69c of the production-side bet display unit 69 that correspond to the value of the bet number setting counter 74a included in the currently received bet setting command are illuminated. In this case, the light-emitting units 69a-69c that are already illuminated are maintained illuminated, and light-emitting data is read out to change the light-emitting units 69a-69c corresponding to the newly increased bet number from their unilluminated state to their illuminated state. Furthermore, if the bet number is increased by two or more, light-emitting data is read out to sequentially illuminate the light-emitting units 69a-69c corresponding to the smallest bet number at predetermined intervals (e.g., one second) in order. The production-side MPU 92 performs light-emitting control processing on the light-emitting units 69a-69c of the production-side bet display unit 69 in accordance with the light-emitting data.
[0270] The production-side RAM 94 is provided with a lit counter that is referenced by the production-side MPU 92 to identify the types of light-emitting elements 69a-69c that are already lit. A value of "0" on the lit counter corresponds to all light-emitting elements 69a-69c of the production-side bet display unit 69 being unlit, a value of "1" on the lit counter corresponds to only light-emitting element 69a of the production-side bet display unit 69 being lit, a value of "2" on the lit counter corresponds to only light-emitting elements 69a and 69b of the production-side bet display unit 69 being lit, and a value of "3" on the lit counter corresponds to all light-emitting elements 69a-69c of the production-side bet display unit 69 being lit. When any of the light-emitting elements 69a-69c of the production-side bet display unit 69 is lit, the value of the lit counter is updated accordingly.
[0271] Thereafter, a process for reading sound output data at the time of bet setting is executed (step S1703). In this read process, sound output data is read from the production-side ROM 93 to the production-side RAM 94 so that a bet sound corresponding to the increased number of bets is output from the speaker 62. The production-side MPU 92 performs sound output control on the speaker 62 corresponding to the sound output data through sound output control processing.
[0272] In the bet notification control process, it is determined whether a settlement command or a bet extinguishing command has been received from the main MPU 72 (step S1704). As already explained, the settlement command is transmitted from the main MPU 72 when the settlement process is executed. As already explained, the bet extinguishing command is transmitted from the main MPU 72 at the end of a game in which no replay win is achieved, and is also transmitted from the main MPU 72 at the end of a game in which a special replay win is achieved in the first half RT state. If the determination is affirmative in step S1704, the bet light-emitting unit is turned off (step S1705). In this light-off process, all light-emitting units 69a to 69c of the production bet display unit 69 are turned off. In addition, the value of the lit counter in the production RAM 94 is cleared to "0".
[0273] In the bet notification control process, it is determined whether or not a pseudo-bet command has been received from the main MPU 72 (step S1706). As already explained, the pseudo-bet command is transmitted from the main MPU 72 when the credit insertion button 47 is operated after the end of a game in which a special replay winning has been achieved in the first half RT state.
[0274] If a pseudo-bet command has been received (step S1706: YES), a process for reading stepwise light-emitting data for bet setting is executed (step S1707). In this read process, light-emitting data for switching all light-emitting elements 69a-69c of the effect-side bet display unit 69 from an off state to an on state is read from the effect-side ROM 93 to the effect-side RAM 94. In this case, light-emitting data for sequentially turning on the light-emitting elements 69a-69c corresponding to the smallest number of bets at predetermined intervals (e.g., one second) is read. The effect-side MPU 92 performs light-emitting control corresponding to the light-emitting data on each of the light-emitting elements 69a-69c of the effect-side bet display unit 69 through a light-emitting control process. In addition, the effect-side RAM 94 sets the lit counter to "3." Thereafter, a process for reading sound output data for bet setting is executed (step S1708). In this read process, sound output data is read from the effect-side ROM 93 to the effect-side RAM 94 so that a bet sound corresponding to an increase in the number of bets by "3" is output from the speaker 62. The production-side MPU 92 performs sound output control corresponding to the sound output data on the speaker 62 through sound output control processing.
[0275] In the bet notification control process, it is determined whether or not a game start command has been received from the main MPU 72 (step S1709). The game start command is transmitted in step S513 of the winning combination lottery process (FIG. 15) when a new game is started based on the operation of the start lever 41. If the game start command has been received (step S1709: YES), it is determined whether or not the value of the lit counter in the performance RAM 94 is "3," thereby determining whether or not all of the light-emitting elements 69a to 69c of the performance bet display unit 69 are already lit (step S1710). As already explained, a game is started on the condition that the value of the bet number setting counter 74a in the main RAM 74 is equal to the upper limit number of bets. Therefore, the game start command is basically received from the main MPU 72 when the value of the lit counter in the performance RAM 94 is "3." However, if the start lever 41 is operated without operating the credit insertion button 47 after a special replay win is achieved in the first half RT state, a game start command is received from the main MPU 72 in a state where the value of the lit counter in the performance RAM 94 is "0" instead of "3." In this case, a negative determination is made in step S1710, and processing is executed to read the simultaneous light emission data of the bet light emitting units (step S1711).
[0276] In this readout process, simultaneous light-emitting data for switching all the light-emitting elements 69a-69c of the effect-side bet display unit 69 from an off state to an on state is read from the effect-side ROM 93 to the effect-side RAM 94. In this case, the light-emitting elements 69a-69c corresponding to the smallest number of bets are not sequentially turned on at predetermined intervals (e.g., one second) in order, but light-emitting data for simultaneously turning on all the light-emitting elements 69a-69c is read out. The effect-side MPU 92 performs light-emitting control corresponding to the light-emitting data on each of the light-emitting elements 69a-69c of the effect-side bet display unit 69 in the light-emitting control process. The effect-side RAM 94 also sets the on counter in the effect-side RAM 94 to "3." Note that if a negative determination is made in step S1710, the sound output data readout process for bet setting is not executed. Therefore, if all the light-emitting elements 69a-69c of the effect-side bet display unit 69 are simultaneously turned on, the corresponding bet sound is not output.
[0277] Next, how a bet notification is made will be described with reference to the time chart in Fig. 39. Fig. 39(a) shows the period during which one game is being executed, Fig. 39(b) shows the timing when the credit insertion button 47 is operated, Fig. 39(c) shows the timing when the start lever 41 is operated, Fig. 39(d) shows the state of each of the light emitting elements 64a to 64c of the main bet display unit 64, Fig. 39(e) shows the state of each of the light emitting elements 69a to 69c of the effect bet display unit 69, Fig. 39(f) shows the timing when a bet sound is output, Fig. 39(g) shows the timing when a normal replay win is made, and Fig. 39(h) shows the timing when a special replay win is made.
[0278] When the credit insertion button 47 is operated at timing t1 as shown in Figure 39(b), the light-emitting elements 64a-64c of the main bet display unit 64 are switched from an off state to an on state in the order of light-emitting element 64a → light-emitting element 64b → light-emitting element 64c as shown in Figure 39(d), and the light-emitting elements 69a-69c of the effect bet display unit 69 are switched from an off state to an on state in the order of light-emitting element 69a → light-emitting element 69b → light-emitting element 69c as shown in Figure 39(e). Then, at timing t2, all of the light-emitting elements 64a-64c of the main bet display unit 64 are switched on, and all of the light-emitting elements 69a-69c of the effect bet display unit 69 are switched on. The on states of the main bet display unit 64 and the effect bet display unit 69 are maintained until a trigger occurs to turn them off, such as when the game ends. 39(f), a bet sound is output from the speaker 62 from timing t1 to timing t2. This allows the player to recognize that the number of bets has reached the upper limit. When the number of bets reaches the upper limit, the credit insertion button 47 switches from a lit state to an unlit state.
[0279] Thereafter, the start lever 41 is operated at timing t3 as shown in FIG. 39(c), thereby starting the game as shown in FIG. 39(a). The game ends at timing t4. No replay wins are achieved in this game. Therefore, at timing t4 when the game ends, all of the light-emitting elements 64a to 64c of the main bet display unit 64 simultaneously change from a lit state to an unlit state as shown in FIG. 39(d), and all of the light-emitting elements 69a to 69c of the performance bet display unit 69 simultaneously change from a lit state to an unlit state as shown in FIG. 39(e). Note that if the value of the credit counter 74b of the main RAM 74 is 1 or greater, the credit insertion button 47 switches from an unlit state to a lit state at timing t4.
[0280] Then, at timing t5, as shown in FIG. 39(b), the credit insertion button 47 is operated. As shown in FIG. 39(d), the light-emitting elements 64a-64c of the main bet display unit 64 are switched from an unlit state to an lit state in the order of light-emitting element 64a → light-emitting element 64b → light-emitting element 64c. At the same time, as shown in FIG. 39(e), the light-emitting elements 69a-69c of the effect bet display unit 69 are switched from an unlit state to an lit state in the order of light-emitting element 69a → light-emitting element 69b → light-emitting element 69c. Then, at timing t6, all the light-emitting elements 64a-64c of the main bet display unit 64 are lit, and all the light-emitting elements 69a-69c of the effect bet display unit 69 are lit. In addition, a bet sound is output from the speaker 62 from timing t5 to timing t6, as shown in FIG. 39(f). This allows the player to recognize that the number of bets has reached the maximum bet limit. When the number of bets reaches the upper limit, the credit insertion button 47 switches from a lit state to an unlit state.
[0281] Thereafter, the start lever 41 is operated at timing t7 as shown in FIG. 39(c), thereby starting the game as shown in FIG. 39(a). The game ends at timing t8. In this game, a normal replay win is achieved as shown in FIG. 39(g). When a normal replay win is achieved, the value of the bet number setting counter 74a in the master RAM 74 is maintained, so that the next game can be started without setting a new bet. Therefore, even after the current game ends, the light-emitting elements 64a-64c of the master bet display unit 64 remain lit as shown in FIG. 39(d), and the light-emitting elements 69a-69c of the effect bet display unit 69 remain lit as shown in FIG. 39(e). Furthermore, the credit insertion button 47 remains unlit.
[0282] Thereafter, the start lever 41 is operated at timing t9 as shown in FIG. 39(c), thereby starting the game as shown in FIG. 39(a). The game ends at timing t10. In this game, a special replay win is achieved as shown in FIG. 39(h). The current game state is the first half RT state. If a special replay win is achieved in the first half RT state, the value of the bet number setting counter 74a in the main RAM 74 is maintained. Therefore, the main bet display unit 64 remains lit as shown in FIG. 39(d), but all the light-emitting units 69a to 69c of the performance bet display unit 69 are turned off as shown in FIG. 39(e). Furthermore, regardless of whether the value of the credit counter 74b in the main RAM 74 is 1 or greater, the credit insertion button 47 switches from an off state to an on state. In addition, when a special replay win occurs in a game state other than the first half RT state, the main bet display unit 64 as well as the performance bet display unit 69 are kept lit, and the credit insertion button 47 is kept unlit.
[0283] Thereafter, at timing t11, the credit insertion button 47 is operated as shown in FIG. 39(b), and as a result, as shown in FIG. 39(e), the light emitting units 69a-69c of the effect-side bet display unit 69 are switched from an unlit state to an lit state in the order of light emitting unit 69a → light emitting unit 69b → light emitting unit 69c. Then, at timing t12, all the light emitting units 69a-69c of the effect-side bet display unit 69 are switched to an lit state. Note that the main-side bet display unit 64 is maintained in an lit state. Also, a bet sound is output from the speaker 62 from timing t11 to timing t12 as shown in FIG. 39(f). Also, at timing t11, the credit insertion button 47 is switched from an lit state to an unlit state.
[0284] Thereafter, the start lever 41 is operated at timing t13 as shown in FIG. 39(c), thereby starting the game as shown in FIG. 39(a). The game ends at timing t14. In this game, a special replay win is achieved as shown in FIG. 39(h). The current game state is the first half RT state. If a special replay win is achieved in the first half RT state, the value of the bet number setting counter 74a in the main RAM 74 is maintained. Therefore, the main bet display unit 64 remains lit as shown in FIG. 39(d), but all the light-emitting units 69a to 69c of the performance bet display unit 69 are turned off as shown in FIG. 39(e). Furthermore, regardless of whether the value of the credit counter 74b in the main RAM 74 is 1 or greater, the credit insertion button 47 switches from an off state to an on state.
[0285] Subsequently, at timing t15, as shown in FIG. 39(b), the credit insertion button 47 is not operated, and the start lever 41 is operated as shown in FIG. 39(c), thereby starting the game as shown in FIG. 39(a). At timing t15, as shown in FIG. 39(e), the light-emitting elements 69a to 69c of the effect-side bet display unit 69 simultaneously switch from an off state to an on state. Note that the main bet display unit 64 remains on. Also, as shown in FIG. 39(f), no bet sound is output this time. The game ends at timing t16. No replay wins are achieved in this game. Therefore, at timing t16 when the game ends, all light-emitting elements 64a to 64c of the main bet display unit 64 simultaneously switch from an on state to an off state as shown in FIG. 39(d), and all light-emitting elements 69a to 69c of the effect-side bet display unit 69 simultaneously switch from an on state to an off state as shown in FIG. 39(e). If the value of the credit counter 74b in the main RAM 74 is 1 or more, the credit insertion button 47 switches from an unlit state to an lit state at timing t16.
[0286] As described above, when a special replay win is achieved in the first half RT state, the light-emitting elements 69a-69c of the effect-side bet display unit 69 change from an on state to an off state, even if a new game can be started without placing a new bet. When the credit insertion button 47 is operated, the light-emitting elements 69a-69c of the effect-side bet display unit 69 change from an off state to an on state, sequentially, even if a new bet has not been placed. A special replay win occurs when the stopped symbols on the left reel 32L are a "bell" symbol, the stopped symbols on the center reel 32M are a "replay" symbol, and the stopped symbols on the right reel 32R are a "replay" symbol on any of the main lines ML1-ML5. To achieve a special replay win, the center reel 32M or the right reel 32R must stop as the first stop, and the left stop button 42 must be operated at a predetermined timing relative to the rotation position of the left reel 32L. Therefore, when a special replay win is achieved, the player will recognize that a so-called replay miss has been made, even though a replay win has actually been achieved. In this case, as described above, when a special replay win is achieved, the light emitting sections 69a to 69c of the effect-side bet display section 69 are temporarily switched from a lit state to an unlit state, and then when the credit insertion button 47 is operated, the light emitting sections 69a to 69c of the effect-side bet display section 69 are sequentially switched from an unlit state to a lit state, so that the player can recognize that a so-called replay miss has been made, even though a replay win has actually been achieved.
[0287] When a special replay win is achieved in the first half RT state, not only are the light emitting portions 69a to 69c of the effect side bet display portion 69 turned off, but the credit insertion button 47 is also switched from an off state to an on state. This allows the player to recognize that a so-called replay miss has been made even when a replay win has actually been achieved.
[0288] When a special replay win is achieved in the first half RT state and the credit insertion button 47 is subsequently operated, not only do the light emitting sections 69a to 69c of the effect side bet display section 69 switch from an off state to an on state in sequence, but also a bet sound is output from the speaker 62. This makes it possible for the player to recognize that a so-called replay miss has been made even in a situation where a replay win has actually been achieved.
[0289] If a special replay win is achieved in the first half RT state and the start lever 41 is operated without operating the credit insertion button 47, when the game is started in response to this operation, all of the light emitting sections 69a to 69c of the effect-side bet display section 69 are simultaneously switched from an unlit state to a lit state. This makes it possible to make the player recognize that a so-called replay miss has been made even in a situation where a replay win has actually been achieved, as described above, while making it possible for all of the light emitting sections 69a to 69c of the effect-side bet display section 69 to be lit when the game starts.
[0290] In a configuration in which the light emitting sections 69a to 69c of the effect-side bet display section 69 are turned off when a special replay win is achieved in the first half RT state, the light emitting sections 64a to 64c of the main-side bet display section 64 are kept turned on. This allows the gaming hall manager to clearly identify whether or not a bet on a gaming medium is being placed by checking the main-side bet display section 64, even if a special replay win has been achieved in the first half RT state.
[0291] <About Section 2 SC2> Next, the second section SC2 will be described. First, the first control process of the gaming section executed by the main MPU 72 will be described with reference to the flowchart in Fig. 40. The first control process of the gaming section is executed in step S511, which is a process executed after the winning / losing judgment of the winning combination is completed in the winning combination lottery process (Fig. 15).
[0292] First, it is determined whether the second section flag stored in the main RAM 74 is set to "1" (step S1801). The second section flag is a flag used by the main MPU 72 to determine whether the gaming section is the second section SC2 or not; when the second section flag is set to "1", it is the second section SC2, and when the value of the second section flag is "0", it is the first section SC1. If the second section flag is set to "1" (step S1801: YES), the processing from step S1802 onwards is not executed. As a result, if it is the second section SC2, the lottery process for the number of games to be released in step S1804 and the transition lottery process in step S1806 are not executed.
[0293] If the second section flag is not set to "1" (step S1801: NO), it is determined whether or not any index value IV has been won in the lottery process for the current winning combination (FIG. 15) (step S1802). If the lottery process for the current winning combination (FIG. 15) is a miss (step S1802: NO), the processes of steps S1803 to S1809 are not executed. As a result, even if the first section SC1 is selected, if the lottery process for the winning combination (FIG. 15) is a miss, the process for setting the second section SC2 in step S1803, the lottery process for the number of games to be released in step S1804, and the lottery process for the transition mode in step S1806 are not executed. However, if the lottery process for the winning combination in the first section SC1 is a miss, a non-transition handling process is executed (step S1810). The non-transition handling process will be described later.
[0294] If any index value IV is won in the lottery process for this winning combination (FIG. 15) (step S1802: YES), the second section flag in the main RAM 74 is set to "1", and the number of continued games counter 74c (see FIG. 10) and the total number of wins counter 74d (see FIG. 10) provided in the main RAM 74 are each cleared to "0" (step S1803). Setting the second section flag to "1" results in the second section SC2.
[0295] The continued game number counter 74c is a counter for specifying the number of games executed from the start of the second section SC2 when the second section SC2 is continued without the first section SC1 in between, in the main MPU 72. When the value of the continued game number counter 74c reaches a value corresponding to the upper limit number of games (specifically, 1500 games) in the second section SC2, the second section SC2 ends with the game that has been reached, even if the AT state ST5 is in the middle, and the state transitions to the first section SC1 and the normal gaming state ST1.
[0296] The total acquisition counter 74d is a counter for specifying the limited total net increase in the number of game media from the start of the second section SC2 when the second section SC2 is continued without the first section SC1 in between, in the main MPU 72. As already explained, the limited total net increase in the number of game media is the increase in the predetermined difference from the predetermined reference value, where the minimum value of the predetermined difference is the predetermined reference value, and the difference is calculated by subtracting the total number of game media consumed to execute games when the second section SC2 is continuing (0 when no game is being executed) from the total number of game media awarded by games executed when the second section SC2 is continuing (0 when no game media is awarded). If the value of the total winnings counter 74d reaches a value corresponding to the upper limit of the net increase in number of coins (specifically, 2,400 coins) in the second section SC2, even if the AT state ST5 is in the middle of being reached, the second section SC2 ends in the game in which the value is reached, and the game transitions to the first section SC1, which is the normal game state ST1.
[0297] Then, a lottery process for determining the number of release games is executed (step S1804). The number of release games is the number of games required until a transition to AT state ST5 occurs if the transition to AT state ST5 is not selected in the direct hit lottery process (step S2006) and the transition lottery process (step S2011) described below. In the lottery process for determining the number of release games, a lottery table for the number of release games pre-stored in the main ROM 73 is first read out, and numerical information is obtained from a lottery counter that is periodically updated in the main RAM 74. The number of release games is then selected by comparing the numerical information obtained from the lottery counter with the lottery table for the number of release games. In this case, the number of release games is selected from the following: 50 games, 100 games, 200 games, 300 games, 400 games, 500 games, 600 games, 700 games, and 800 games. The probability of selecting each of these numbers of release games is the same. However, this is not limited to this, and the configuration may be such that the probability of selecting a larger number of release games is set higher, or the probability of selecting a smaller number of release games is set higher. After executing the lottery process for the number of release games, the number of release games selected in the lottery process for the number of release games is set in a release game number counter provided in the main RAM 74 (step S1805). The release game number counter is a counter used by the main MPU 72 to determine the remaining number of release games.
[0298] Then, a lottery process for the transition mode is executed (step S1806). The transition mode is a mode for distinguishing the expected value of winning the transition to the AT state ST5 in the transition lottery process (step S2011) described later. There are multiple types of transition modes set, specifically, a first transition mode with the lowest expected value of winning the transition to the AT state ST5, a second transition mode with an intermediate expected value of winning the transition to the AT state ST5, and a third transition mode with the highest expected value of winning the transition to the AT state ST5. In the transition mode lottery process, first, a transition mode lottery table pre-stored in the main ROM 73 is read, and numerical information is acquired from a lottery counter periodically updated in the main RAM 74. Then, the numerical information acquired from the lottery counter is compared with the transition mode lottery table to select a transition mode. In this case, the selection probability of each transition mode is the same. However, this is not limited to this, and a configuration in which the probability of selecting the first transition mode is set high or a configuration in which the probability of selecting the third transition mode is set high may also be used. After the lottery process for the transition mode is executed, information corresponding to the type of transition mode selected in the lottery process is stored in a transition mode storage area provided in the main RAM 74 (step S1807).
[0299] Thereafter, lighting processing of the interval display unit 67 is executed (step S1808). In lighting processing of the interval display unit 67, the interval display unit 67 is switched from an off state to an on state. This causes the interval display unit 67 to start announcing that it is now in the second interval SC2. Thereafter, a interval transition command is sent to the presentation-side MPU 92 (step S1809). By receiving the interval transition command, the presentation-side MPU 92 starts a presentation corresponding to the transition of the game interval to the second interval SC2. The interval transition command also includes information on the number of release games set in the release game number counter in step S1805, and information corresponding to the type of transition mode set in the transition mode memory area in step S1807.
[0300] Next, the second control process for the gaming area executed by the main MPU 72 will be described with reference to the flowchart in Figure 41. The second control process for the gaming area is executed in step S1006 of the response process at the end of gaming (Figure 29). As described above, the response process at the end of gaming is executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game, and therefore the second control process for the gaming area is also executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game.
[0301] If the second section flag of the main RAM 74 is set to "1" and the current gaming section is the second section SC2 (step S1901: YES), the state of the flag of the main RAM 74 is checked to determine whether the current gaming state is the end preparation state ST6 (step S1902). As already explained, the end preparation state ST6 is the gaming state to which the game enters when the AT state ST5 ends without the ending condition of the second section SC2 being met.
[0302] If it is in the end preparation state ST6 (step S1902: YES), it is determined whether or not the end preparation completion flag provided in the main RAM 74 is set to "1" (step S1903). The end preparation completion flag is a flag for the main MPU 72 to identify whether or not one game has been executed in the end preparation state ST6. In the AT processing (step S1005) in the corresponding processing at the time of game termination (FIG. 29), when the AT state ST5 ends, a flag is set to transition to the end preparation state ST6, and the end preparation completion flag is cleared to "0."
[0303] If the end preparation completion flag is not set to "1" (step S1903: NO), the end preparation completion flag is set to "1" (step S1904), and then the processing from step S1905 onwards is executed. If the end preparation completion flag is set to "1" (step S1903: YES), this means that one game has been played in the end preparation state ST6. In this case, processing is executed to end the second section SC2.
[0304] Specifically, the initialization process for the second section SC2 is first executed (step S1914). In the initialization process for the second section SC2, the second section flag in the main RAM 74 is cleared to "0." This causes the gaming section to become the first section SC1. Furthermore, in the initialization process for the second section SC2, even if the player is in the AT state ST5, various data indicating the AT state ST5, including a counter for storing the remaining number of continued games in the AT state ST5 and a counter for storing the remaining number of sets, are cleared, thereby transitioning the gaming state to the normal gaming state ST1. Note that even if the player is in the BB state ST2, RB state ST3, or RT state ST4, the initialization process for the second section SC2 is executed, thereby ending the second section SC2, but the BB state ST2, RB state ST3, and RT state ST4 continue without ending.
[0305] Thereafter, the section display unit 67 is switched from a lit state to an unlit state (step S1915). This ends the notification on the section display unit 67 that it is the second section SC2. Then, a second section initialization command indicating that the second section SC2 has been initialized is sent to the production-side MPU 92 (step S1916). This causes the production-side MPU 92 to execute a performance corresponding to the end of the second section SC2.
[0306] If the game is not in the end preparation state ST6 (step S1902: NO), or if the processing of step S1904 has been executed, the value of the continued game number counter 74c in the main RAM 74 is incremented by 1 (step S1905). As already explained, the continued game number counter 74c is a counter that allows the main MPU 72 to determine the number of games that have been played since the start of the second section SC2 when the second section SC2 is continued without the first section SC1 in between.
[0307] Then, it is determined whether the value of the continuing game number counter 74c after adding 1 is equal to or greater than 1500, which is the upper limit number of games (step S1906). If the value of the continuing game number counter 74c is equal to or greater than 1500, this means that the ending condition for the second section SC2 has been met. In this case, a positive determination is made in step S1906, and processing is executed to end the second section SC2 in steps S1914 to S1916. The processing content of steps S1914 to S1916 has already been explained. As a result, the second section SC2 ends and the first section SC1 begins, and if the AT state ST5 is in the middle of being ended, the AT state ST5 is forcibly ended and the normal gaming state ST1 begins.
[0308] If the value of the continued game number counter 74c is less than 1500 (step S1906: NO), it is determined whether any of the replay prizes, i.e., the first chance replay prize, the second chance replay prize, the normal replay prize, and the special replay prize, has been achieved in the current game (step S1907). In this case, the current game is subject to the determination in step S1907 regardless of whether the current game is in the normal gaming state ST1, the BB state ST2, the RB state ST3, the RT state ST4, or the AT state ST5.
[0309] If no replay win has been achieved (step S1907: NO), the number of bets for the current game (i.e., the value of the bet number setting counter 74a) is subtracted from the total win number counter 74d of the master RAM 74 (step S1908). In this case, even if a replay win was achieved in the previous game and the current game is a game that corresponds to a replay due to the realization of the replay win, the number of bets for the current game (i.e., the value of the bet number setting counter 74a) is subtracted from the total win number counter 74d.
[0310] As already explained, the total acquisition counter 74d is a counter for specifying the limited total net increase in game media from the start of the second section SC2 when the second section SC2 is continued without the first section SC1 in between, in the main MPU 72. Note that, as already explained, the limited total net increase in game media is the increase in the predetermined difference from the predetermined reference value, where the minimum value of the predetermined difference is the predetermined reference value, and the difference is calculated by subtracting the total number of game media consumed to execute games when the second section SC2 is continuing ("0" when no games are being executed) from the total number of game media awarded by games executed when the second section SC2 is continuing ("0" when no game media is awarded).
[0311] Thereafter, it is determined whether any of the minor winning combinations (1st to 9th supplementary winning combinations, 1st bell winning combination, 2nd bell winning combination, special bell winning combination, 1st watermelon winning combination, 2nd watermelon winning combination, and cherry winning combination) that result in the awarding of game media in the current game has been achieved (step S1909). In this case, the determination in step S1909 is made regardless of whether the current game is in the normal game state ST1, BB state ST2, RB state ST3, RT state ST4, or AT state ST5. If the determination in step S1909 is affirmative, the number of game media awarded in the current game is added to the total winning number counter 74d of the main RAM 74 (step S1910).
[0312] If a negative determination is made in step S1909, or if the processing of step S1910 is executed, it is determined whether the value of the total acquisition number counter 74d in the main RAM 74 is equal to or greater than 0 (step S1911). If the value of the total acquisition number counter 74d is less than 0 (step S1911: NO), the total acquisition number counter 74d is cleared to "0" (step S1912).
[0313] As described above, since the number of bets on the current game is subtracted from the total win counter 74d in step S1908, if, for example, no small win is achieved in a game in the normal gaming state ST1 immediately after the transition to the second section SC2, the value of the total win counter 74d will be less than 0. In this case, a negative determination is made in step S1911, and the total win counter 74d is cleared to "0" in step S1912. As a result, if the value obtained by subtracting the "total number of gaming media consumed to execute games while the second section SC2 is continuing ("0" when no games are being executed)" from the "total number of gaming media awarded by games executed while the second section SC2 is continuing ("0" when no gaming media are being awarded)" is set as the predetermined difference, the minimum value of the predetermined difference is set as the predetermined reference value, and the limited total net increase in gaming media, which is the increase in the predetermined difference from the predetermined reference value, can be measured using the total win counter 74d.
[0314] If a positive judgment is made in step S1907, if a positive judgment is made in step S1911, or if the processing of step S1912 is executed, it is determined whether the value of the total winnings counter 74d exceeds the upper limit net increase of "2400" (step S1913). If the value of the total winnings counter 74d exceeds "2400", it means that the ending condition of the second section SC2 has been met. In this case, a positive judgment is made in step S1913, and processing to end the second section SC2 is executed in steps S1914 to S1916. The processing contents of steps S1914 to S1916 have already been explained. As a result, the second section SC2 ends and the first section SC1 begins, and if the AT state ST5 is in the middle of the AT state, the AT state ST5 is forcibly ended and the normal gaming state ST1 begins.
[0315] Here, if any replay win is achieved, a positive determination is made in step S1907, and the processes of steps S1908 to S1912 are not executed. In a game in which a replay win is achieved, the gaming media owned by the player at the start of the game are used to set a bet, but as a benefit from the replay win, the player can replay a new game with the same number of bets as the number of bets made in the game in which the replay win was achieved. In other words, the number of gaming media owned by the player does not change in a game in which a replay win is achieved. In this case, by not executing the processes of steps S1908 to S1912 in a game in which a replay win is achieved, it is possible to omit the execution of the process to change the value of the total win counter 74d in a game in which the number of gaming media owned by the player does not change, and it is possible to avoid the execution of unnecessary processes.
[0316] On the other hand, even in a game in which a replay win is established, in step S1913, it is determined whether or not the value of the total win counter 74d exceeds the upper limit net increase of coins, "2400." As a result, even if the value of the total win counter 74d has already exceeded the upper limit net increase of coins, "2400," in a game prior to the game in which a replay win is established, but the initialization process for the second section SC2 has not been executed due to noise or the like, it is possible to determine that the value of the total win counter 74d has exceeded the upper limit net increase of coins, "2400," in the game in which a replay win is established thereafter, and it becomes possible to execute the initialization process for the second section SC2.
[0317] If the determination in step S1913 is negative, an ending handling process is executed (step S1917). The ending handling process will be described later.
[0318] <Regarding normal game state ST1> Next, the processing contents in the normal gaming state ST1 will be explained. Figure 42 is a flowchart showing the advantageous lottery processing at the start of the game executed by the main MPU 72. The advantageous lottery processing at the start of the game is executed in step S510, which is processing that is executed after the winning / losing judgment of the winning combination is completed in the winning combination lottery processing (Figure 15), and before the first control processing of the gaming section (step S511) and the stop order notification control processing (step S512).
[0319] First, it is determined whether the second section flag of the main RAM 74 is set to "1" (step S2001). As already explained, the second section flag is a flag for the main MPU 72 to identify whether the gaming section is the second section SC2 or not. When the second section flag is set to "1", it is the second section SC2, and when the value of the second section flag is "0", it is the first section SC1. When the second section flag is not set to "1" (step S2001: NO), the processing from step S2002 onwards is not executed. As a result, when it is the first section SC1, the processing to transition the gaming state to the AT state ST5 is not executed.
[0320] If the second section flag is set to "1" (step S2001: YES), and if the current game state is the AT state ST5 (step S2002: YES), the AT state processing at the start of the game is executed (step S2003). The AT state processing at the start of the game will be explained later.
[0321] If the second section flag is set to "1" (step S2001: YES) and the gaming state is not the AT state ST5 (step S2002: NO), it is determined whether the second transition confirmation flag provided in the main RAM 74 is set to "1" (step S2004). The second transition confirmation flag is a flag for the main MPU 72 to identify that the transition to the AT state ST5 has already been won in the transition lottery process (step S2011) described below. If the second transition confirmation flag is set to "1" (step S2004: YES), the processing from step S2005 onwards is not executed. As a result, in a situation where the transition to the AT state ST5 has already been confirmed, the processing from step S2005 onwards to transition the gaming state to the AT state ST5 is not executed.
[0322] If the second transition confirmation flag is not set to "1" (step S2004: NO), it is determined whether direct hit winning data is stored in the master RAM 74 (step S2005). The direct hit winning data is cherry winning data. That is, if the lottery process for the current game results in a win with index value IV = 13, 18, or 20 in the lottery process for the current game (FIG. 15), a positive determination is made in step S2007. If a positive determination is made in step S2007, a direct hit lottery process is executed (step S2006). In the direct hit lottery process, a direct hit lottery table provided in the master ROM 73 and a lottery counter periodically updated in the master RAM 74 are used to determine by lottery whether to transition to the AT state ST5 at the end of the current game. The probability of a direct hit winning in the direct hit lottery process is arbitrary, but in this slot machine 10, the probability of a direct hit winning is 25%.
[0323] If a direct hit is found in the direct hit lottery process (step S2007: YES), the first transition confirmation flag provided in the main RAM 74 is set to "1" (step S2008). The first transition confirmation flag is a flag that allows the main MPU 72 to identify that a direct hit has been found. After that, a direct hit command is sent to the production MPU 92 (step S2009). When the production MPU 92 receives the direct hit command, it changes the execution mode of the effects in the upper lamp 61, speaker 62, and image display device 63 to an execution mode that corresponds to a direct hit. By checking the effect, the player can understand that a transition to AT state ST5 will occur, triggered by a direct hit.
[0324] If a negative determination is made in step S2005 or if a negative determination is made in step S2007, it is determined whether or not the index value IV=10 to 15, 18 to 21 is a winning combination in the lottery process for the current game (FIG. 15) (step S2010). If a positive determination is made in step S2010, a transition lottery process is executed (step S2011).
[0325] In the transition lottery process, whether or not to transition to the AT state ST5 is determined by lottery using a transition lottery table provided in the main ROM 73 and a lottery counter periodically updated in the main RAM 74. In this case, the transition lottery table is provided in one-to-one correspondence with the type of transition mode. That is, a first transition lottery table corresponding to the first transition mode, a second transition lottery table corresponding to the second transition mode, and a third transition lottery table corresponding to the third transition mode are provided. When the first transition mode is selected and the first transition lottery table is referenced, the expected probability of winning the transition to the AT state ST5 in the transition lottery process (step S2011) is 20%. The first transition lottery table is set so that the lower the probability of winning in the role lottery process (FIG. 15) for index values IV = 10-15, 18-21, the higher the probability of winning the transition to the AT state ST5. When the second transition mode is selected and the second transition lottery table is referenced, the expected probability of winning the transition to AT state ST5 in the transition lottery process (step S2011) is 40%. The second transition lottery table is set so that the lower the index value IV among index values IV = 10 to 15, 18 to 21 that has a winning probability in the role lottery process (Fig. 15), the higher the probability of winning the transition to AT state ST5. When the third transition mode is selected and the third transition lottery table is referenced, the expected probability of winning the transition to AT state ST5 in the transition lottery process (step S2011) is 60%. The third transition lottery table is set so that the lower the index value IV among index values IV = 10 to 15, 18 to 21 that has a winning probability in the role lottery process (Fig. 15), the higher the probability of winning the transition to AT state ST5.
[0326] If the transition to AT state ST5 is won in the transition lottery process (step S2012: YES), the second transition confirmation flag in the main RAM 74 is set to "1" (step S2013). As already explained, the second transition confirmation flag is a flag for the main MPU 72 to identify that the transition to AT state ST5 has already been won in the transition lottery process (step S2011). In addition, a value corresponding to the number of transition standby games (specifically, 5 games) is set to a transition standby counter provided in the main RAM 74 (step S2014). The transition standby counter is a counter for the main MPU 72 to identify that the number of transition standby games (specifically, 5 games) has been played since the second transition confirmation flag was set to "1". By winning the transition in the transition lottery process (step S2011), not only is the second transition confirmation flag set to "1", but a value corresponding to the number of transition standby games is also set to the transition standby counter. When the second transition confirmation flag is set to "1", the value of the transition waiting counter is decremented by 1 each time one game is played. When the second transition confirmation flag is set to "1", the value of the transition waiting counter becomes "0", and the gaming state transitions to the AT state ST5. Therefore, a transition to the AT state ST5 occurs when the transition waiting number of games is played after a transition win is made in the transition lottery process (step S2011).
[0327] Next, the normal processing executed by the main MPU 72 will be described with reference to the flowchart of Fig. 43. The normal processing is executed in step S1004 of the response processing at the end of a game (Fig. 29). As described above, the response processing at the end of a game is executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game, and therefore the normal processing is also executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game. As already explained, in the response processing at the end of a game (Fig. 29), if the state is the BB state ST2, the RB state ST3, or the RT state ST4, an affirmative determination is made in step S1002, and the normal processing (step S1004) is not executed.
[0328] If the second section flag of the main RAM 74 is set to "1" and the current game section is the second section SC2 (step S2101: YES), it is determined whether the first transition confirmation flag of the main RAM 74 is set to "1" (step S2102). If a direct hit win has occurred in the direct hit lottery process (step S2006) executed at the start of the current game, the first transition confirmation flag is set to "1".
[0329] If the first transition confirmation flag is set to "1" (step S2102: YES), processing is executed to transition to the AT state ST5 based on the fact that a direct hit has been achieved. Specifically, first, the set number counter provided in the main RAM 74 is set to "3" as the initial set number at the time of a direct hit (step S2103). The set number counter is a counter for specifying the remaining number of sets in the AT state ST5 by the main MPU 72. When the remaining number of continuing games in the AT state ST5 becomes "0", one set of the AT state ST5 ends. In this case, if the value of the set number counter is 1 or more, a predetermined number of games is newly set as the remaining number of continuing games and a new set begins, and if the value of the set number counter is "0", the AT state ST5 ends.
[0330] After that, the AT continuation counter provided in the main RAM 74 is set to "100" as the initial number of games at the time of a direct hit (step S2104). The AT continuation counter is a counter that allows the main MPU 72 to identify the remaining number of games to be continued in one set during execution of the AT state ST5. After that, the AT state flag provided in the main RAM 74 is set to "1" (step S2105). The AT state flag is a flag that allows the main MPU 72 to identify that the AT state ST5 is in effect. After that, an AT transition command is sent to the production side MPU 92 (step S2106). When the production side MPU 92 receives the AT transition command, it changes the execution mode of the performance in the upper lamp 61, speaker 62, and image display device 63 to an execution mode corresponding to the AT state ST5. After that, the first output start flag provided in the main RAM 74 is set to "1" (step S2107). The first output start flag is a flag for the main MPU 72 to identify a situation in which an external output corresponding to the start of AT state ST5 should be executed. When the processing of step S2107 is executed, the first transition confirmation flag is cleared to "0."
[0331] If the first transition confirmation flag is not set to "1" (step S2102: NO), it is determined whether the second transition confirmation flag in the main RAM 74 is set to "1" (step S2108). As already explained, the second transition confirmation flag is a flag for the main MPU 72 to determine whether or not a transition win has been made in the transition lottery process (step S2011).
[0332] If the second transition confirmation flag is set to "1" (step S2108: YES), the value of the transition waiting counter in the main RAM 74 is subtracted by 1 (step S2109). As already explained, the transition waiting counter is a counter used by the main MPU 72 to determine that the number of transition waiting games (specifically, 5 games) has been played since the second transition confirmation flag was set to "1". If the value of the transition waiting counter after subtracting 1 is "0" (step S2110: YES), processing is executed to transition to the AT state ST5 in the event of a non-direct hit. Also, if the second transition confirmation flag is not set to "1" (step S2108: NO), the value of the release game number counter in the main RAM 74 is subtracted by 1 (step S2111), and even if the value of the release game number counter after subtracting 1 is "0" (step S2112: YES), processing is executed to transition to the AT state ST5 in the event of a non-direct hit.
[0333] In the process for transitioning to the AT state ST5 when there is no direct hit, first, a lottery process for the number of sets is executed (step S2113). In the lottery process for the number of sets, the number of sets in the AT state ST5 is determined by lottery using a set number lottery table provided in the main ROM 73 and a lottery counter that is periodically updated in the main RAM 74. The number of sets to be selected by lottery is 1, 2, and 3, and in the first transition mode, the expected value of the number of sets selected is 1.2, in the second transition mode, the expected value of the number of sets selected is 1.8, and in the third transition mode, the expected value of the number of sets selected is 2.4. Then, the number of sets selected in the lottery process for the number of sets (step S2113) is set in the set number counter in the main RAM 74 (step S2114).
[0334] Thereafter, set "50" as the normal initial number of games in the AT continuation counter of the main-side RAM 74 (step S2115). Also, set "1" in the AT state flag of the main-side RAM 74 (step S2116). Also, transmit an AT transition command to the effect-side MPU 92 (step S2117). When the effect-side MPU 92 receives the AT transition command, the execution modes of the upper lamp 61, the speaker 62, and the image display device 63 are set to the execution modes corresponding to the AT state ST5. Thereafter, set "1" in the first output start flag of the main-side RAM 74 (step S2118). When the process of step S2118 is executed, clear the second transition confirmation flag to "0".
[0335] <Regarding the AT state ST5> Next, the processing content in the AT state ST5 will be described. FIG. 44 is a flowchart showing the processing for the AT state at the start of the game executed by the main-side MPU 72. The processing for the AT state at the start of the game is executed in step S2003 in the advantageous lottery process (FIG. 42) at the start of the game.
[0336] First, it is determined whether the value of the superimposition period counter provided in the main-side RAM 74 is 1 or more, thereby determining whether the current situation is the superimposition period in the AT state ST5 (step S2201). The superimposition period counter is a counter for the main-side MPU 72 to specify whether it is the superimposition period and the remaining number of continuous games in the superimposition period. If an affirmative determination is made in step S2201, the processing for the superimposition period is executed (step S2215). The processing for the superimposition period will be described later.
[0337] If the value of the add-on period counter is "0" and it is not the add-on period (step S2201: NO), on the condition that the index value IV = 10 to 15, 18 to 21 is won in the lottery process for the role in this game (FIG. 15) (step S2202: YES), the lottery process for transitioning to the add-on period is executed (step S2203). In the lottery process for transitioning to the add-on period, a lottery is performed using an add-on period transition lottery table provided in the main ROM 73 and a lottery counter that is periodically updated in the main RAM 74 to determine by lottery whether to transition to the add-on period in the AT state ST5, in which the number of remaining games to be played is more likely to be added. In this case, the lower the probability of winning in the lottery process for the role (FIG. 15), the higher the probability of winning the transition to the add-on period.
[0338] If the transition to the additional period is successful (step S2204: YES), an addition process for the number of continued games is executed (step S2205). In the addition process for the number of continued games, a number of games equal to or greater than the number of continued games for which the additional period will continue is added to the value of the AT continuation counter in the master RAM 74. Specifically, the additional period will continue for 10 games, and in step S2205, 20 games, which is the number of games equal to or greater than the 10 games, are added to the value of the AT continuation counter in the master RAM 74. This prevents the remaining number of continued games in the AT state ST5 from becoming "0" during the additional period. Then, a first addition command is sent to the production side MPU 92 (step S2206). The first addition command is a command for causing the production side MPU 92 to recognize that an addition of the number of games has occurred upon transition to the additional period. The first addition command also includes information on the number of games, 20, that are the number of games currently being added. When the presentation-side MPU 92 receives the first addition command, it causes the upper lamp 61, speaker 62, and image display device 63 to execute a presentation indicating that an addition to the number of games has occurred upon transition to the addition period. After that, it sets the addition win flag provided in the main RAM 74 to "1" (step S2207). The addition win flag is a flag that allows the main MPU 72 to identify that a transition to the addition period has been won in the transition lottery process for the addition period (step S2203).
[0339] If the transition lottery process for the additional period (step S2203) does not result in a win (step S2204: NO), it is determined whether or not the index value IV=10 has been won in the lottery process for the role in this game (FIG. 15) (step S2208). As already explained, the first bell winning data and the special bell winning data are set in the index value IV=10. If the determination is affirmative in step S2208, an addition process for the number of sets is executed (step S2209). Specifically, "3" is added to the set number counter in the main RAM 74 as the number of sets when a rare role is won. In other words, if the index value IV=10, which has the lowest winning probability, is won in the lottery process for the role in the AT state ST5 (FIG. 15), the remaining number of sets in the AT state ST5 will definitely increase, and the increased number is "3", the same number as the initial number of sets at the time of a direct hit. This makes it possible to increase the advantage of winning the index value IV=10, which has the lowest winning probability, in the role lottery process (Figure 15) in the AT state ST5.
[0340] Thereafter, a second addition command is sent to the production-side MPU 92 (step S2210). The second addition command is a command for making the production-side MPU 92 recognize that an addition to the remaining number of sets has occurred. The second addition command also contains information on the number of sets that has been added this time, which is "3". When the production-side MPU 92 receives the second addition command, it causes the upper lamp 61, speaker 62, and image display device 63 to execute an effect indicating that "3" number of sets has been added.
[0341] If a negative judgment is made in step S2208, a first additional lottery process is executed (step S2211). In the first additional lottery process, a first additional lottery table provided in the main ROM 73 and a lottery counter periodically updated in the main RAM 74 are used to determine by lottery whether or not to generate an additional bonus that will increase the remaining number of sets in the AT state ST5. The number of sets that can be selected in the first additional lottery process is 0, 1, or 2. In this case, the lower the probability of winning in the role lottery process (FIG. 15), the higher the probability that one or more sets will be selected, and the larger the expected value of the number of sets selected.
[0342] If one or two sets are selected in the first add-on lottery process (step S2212: YES), the number of sets selected in the first add-on lottery process is added to the set number counter in the main RAM 74 (step S2213). Then, a third addition command is sent to the production-side MPU 92 (step S2214). The third addition command is a command for making the production-side MPU 92 recognize that the remaining number of sets has been added. The third addition command also includes information on the number of sets that have been added this time. When the production-side MPU 92 receives the third addition command, it causes the upper lamp 61, speaker 62, and image display device 63 to execute an effect indicating that the number of sets that have been added this time have been added.
[0343] Next, the AT processing executed by the main MPU 72 will be described with reference to the flowchart in Figure 45. The AT processing is executed in step S1005 of the response processing at the end of a game (Figure 29). As described above, the response processing at the end of a game is executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game, and therefore the AT processing is also executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game.
[0344] First, the value of the AT continuation counter in the main RAM 74 is decremented by 1 (step S2301). After that, it is determined whether the value of the added-on period counter in the main RAM 74 is 1 or more, thereby determining whether the current period is the added-on period (step S2302).
[0345] If the value of the bonus period counter is "0" and it is not the bonus period (step S2302: NO), it is determined whether the bonus win flag in the main RAM 74 is set to "1" (step S2303). If the bonus period transition lottery process (step S2203) at the start of the current game results in a win to transition to the bonus period, the bonus win flag is set to "1".
[0346] If the additional win flag is set to "1" (step S2303: YES), an additional win period setting process is executed (step S2304). In the additional win period setting process, the additional win period counter in the main RAM 74 is set to a value corresponding to 10 games, which is the initial number of continuous games for the additional win period. After that, the additional win flag is cleared to "0" (step S2305), and then a start command for the additional win period is sent to the production side MPU 92 (step S2306). The start command for the additional win period is a command for making the production side MPU 92 recognize that the additional win period has begun. When the production side MPU 92 receives the start command for the additional win period, it causes the upper lamp 61, speaker 62, and image display device 63 to execute effects indicating that the additional win period has started and effects indicating that the additional win period is in progress.
[0347] Thereafter, a freeze counter setting process is executed (step S2307). In the freeze counter setting process, a freeze period (specifically, 5 seconds) at the time of transition to the added period is set in a freeze counter provided in the main RAM 74. The freeze period set in the freeze counter is subtracted by a timer subtraction process in step S208 each time the timer interrupt process (FIG. 12) is started. If the value of the freeze counter is 1 or more, a negative determination is made in step S317 of the normal process (FIG. 13) on the condition that none of the ending flags provided in the main RAM 74 is set to "1", and the process waits in step S317. The process of step S317 is executed after the reel control process (step S313), the response process at the time of game end (step S314), and the medium provision process (step S315) have been executed. Therefore, when a transition to the bonus period is set, a new game cannot be started until the freeze period for the transition to the bonus period has elapsed after the rotation of the reels 32L, 32M, and 32R has stopped and the game state transition process and medium provision process have been completed in the game in which the transition was set. During the freeze period for the transition to the bonus period, an effect indicating that the bonus period is about to begin is executed by the upper lamp 61, the speaker 62, and the image display device 63, making it possible for the player to recognize that the bonus period is about to begin.
[0348] If the value of the added-on period counter is 1 or greater and indicates the added-on period (step S2302: YES), the value of the added-on period counter is decremented by 1 (step S2308). Then, if the value of the added-on period counter after decrementing by 1 becomes "0" (step S2309: YES), an end command for the added-on period is sent to the production-side MPU 92 (step S2310). The end command for the added-on period is a command for making the production-side MPU 92 recognize that the added-on period has ended. When the production-side MPU 92 receives the end command for the added-on period, it causes the upper lamp 61, speaker 62, and image display device 63 to execute an effect indicating that the added-on period has ended.
[0349] If a negative determination is made in step S2303, if the processing of step S2307 is executed, if a negative determination is made in step S2309, or if the processing of step S2310 is executed, it is determined whether the value of the AT continuation counter in the main RAM 74 is "0" (step S2311). If the value of the AT continuation counter is "0" (step S2311: YES), 1 is subtracted from the value of the set number counter in the main RAM 74 (step S2312). Then, it is determined whether the value of the set number counter after the subtraction of 1 is "0" (step S2313).
[0350] If the value of the set count counter is 1 or more (step S2313: NO), processing is executed to start a new set in AT state ST5. Specifically, first, the AT continuation counter in the main RAM 74 is set to "50" as the initial number of continuing games for the new set (step S2314). Then, an AT continuation command is sent to the production side MPU 92 (step S2315). The AT continuation command is a command for making the production side MPU 92 recognize that a new set in AT state ST5 has started. When the production side MPU 92 receives the AT continuation command, it causes the upper lamp 61, speaker 62, and image display device 63 to execute a presentation indicating that a new set in AT state ST5 has started.
[0351] Thereafter, the second output start flag provided in the main RAM 74 is set to "1" (step S2316). The second output start flag is a flag for the main MPU 72 to identify a situation in which an external output corresponding to the start of a new setting of the AT state ST5 should be executed. In addition, an AT signal OFF setting process is executed (step S2317), and an OFF duration counter setting process is executed (step S2318). The processes of steps S2317 and S2318 will be described later.
[0352] If the value of the set count counter is "0" (step S2313: YES), a process for setting the end preparation state ST6 is executed (step S2319). In this setting process, the end preparation state flag provided in the main RAM 74 is set to "1". The end preparation state flag is a flag that the main MPU 72 uses to identify the end preparation state ST6, and setting the end preparation state flag to "1" causes the game state to enter the end preparation state ST6. In addition, the end preparation complete flag in the main RAM 74 is cleared to "0" (step S2320). As already explained, the end preparation complete flag is a flag that the main MPU 72 uses to identify whether or not one game has been played in the end preparation state ST6.
[0353] As already explained, in the end preparation state ST6, if a positive judgment is made in step S1902 in the second control processing of the game section (Fig. 41) and the end preparation completion flag is not set to "1" (step S1903: NO), the end preparation completion flag is set to "1" and then processing is executed to determine whether the ending condition of the second section SC2 is met, and the second control processing of the game section in this game (Fig. 41) is terminated. On the other hand, if the end preparation completion flag is set to "1" (step S1903: YES), processing is executed to terminate the second section SC2 and transition to the first section SC1 (steps S1914 to S1916). As a result, the second section SC2 will end when the game following the game in which the AT state ST5 has ended ends.
[0354] After executing the processing of step S2320 in the AT processing (FIG. 45), the AT state flag in the main RAM 74 is cleared to "0" (step S2321). As a result, the AT state ST5 ends, and the gaming state becomes the normal gaming state ST1. In addition, an AT end command indicating that the AT state ST5 has ended is sent to the presentation side MPU 92 (step S2322). When the presentation side MPU 92 receives the AT end command, it causes the upper lamp 61, speaker 62, and image display device 63 to execute a presentation indicating that the AT state ST5 has ended. Thereafter, the external output end flag in the main RAM 74 is set to "1" (step S2323). The external output end flag is a flag for the main MPU 72 to identify that the external output state should be set to correspond to the end of the AT state ST5 and the transition to the normal gaming state ST1.
[0355] &l...
Claims
[Claim 1] a picture display means for variably displaying a picture; start operation means that is operated to start the variable display of the patterns in the pattern display means; a game start means for setting a game execution status based on the operation of the start operation means; A winning combination lottery means for executing a winning combination lottery process when the game is in an execution state; a stop operation means that is operated to stop the variable display of the picture on the picture display means; a picture display control means for controlling the picture display means so that the variable display of the picture is started when the game is executed, and the variable display of the picture is stopped based on the operation of the stop operation means; A winning response control means for executing a control corresponding to a winning role when a stop result corresponding to a winning role is displayed in the lottery process of the winning role after the variable display of the pattern under the control of the pattern display control means; A specific notification control means for executing a specific notification that allows a player to recognize that the stop operation means should be operated in a specific stop operation mode when a specific role is won in the lottery process of the role; a predetermined effect execution means for executing a predetermined effect when a predetermined execution trigger occurs; A predetermined means for generating a stop restriction state in which the variable display of the picture based on the operation of the stop operation means is not stopped in a situation in which the specific notification is being executed, so that the predetermined performance is executed; A means for executing the predetermined effect without causing the stop restriction situation when the specific notification is not being executed; Equipped with The picture display means includes a plurality of variable display areas that variably display the pictures, a plurality of the stop operation means are provided corresponding to a plurality of the variable display areas; The specific stop operation mode is that the stop order of the variable display of the picture in the plurality of variable display areas is a specific stop order, The timing at which the predetermined effect is executed includes a predetermined timing after the variable display of the picture in the variable display area having a predetermined stop order among the plurality of variable display areas has stopped, The gaming machine is characterized in that, when the predetermined effect is executed at the predetermined timing, the predetermined means generates the stop restriction situation after the changing display of the images in the changing display area in the predetermined order has stopped and before the predetermined timing.
Citation Information
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