gaming machines
The gaming machine employs a program structure with jump instructions and reference storage area management to improve processing execution, ensuring appropriate and efficient operation.
Patent Information
- Application Number
- JP2025018845
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-02-07
- Publication Date
- 2025-12-16
- Estimated Expiration
- 2040-09-24
AI Technical Summary
Existing gaming machines require improvements in processing execution to ensure appropriate and efficient operation.
Implementing a gaming machine with a predetermined program structure that includes first and second jump instructions, a reference storage area, and maintaining the state of this area before and after execution to ensure consistent jump conditions, allowing for appropriate processing.
Ensures that processing is executed appropriately, enhancing the functionality and efficiency of gaming machines.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Pachinko machines and slot machines are known as gaming machines. For example, a pachinko machine has a storage section for storing gaming balls. The gaming balls stored in the storage section are guided to a gaming ball launcher and launched toward a gaming area in response to a player's launch operation. Then, for example, when a gaming ball enters a ball entry section provided in the gaming area, a lottery process is executed, or a process is executed to increase the number of gaming balls available to the player.
[0003] In a slot machine, when a start lever is operated to start a new game while gaming value such as medals has been bet, a lottery process is executed by a control means. Furthermore, when the lottery process is executed, the control means executes a rotation start control to start the reels, and when a stop button is operated during the rotation of the reels, the control means executes a rotation stop control to stop the rotation of the reels. If the stop result after the rotation of the reels has stopped corresponds to a winning combination in the lottery process, a bonus corresponding to the winning combination is awarded to the player (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-045989 Summary of the Invention [Problem to be solved by the invention]
[0005] Here, in gaming machines such as those exemplified above, processing needs to be executed appropriately, and there is still room for improvement in this regard.
[0006] The present invention has been made in consideration of the circumstances exemplified above, and aims to provide a gaming machine that is capable of executing processing in an appropriate manner. [Means for solving the problem]
[0007] In order to solve the above problem, the invention described in claim 1 is as follows: In the predetermined program, a predetermined first jump instruction is set at a predetermined first program address, the predetermined second program address being the jump destination; a predetermined second jump instruction having a predetermined third program address as a jump destination is set in the predetermined second program address or in a program address that will be executed after the instruction set in the predetermined second program address becomes the execution target, a predetermined reference storage area that is referenced to determine whether a jump condition is satisfied when the predetermined first jump instruction becomes an instruction to be executed and when the predetermined second jump instruction becomes an instruction to be executed; The state of the predetermined reference storage area is maintained before and after the execution of the predetermined first jump instruction, When the predetermined second jump instruction is executed, the predetermined reference memory area to be referenced is the same as the predetermined reference memory area to be referenced when the predetermined first jump instruction is executed, a state of the predetermined reference memory area in which a jump condition is satisfied in the predetermined second jump instruction is the same as a state of the predetermined reference memory area in which a jump condition is satisfied in the predetermined first jump instruction, The state of the predetermined reference memory area that is referenced when the predetermined first jump instruction becomes the execution target changes depending on the content of an instruction that is executed before the predetermined first jump instruction becomes the execution target. It is characterized by: [Effects of the Invention]
[0008] According to the present invention, it is possible to ensure that processing is executed appropriately. [Brief explanation of the drawings]
[0009] [Figure 1] FIG. 1 is a front view of a slot machine according to a first embodiment. [Figure 2] 1 is a perspective view of the slot machine with the front door open. FIG. [Figure 3] FIG. [Figure 4] FIG. 10 is a diagram showing the arrangement of symbols on each reel. [Figure 5] 10 is an explanatory diagram showing the relationship between the symbols visible through the display window and the combination lines. FIG. [Figure 6] FIG. 10 is an explanatory diagram showing the relationship between winning modes and the benefits to be awarded. [Figure 7] FIG. 10A is a front view of the common display area, and FIG. 10B is an explanatory diagram for explaining the display contents of the stop order corresponding display executed on the common display section. [Figure 8]10A and 10B are explanatory diagrams for explaining the relationship between the notification content of the stop order notification executed by the image display device and the display content of the stop order corresponding display executed by the dual-purpose display unit. [Figure 9] FIG. 2 is an electrical configuration diagram of the slot machine. [Figure 10] 10 is a flowchart showing main processing executed by a main MPU. [Figure 11] 10 is a flowchart showing a timer interrupt process executed by the main MPU. [Figure 12] 10 is a flowchart showing a process executed by the main MPU during a power outage. [Figure 13] 10 is a flowchart showing normal processing executed by the main MPU. [Figure 14] FIG. 2 is an explanatory diagram for explaining the configuration of a main RAM. [Figure 15] 10 is a flowchart showing a start waiting process executed by the main MPU. [Figure 16] 10 is a flowchart showing a bet response process executed by the master MPU. [Figure 17] 10A is a flowchart showing the bet status management process executed by the main MPU, and FIG. 10B is a flowchart showing the setting process at the start executed by the main MPU. [Figure 18] 10 is a flowchart showing the lottery process for determining winning combinations executed by the main MPU. [Figure 19] FIG. 10 is an explanatory diagram for explaining the role lottery table when betting three coins. [Figure 20] FIG. 10 is an explanatory diagram for explaining a role lottery table when two coins are bet. [Figure 21] 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 22] 10 is a flowchart showing a reel control process executed by the main MPU. [Figure 23] 1 is an explanatory diagram for explaining the game states and game zones that exist in a slot machine. FIG. [Figure 24](a) An explanatory diagram to explain the conditions under which the stop order corresponding display is executed on the dual-purpose display unit, the conditions under which the ratio display is executed, and the conditions under which the number of awards display is executed; (b) An explanatory diagram to explain the relationship between the value of the index value counter, the value of the stop order type counter, and the display content of the stop order corresponding display executed on the dual-purpose display unit; (c) An explanatory diagram to explain the configuration of the main ROM. [Figure 25] 10 is a flowchart showing lottery result response processing executed by the main MPU. [Figure 26] 10 is a flowchart showing the winning determination process executed by the main MPU. [Figure 27] 10 is a flowchart showing a management process executed by the main MPU. [Figure 28] 10 is a flowchart showing a port output process executed by the main MPU. [Figure 29] 10(a) to 10(i) are time charts showing how stop order display and number of awards display are executed on the dual-purpose display unit. [Figure 30] (a) to (f) are time charts showing how the ratio display and the number of awards display are executed on the dual-purpose display unit. [Figure 31] FIG. 1A is an explanatory diagram for explaining the configuration of a game zone area, and FIG. 1B is an explanatory diagram for explaining the configuration of a game status area. [Figure 32] 10 is a flowchart showing the response process executed by the main MPU when a game ends. [Figure 33] 10 is a flowchart showing a CB process executed by the main MPU. [Figure 34] 10 is a flowchart showing the first control processing of the gaming area executed by the main MPU. [Figure 35] (a) is an explanatory diagram for explaining the contents of the release game number lottery table, and (b) is a flowchart showing the release game number lottery process executed by the main MPU. [Figure 36] 10 is a flowchart showing the second control processing of the gaming area executed by the main MPU. [Figure 37]10 is a flowchart showing an ending handling process executed by the main MPU. [Figure 38] 10 is a flowchart showing advantageous lottery processing executed by the main MPU at the start of a game. [Figure 39] 10 is a flowchart showing normal processing executed by the main MPU. [Figure 40] 10 is a flowchart showing the advantageous state processing executed by the main MPU at the start of the game. [Figure 41] 10 is a flowchart showing the pseudo bonus processing executed by the main MPU. [Figure 42] 10 is a flowchart showing the AT processing executed by the main MPU. [Figure 43] (a) An explanatory diagram for explaining the contents of the first surcharge lottery table, (b) An explanatory diagram for explaining the contents of the second surcharge lottery table, and (c) A flowchart showing the start-up surcharge processing executed by the main MPU. [Figure 44] 10 is a flowchart showing a command output process executed by the main MPU. [Figure 45] This is an explanatory diagram to explain the electrical configuration of the main control board and performance control board for sending commands from the main side MPU to the performance side MPU. [Figure 46] (a) An explanatory diagram for explaining the data structure of the header, (b) An explanatory diagram for explaining the data structure of the footer, and (c) An explanatory diagram for explaining the setting mode in the main RAM of the memory area set for the start command, the end command, and the power recovery command. [Figure 47] (a) An explanatory diagram for explaining the data structure of the start command and the end command, (b) an explanatory diagram for explaining the data structure of the converted start command, and (c) an explanatory diagram for explaining the data structure of the converted end command. [Figure 48] FIG. 10A is an explanatory diagram for explaining a conversion mode of a start command, and FIG. 10B is an explanatory diagram for explaining a conversion mode of an end command. [Figure 49] (a) An explanatory diagram to explain the content that the production side MPU grasps based on the post-conversion start command, and (b) an explanatory diagram to explain the content that the production side MPU grasps based on the post-conversion end command. [Figure 50] 10 is a flowchart showing a common command transmission process executed by the main MPU. [Figure 51] 10 is a flowchart showing a top-level aggregation process executed by the main MPU. [Figure 52] 10 is a flowchart showing the command reception response processing executed by the production side MPU. [Figure 53] 10 is a flowchart showing the highest level setting process executed by the production side MPU. [Figure 54] 10 is a flowchart showing the command conversion process executed by the production-side MPU. [Figure 55] 10 is a flowchart showing the start-up reception response processing executed by the production side MPU. [Figure 56] 10 is a flowchart showing the winning result reception response process executed by the production side MPU. [Figure 57] 10 is a flowchart showing the end-time reception response processing executed by the production side MPU. [Figure 58] 10 is a flowchart showing the second section handling process executed by the production side MPU. [Figure 59] 10 is a flowchart showing the pseudo-bonus state response processing executed by the production side MPU. [Figure 60] This is a flowchart showing the AT state response processing executed by the production side MPU. [Figure 61] FIG. 2A is an explanatory diagram for explaining the configuration of a main MPU, and FIG. 2B is an explanatory diagram for explaining how data and programs are set in a main ROM. [Figure 62](a) An explanatory diagram for explaining the types of jump commands, (b) An explanatory diagram for explaining the program contents of the power-off standby processing executed by the main MPU, and (c) An explanatory diagram for explaining the state of the jump flag when the OUT command at line number "1001" is executed. [Figure 63] (a) An explanatory diagram to explain the configuration for externally outputting a signal from a slot machine to a hall computer, (b) a flowchart showing the external output setting process executed by the main MPU, and (c) an explanatory diagram to explain the relationship between the value of the AT status flag and the value of the AT status signal counter and the AT status signal. [Figure 64] (a) An explanatory diagram for explaining the program contents of the AT status signal setting process executed by the main MPU, and (b) and (c) are explanatory diagrams for explaining the jump command set to jump from a program address "ADR112" to a program address "ADR114" in the AT status signal setting process and a comparative example of the AT status signal setting process. [Figure 65] FIG. 10 is an explanatory diagram for explaining the relationship between the value of the A register before adding "246" and the value of the A register and the value of the carry flag CF after adding "246". [Figure 66] FIG. 10 is an explanatory diagram for explaining the program contents of the lottery result response processing executed by the main MPU. [Figure 67] (a) An explanatory diagram for explaining the program contents of the first comparative example of lottery result response processing, and (b) an explanatory diagram for explaining the instructions set to execute the process of setting a stop order type number in the stop order type counter on the condition that an index value of "1" to "9" is won. [Figure 68] (a) and (b) are explanatory diagrams for explaining the jump instructions set to jump from the program address "ADR122" and the program address "ADR125" to the program address "ADR126" in the lottery result response processing and the second comparative example of the lottery result response processing. [Figure 69](a) An explanatory diagram to explain the relationship between the value of the A register before subtracting "11", the value of the A register after subtracting "11", and the value of the carry flag after subtracting "11", and (b) an explanatory diagram to explain the program contents of the start-up addition processing executed by the main MPU. [Figure 70] (a) An explanatory diagram for explaining the program contents of the first comparative example of the start-up surcharge processing, and (b) an explanatory diagram for explaining the commands set for selecting the first surcharge lottery table and the commands set for selecting the second surcharge lottery table in the start-up surcharge processing and the first comparative example of the start-up surcharge processing. [Figure 71] (a) and (b) are explanatory diagrams for explaining the jump instructions set to jump from the program address "ADR131" and the program address "ADR132" to the program address "ADR133" in the start-up addition processing and the second comparative example of the start-up addition processing. [Figure 72] FIG. 10(a) is an explanatory diagram for explaining the configuration of a main RAM 74 in the second embodiment, and FIG. 10(b) is a flowchart showing a common command transmission process executed by a main MPU. [Figure 73] 10 is a flowchart showing a top-level aggregation process executed by the main MPU. [Figure 74] FIG. 11A is an explanatory diagram for explaining the configuration of a main RAM in the third embodiment, and FIG. 11B is a flowchart showing a common command transmission process executed by a main MPU. [Figure 75] 10 is a flowchart showing a top-level aggregation process executed by the main MPU. [Figure 76] FIG. 13(a) is an explanatory diagram for explaining the data configuration of a common data table in the fourth embodiment, and FIG. 13(b) is an explanatory diagram for explaining the configuration of a main RAM. [Figure 77] 10 is a flowchart showing a common command transmission process executed by the main MPU. [Figure 78] 10 is a flowchart showing a top-level aggregation process executed by the main MPU. [Figure 79] (a) An explanatory diagram for explaining the address range in which the address of the memory area of the main RAM in which the data to be set in the start command is stored is set, and the address range in which the address of the memory area of the main RAM in which the data to be set in the end command is stored is set, among the address range in which the common data table of the main ROM in the fifth embodiment is set; (b) An explanatory diagram for explaining the data structure of the start command; (c) An explanatory diagram for explaining the data structure of the end command. [Figure 80] (a) An explanatory diagram to explain the electrical configuration of the main control board and the performance control board for sending commands from the main MPU to the performance MPU, and (b) an explanatory diagram to explain the configuration of the highest setting area. [Figure 81] 10 is a flowchart showing a common command transmission process executed by the main MPU. [Figure 82] 10 is a flowchart showing the command reception response processing executed by the production side MPU. [Figure 83] 10 is a flowchart showing the highest level setting process executed by the production side MPU. [Figure 84] FIG. 13A is an explanatory diagram illustrating the configuration of a common data table in the sixth embodiment, FIG. 13B is an explanatory diagram illustrating the data configuration of a start command, and FIG. 13C is an explanatory diagram illustrating the data configuration of an end command. [Figure 85] FIG. 2 is an explanatory diagram for explaining the configuration of a main RAM. [Figure 86] 10 is a flowchart showing a common command transmission process executed by the main MPU. [Figure 87] 10 is a flowchart showing a top-level aggregation process executed by the main MPU. [Figure 88] 10 is a flowchart showing the highest level setting process executed by the production side MPU. [Figure 89](a) An explanatory diagram to explain the conditions under which the dual-purpose display unit in the seventh embodiment is fully turned off, the conditions under which the stop order corresponding display is executed on the dual-purpose display unit, the conditions under which the ratio display is executed, and the conditions under which the number of awards display is executed; (b) An explanatory diagram to explain the configuration of the main RAM; (c) A flowchart to explain the start-up setting process executed by the main MPU. [Figure 90] 10 is a flowchart showing a reel control process executed by the main MPU. [Figure 91] 10 is a flowchart showing a port output process executed by the main MPU. [Figure 92] 10(a) to 10(k) are time charts showing how the dual-purpose display section goes into a fully turned-off state in a game in which stop order-based display is performed on the dual-purpose display section. [Figure 93] 10A to 10I are time charts showing how the dual-purpose display section turns completely off in a game in which stop order corresponding display is not performed on the dual-purpose display section. [Figure 94] FIG. 13(a) is an explanatory diagram for explaining the configuration of a main RAM in the eighth embodiment, and FIG. 13(b) is a flowchart showing lottery result response processing executed by the main MPU. [Figure 95] 10 is a flowchart showing a timer subtraction process executed by the main MPU. [Figure 96] 10A to 10J are time charts showing the state in which the dual-purpose display section is turned off in a game in which stop order corresponding display is not performed on the dual-purpose display section. [Figure 97] (a) An explanatory diagram for explaining the display mode of the non-guiding display executed by the dual-purpose display unit in the ninth embodiment; (b) An explanatory diagram for explaining the conditions under which the non-guiding display is executed by the dual-purpose display unit, the conditions under which the stop order corresponding display is executed, the conditions under which the ratio display is executed, and the conditions under which the number of awards display is executed; (c) A flowchart for explaining the lottery result corresponding processing executed by the main MPU. [Figure 98] 10 is a flowchart showing a port output process executed by the main MPU. [Figure 99]10(a) to 10(h) are time charts showing how non-guiding display is performed on the dual-purpose display unit. [Figure 100] (a) An explanatory diagram for explaining the program contents of the start-up top-up processing executed by the main MPU in the 10th embodiment, and (b) and (c) are explanatory diagrams for explaining the jump commands set to jump from the program address "ADR141" and the program address "ADR142" to the program address "ADR133" in the start-up top-up processing and the third comparative example of the start-up top-up processing. [Figure 101] (a) An explanatory diagram for explaining the jump command execution circuit provided in the main MPU in the 11th embodiment, (b) An explanatory diagram for explaining the configuration of the main ROM for executing the additional lottery, (c) An explanatory diagram for explaining the contents of the third additional lottery table, and (d) An explanatory diagram for explaining the relationship between the value of the index value counter and the values of the zero flag and carry flag after executing the operation to subtract "2". [Figure 102] (a) An explanatory diagram for explaining the program contents of the start-up surcharge processing executed by the main MPU, (b) An explanatory diagram for explaining the program contents of the fourth comparative example of the start-up surcharge processing, and (c) An explanatory diagram for explaining the commands set to select the first to third surcharge lottery tables in the start-up surcharge processing and the fourth comparative example of the start-up surcharge processing. [Figure 103] (a) An explanatory diagram for explaining the configuration of the main ROM for executing the additional lottery in the 12th embodiment, (b) an explanatory diagram for explaining the configuration of the main RAM for executing the lottery performance, and (c) a flowchart showing the AT processing executed by the main MPU. [Figure 104] 10 is a flowchart showing a start-up addition process executed by the main MPU. [Figure 105](a) and (b) are explanatory diagrams for explaining the jump instructions set to jump from the program address "ADR161" and the program address "ADR162" to the program address "ADR163" in the start-up addition processing and the fifth comparison example of the start-up addition processing. [Figure 106] (a) An explanatory diagram for explaining the program contents of the start-up surcharge processing in the 13th embodiment, and (b) and (c) explanatory diagrams for explaining the commands set to call the lottery execution processing in the start-up surcharge processing and the 6th comparison example of the start-up surcharge processing. DETAILED DESCRIPTION OF THE INVENTION
[0010] First Embodiment A first embodiment of the present invention applied to a slot machine 10, which is a type of gaming machine, will be described in detail below with reference to the drawings. Fig. 1 is a front view of the slot machine 10, Fig. 2 is a perspective view of the slot machine 10 with the front door 12 open, and Fig. 3 is a front view of the cabinet 11.
[0011] 2 and 3, the slot machine 10 has a housing 11 that forms its outer shell. The housing 11 is formed by fixing a plurality of wooden panels so that the overall shape is a box that is open to the front.
[0012] 1 and 2, a front door 12 is attached to the front side of the housing 11. The front door 12 is supported by the housing 11 around a pivot 15 provided on the left side of the housing 11 so as to be able to open and close the interior space of the housing 11. The front door 12 is locked so that it cannot be opened by a locking device 13 provided on the back side of the front door 12, and this locked state is released by an unlocking operation using a predetermined key in a key cylinder 14.
[0013] 1, a gaming panel 20 is provided near the upper center of the front door 12. Three vertically long display windows 21L, 21M, and 21R are formed side by side on the gaming panel 20. The display windows 21L, 21M, and 21R are made of a transparent or translucent material, and the interior of the slot machine 10 can be seen through each of the display windows 21L, 21M, and 21R.
[0014] As shown in FIGS. 2 and 3, the interior of the housing 11 is divided into two sections, upper and lower, by a partition plate 11a, and a reel unit 31 is attached to the upper part of the partition plate 11a. The reel unit 31 includes a left reel 32L, a center reel 32M, and a right reel 32R, each of which is cylindrical. Each reel 32L, 32M, and 32R is rotatably supported so that its central axis coincides with the rotation axis of the reel 32L, 32M, and 32R. The rotation axes of the reels 32L, 32M, and 32R are arranged on the same axis extending substantially horizontally, and each reel 32L, 32M, and 32R corresponds one-to-one to each display window 21L, 21M, and 21R. Therefore, a portion of the surface of each reel 32L, 32M, and 32R is visible through the corresponding display window 21L, 21M, and 21R. Furthermore, when the reels 32L, 32M, and 32R rotate forward, the surfaces of the reels 32L, 32M, and 32R are projected through the display windows 21L, 21M, and 21R as if they are moving from top to bottom.
[0015] 1, a start lever 41 is provided on the lower left side of the gaming panel 20. The start lever 41 is operated to start the rotation of the reels 32L, 32M, and 32R. When a predetermined number or more of gaming media (or gaming values), which are either medals or virtual medals, have been bet, the reels 32L, 32M, and 32R all start to rotate at the same time.
[0016] Stop buttons 42, 43, and 44 are provided on the right side of the start lever 41. These stop buttons 42, 43, and 44 are operated to individually stop the spinning reels 32L, 32M, and 32R. Each stop button 42, 43, and 44 is located directly below the display window 21L, 21M, and 21R corresponding to the reel 32L, 32M, and 32R to be stopped. Each stop button 42, 43, and 44 is ready to stop the left reel 32L after a predetermined time has elapsed since the reel started spinning.
[0017] One game (playing session) corresponds to the time when each reel 32L, 32M, 32R starts to rotate based on the operation of the start lever 41, and when each reel 32L, 32M, 32R stops to rotate based on the operation of each stop button 42, 43, 44, and when various processes such as the awarding of game media and management of the game status are completed.
[0018] A medal insertion slot 45 for inserting medals is provided below and to the right of the display windows 21L, 21M, and 21R. As shown in FIG. 2, medals inserted through the medal insertion slot 45 are guided by a selector 52 provided on the back of the front door 12 to a hopper device 53 if reception is permitted, or to a medal receiving tray 59 through a medal discharge port 58 provided at the bottom front of the front door 12 if reception is prohibited (see FIG. 1). The hopper device 53 has the function of dispensing medals stored in a storage tank through the medal discharge port 58 to the medal receiving tray 59 when a winning combination corresponding to the awarding of game media is achieved on the main line ML (described later). As shown in FIG. 1, a return button 46 is provided below the medal insertion slot 45, which is pressed when a medal inserted into the medal insertion slot 45 becomes stuck in the selector 52.
[0019] On the lower left side of the display windows 21L, 21M, 21R, there are provided a first credit insertion button 47 for inserting the maximum number of credited virtual medals that can be bet at one time, and a second credit insertion button 48 for inserting two virtual medals at one time. In this slot machine 10, there are two situations in which the number of gaming media (medals or virtual medals) that can be bet (i.e., bet setting) at one time is "3" and "2".
[0020] When the first credit insertion button 47 is operated in a situation where the number of bets that can be made at one time is "3," the current number of bets is "0," and three or more virtual medals are stored and stored, the number of bets decreases by three virtual medals and becomes "3." When the first credit insertion button 47 is operated in a situation where the number of bets that can be made at one time is "3," the current number of bets is "1," and two or more virtual medals are stored and stored, the number of bets decreases by two virtual medals and becomes "3." When the first credit insertion button 47 is operated in a situation where the number of bets that can be made at one time is "3," the current number of bets is "2," and one or more virtual medals are stored and stored, the number of bets decreases by one virtual medal and becomes "3." When the first credit insertion button 47 is operated in a situation where the number of bets that can be made at one time is "2," the current number of bets is "0," and two or more virtual medals are stored and stored, the number of bets decreases by two virtual medals and becomes "2." When the number of bets that can be made at one time is "2", the current number of bets is "1", and one or more virtual medals are stored and stored, if the first credit insertion button 47 is operated, one virtual medal is decreased, and the number of bets becomes "2".
[0021] In addition, if the first credit insertion button 47 is operated when the number of stored virtual medals is less than the difference between the number of bets that can be made and the current number of bets, the number of bets will increase by the number of virtual medals, and the number of virtual medals will become 0.
[0022] When the second credit insertion button 48 is operated in a situation where the number of bets that can be placed at one time is "3," the current number of bets is "0," and two or more virtual medals are stored and stored, the number of bets will decrease by two virtual medals and become "2." When the second credit insertion button 48 is operated in a situation where the number of bets that can be placed at one time is "3," the current number of bets is "1," and one or more virtual medals are stored and stored, the number of bets will decrease by one virtual medal and become "2." When the second credit insertion button 48 is operated in a situation where the number of bets that can be placed at one time is "2," the current number of bets is "0," and two or more virtual medals are stored and stored, the number of bets will decrease by two virtual medals and become "2." When the second credit insertion button 48 is operated in a situation where the number of bets that can be placed at one time is "2," the current number of bets is "1," and one or more virtual medals are stored and stored, the number of bets will decrease by one virtual medal and become "2."
[0023] In addition, if the second credit insertion button 48 is operated when the number of stored virtual medals is 1 and the current number of bets is "0", the number of bets will become "1" and the number of virtual medals will become 0.
[0024] The first credit insertion button 47 has a larger pressing surface that is pressed by the player when operating the button than the second credit insertion button 48. This improves the operability of the first credit insertion button 47.
[0025] A settlement button 51 is provided to the left of the start lever 41. This slot machine 10 has a credit function that stores and stores, as virtual medals, any surplus medals inserted up to a predetermined maximum value (equivalent to 50 medals) and medals paid out when a prize is won. When the settlement button 51 is operated while virtual medals are stored and stored, the virtual medals are paid out from a medal outlet 58 as real medals.
[0026] 2 and 3, a power supply unit 54 is provided inside the cabinet 11 to the left of the hopper unit 53. The power supply unit 54 is provided with a power switch 55 that is operated when powering on or off, a reset button 56 for resetting various states of the slot machine 10, and a setting key insertion hole 57 into which a setting key held by the amusement hall manager is inserted and operated to change the setting value of the slot machine 10 within the range of "1" to "6."
[0027] Next, the symbols on the reels 32L, 32M, and 32R will be described.
[0028] 4 shows the arrangement of symbols on the left reel 32L, center reel 32M, and right reel 32R. As shown in the figure, 21 symbols are arranged in a row on each of the reels 32L, 32M, and 32R. Furthermore, numbers ranging from "0" to "20" are assigned to correspond to the reels 32L, 32M, and 32R. However, these numbers are used by the main control device 70 (described later) to identify the symbols visible through the display windows 21L, 21M, and 21R, and are not actually assigned to the reels 32L, 32M, and 32R. However, these numbers will be used in the following explanation.
[0029] There are seven types of symbols: "Bell" symbol (for example, the 20th symbol on the left reel 32L), "Replay" symbol (for example, the 19th symbol on the left reel 32L), "Watermelon" symbol (for example, the 18th symbol on the left reel 32L), "Red 7" symbol (for example, the 15th symbol on the left reel 32L), "BAR" symbol (for example, the 10th symbol on the left reel 32L), "Cherry" symbol (for example, the 9th symbol on the left reel 32L), and "White 7" symbol (for example, the 5th symbol on the left reel 32L). The number and arrangement order of each symbol differs on each of the reels 32L, 32M, and 32R.
[0030] 5 is a front view of the display window portions 21L, 21M, and 21R. Each display window portion 21L, 21M, and 21R is formed so that only three of the 21 symbols on the corresponding reel 32L, 32M, and 32R are visible in their entirety. Therefore, when each reel 32L, 32M, and 32R is stopped, 3 x 3 = 9 symbols are visible through the display window portion 21L, 21M, and 21R.
[0031] In the slot machine 10, one main line ML is set so as to connect positions where symbols on each of the reels 32L, 32M, and 32R are visible. The main line ML is a line connecting the middle symbols on the left reel 32L, the middle symbols on the middle reel 32M, and the middle symbols on the right reel 32R. When a predetermined number or more of gaming media have been bet, the reels 32L, 32M, and 32R start to rotate, and a winning combination is achieved on the main line ML, one of the following is awarded: a benefit in the form of gaming media, a benefit in the form of a replay, or a transition to a gaming state.
[0032] In other words, in the slot machine 10, only one main line ML is set as a line on which a win can be achieved. The main line ML is set as a line extending in a straight line. Therefore, even if a winning combination of symbols is achieved on a line extending in a straight line, such as a subline SL1 connecting the upper symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the lower symbol on the right reel 32R, a subline SL2 connecting the upper symbol on the left reel 32L, the upper symbol on the middle reel 32M, and the upper symbol on the right reel 32R, a subline SL3 connecting the lower symbol on the left reel 32L, the lower symbol on the middle reel 32M, and the lower symbol on the right reel 32R, and a subline SL4 connecting the lower symbol on the left reel 32L, the middle symbol on the middle reel 32M, and the upper symbol on the right reel 32R, no winning combination will be achieved.
[0033] The following describes the relationship between winning symbol combinations and the benefits that will be awarded when a prize is won, with reference to Figure 6. Figure 6 is an explanatory diagram for explaining the relationship between winning symbol combinations and the benefits that will be awarded when a prize is won.
[0034] The minor winning combinations that award gaming media include the first supplementary winning combination, the second supplementary winning combination, the third supplementary winning combination, the fourth supplementary winning combination, the fifth supplementary winning combination, the sixth supplementary winning combination, the seventh supplementary winning combination, the eighth supplementary winning combination, the ninth supplementary winning combination, the first bell winning combination, the second bell winning combination, the first watermelon winning combination, the second watermelon winning combination, and the cherry winning combination. Specifically, the first supplementary winning combination occurs when the left reel 32L, the center reel 32M, and the right reel 32R stop on the main line ML with a "bell" symbol, a "bell" symbol, and a "red 7" symbol, respectively. The second supplementary winning combination occurs when the left reel 32L, the center reel 32M, and the right reel 32R stop on the main line ML with a "bell" symbol, a "red 7" symbol, and a "bell" symbol, respectively. If the stopping symbol on the left reel 32L is a "red 7" symbol, the stopping symbol on the middle reel 32M is a "bell" symbol, and the stopping symbol on the right reel 32R is a "bell" symbol on the main line ML, it will be the third supplementary win. If the stopping symbol on the left reel 32L is a "bell" symbol, the stopping symbol on the middle reel 32M is a "bell" symbol, and the stopping symbol on the right reel 32R is a "bar" symbol on the main line ML, it will be the fourth supplementary win. If the stopping symbol on the left reel 32L is a "bell" symbol, the stopping symbol on the middle reel 32M is a "bar" symbol, and the stopping symbol on the right reel 32R is a "bell" symbol on the main line ML, it will be the fifth supplementary win. If the stopping symbol on the left reel 32L on the main line ML is a "BAR" symbol, the stopping symbol on the middle reel 32M is a "BELL" symbol, and the stopping symbol on the right reel 32R is a "BELL" symbol, then the 6th supplementary win will be awarded. If the stopping symbol on the left reel 32L on the main line ML is a "BELL" symbol, the stopping symbol on the middle reel 32M is a "BELL" symbol, and the stopping symbol on the right reel 32R is a "WHITE 7" symbol, then the 7th supplementary win will be awarded. If the stopping symbol on the left reel 32L on the main line ML is a "BELL" symbol, the stopping symbol on the middle reel 32M is a "WHITE 7" symbol, and the stopping symbol on the right reel 32R is a "BELL" symbol, then the 8th supplementary win will be awarded. On the main line ML, if the stopped symbol on the left reel 32L is a "white 7" symbol, the stopped symbol on the center reel 32M is a "bell" symbol, and the stopped symbol on the right reel 32R is a "bell" symbol, the 9th supplementary win will be awarded. If any of the 1st to 9th supplementary wins is awarded, the number of gaming media to be awarded will be "1".
[0035] If the stopped symbol on the left reel 32L on the main line ML is a "bell" symbol, the stopped symbol on the middle reel 32M is a "bell" symbol, and the stopped symbol on the right reel 32R is a "bell" symbol, a first bell win will occur. If the stopped symbol on the left reel 32L on the main line ML is a "bell" symbol, the stopped symbol on the middle reel 32M is a "bell" symbol, and the stopped symbol on the right reel 32R is a "replay" symbol, a second bell win will occur. If either the first bell win or the second bell win occurs, the number of gaming media to be awarded will be "15".
[0036] If the stopping symbol on the left reel 32L, the stopping symbol on the middle reel 32M, and the stopping symbol on the right reel 32R on the main line ML are a "watermelon" symbol, the first watermelon win will be awarded. If the stopping symbol on the left reel 32L, the stopping symbol on the middle reel 32M, and the stopping symbol on the right reel 32R are a "watermelon" symbol on the main line ML, the second watermelon win will be awarded. If either the first watermelon win or the second watermelon win is awarded, the number of game media to be awarded will be "5". If the stopping symbol on the left reel 32L on the main line ML is a "cherry" symbol, a cherry win will be awarded regardless of the stopping symbol on the middle reel 32M and the right reel 32R. If a cherry win is awarded, the number of game media to be awarded will be "2".
[0037] The winnings that give the privilege of replay, which allows the player to play the next game without betting gaming media, include the normal replay winning, the first chance replay winning, and the second chance replay winning. In detail, when the stopped symbols on the left reel 32L on the main line ML are "replay" symbols, the stopped symbols on the center reel 32M are "replay" symbols, and the stopped symbols on the right reel 32R are "replay" symbols, when the stopped symbols on the left reel 32L on the main line ML are "red 7" symbols, the stopped symbols on the center reel 32M are "red 7" symbols, and the stopped symbols on the right reel 32R are "BAR" symbols, when the stopped symbols on the left reel 32L on the main line ML are "replay" symbols, and the stopped symbols on the center reel 32M are "red 7" symbols, and the stopped symbols on the right reel 32R are "BAR" symbols, If the stopping symbol is a "Red 7" and the stopping symbol on the right reel 32R is a "Replay" symbol, if the stopping symbol on the left reel 32L on the main line ML is a "Replay" symbol, the stopping symbol on the middle reel 32M is a "Red 7" symbol, and the stopping symbol on the right reel 32R is a "BAR" symbol, or if the stopping symbol on the left reel 32L on the main line ML is a "Watermelon" symbol, the stopping symbol on the middle reel 32M is a "Red 7" symbol, and the stopping symbol on the right reel 32R is a "Bell" symbol, a Regular Replay win will be awarded. If the stopping symbol on the left reel 32L on the main line ML is a "Replay" symbol, the stopping symbol on the middle reel 32M is a "Cherry" symbol, and the stopping symbol on the right reel 32R is a "Bell" symbol, a First Chance Replay win will be awarded. On the main line ML, if the stopping symbol on the left reel 32L is a "watermelon" symbol, the stopping symbol on the middle reel 32M is a "bell" symbol, and the stopping symbol on the right reel 32R is a "replay" symbol, the second chance replay will be won.
[0038] If any of the above replay wins are achieved, a replay benefit will be awarded, which will allow you to play the next game without having to bet any gaming media. Specifically, if any of the replay wins are achieved in a game where you bet "3" gaming media, you will be able to start playing the next game with "3" gaming media betted, without having to bet any gaming media. Also, if any of the replay wins are achieved in a game where you bet "2" gaming media, you will be able to start playing the next game with "2" gaming media betted, without having to bet any gaming media.
[0039] The state transition winning events that only result in a transition of the game state include the first CB winning event and the second CB winning event. Specifically, when the stopped symbols on the left reel 32L, the center reel 32M, and the right reel 32R on the main line ML are a "red 7" symbol, a first CB winning event occurs. When the stopped symbols on the left reel 32L, the center reel 32M, and the right reel 32R on the main line ML are a "white 7" symbol, a second CB winning event occurs. When the first CB winning event occurs, the game state transitions to the first CB state ST2, and when the second CB winning event occurs, the game state transitions to the second CB state ST3 (see Figure 23).
[0040] The first CB state ST2 and the second CB state ST3 are game states in which, when a combination of symbols corresponding to a small win stops on the main line ML, a win is achieved and medals are paid out regardless of whether a winning combination is achieved. For example, even if winning data corresponding to the first bell win has not been set, gaming media will be awarded to the player when a combination of symbols corresponding to the first bell win stops on the main line ML. On the other hand, a replay win is achieved only if the corresponding combination has been won in a lottery.
[0041] In the first CB state ST2 and the second CB state ST3, reel control different from that in the non-CB state is performed. In the non-CB state, reel control that allows each reel 32L, 32M, and 32R to slide up to four symbols after the stop buttons 42 to 44 are operated is performed for each reel. In other words, in the non-CB state, reel control that stops each reel 32L, 32M, and 32R within a specified time (190 milliseconds) after the stop buttons 42 to 44 are operated is performed for each reel. On the other hand, in the first CB state ST2 and the second CB state ST3, the above-mentioned reel control is performed for the center reel 32M and the right reel 32R, i.e., reel control similar to that in the base game, but the above-mentioned reel control is not performed for the left reel 32L. For the left reel 32L, reel control that allows only one symbol to slide up to one symbol after the left stop button 42 is operated is performed. That is, in the first CB state ST2 and the second CB state ST3, reel control is performed on the left reel 32L to stop it within a specified time (75 msec) that is shorter than the specified time after the left stop button 42 is operated.
[0042] In the first CB state ST2 and the second CB state ST3, the reel control to slide only up to one symbol is not limited to the left reel 32L, but may be performed on the reel corresponding to the first operated stop button only up to one symbol, or may be performed on a predetermined reel only up to one symbol. Furthermore, reel control to slide only up to one symbol may be performed on the reel corresponding to the second or last operated stop button, or may be performed on the reel corresponding to the stop button operated in a certain order.
[0043] In the first CB state ST2 and the second CB state ST3, if a combination corresponding to a replay win is won, the replay win takes priority, and if a replay win is not possible, the first bell win may be achieved. Also, the first bell win may be achieved even if a combination corresponding to a replay win is not won.
[0044] Both the first CB state ST2 and the second CB state ST3 are game states that do not increase the number of game media owned by the player. Furthermore, both the first CB state ST2 and the second CB state ST3 are game states that reduce the number of game media owned by the player at the end of the game state compared to the number of game media owned by the player at the start of the game state.
[0045] Next, the devices for executing various notifications and various effects will be described.
[0046] As shown in FIG. 1 , an upper lamp 61 and a speaker 62 are provided on the upper part of the front door 12, as well as an image display device 63. When an abnormality occurs in the slot machine 10, the upper lamp 61 is controlled to emit light in a manner corresponding to the abnormality, and is also controlled to emit light in a manner corresponding to the winning result. Furthermore, the upper lamp 61 is controlled to emit light so as to produce a light-emitting effect corresponding to the display effect on the image display device 63. The speakers 62 are provided as a pair on the left and right, and are controlled to output sound or audio corresponding to the abnormality when an abnormality occurs in the slot machine 10, and are also controlled to output sound or audio corresponding to the winning result. Furthermore, the speakers 62 are controlled to output sound so as to produce a sound output effect corresponding to the display effect on the image display device 63.
[0047] The image display device 63 has a display surface and is configured as a liquid crystal display device equipped with a liquid crystal display, but is not limited to a liquid crystal display device and may be another display device having a display surface such as a plasma display device, an organic EL display device, or a CRT, or may be a dot matrix display device. If an abnormality occurs in the slot machine 10, display control is performed so that an image corresponding to the abnormality is displayed on the display surface. Furthermore, the image display device 63 is display controlled so that images corresponding to the winning combination results in the internal lottery and the winning results in each game are displayed on the display surface. In other words, a display effect is executed on the image display device 63.
[0048] The gaming panel 20 of the front door 12 is provided, below the display windows 21L, 21M, and 21R, with a credit display section 65 that displays the number of stored virtual medals, a dual-purpose display section 66 that displays the number of gaming media that will be awarded when a small winning combination is achieved and, when the image display device 63 notifies the player of the stopping order of the reels 32L, 32M, and 32R, displays a message corresponding to the message and also displays the results of game history management, and a zone display section 67 that displays a message indicating that the gaming zone is the second zone. The credit display section 65 is made up of a 7-segment display, and each segment uses a single-color LED, such as green.
[0049] Fig. 7(a) is a front view of a common display area 68 provided with a combined display unit 66 and a section display unit 67. In the common display area 68, as shown in Fig. 7(a), the combined display unit 66, which has two 7-segment displays 66a, 66b arranged side by side in the horizontal direction, and the section display unit 67, which is made up of one light-emitting element, are aggregated.
[0050] When any of the small winning combinations (first to ninth supplementary winning combinations, first bell winning combination, second bell winning combination, first watermelon winning combination, second watermelon winning combination, or cherry winning combination) corresponding to the awarding of gaming media is achieved, the number of gaming media awarded corresponding to that small winning combination is displayed on the dual-purpose display unit 66 at the end of the game in which that small winning combination was achieved. Specifically, when any of the first to ninth supplementary winning combinations is achieved in the non-CB state, the left 7-segment indicator 66a becomes non-displayable and the right 7-segment indicator 66b displays "1," thereby indicating that "1" gaming media has been awarded. When either the first bell winning combination or the second bell winning combination is achieved in the non-CB state, the left 7-segment indicator 66a displays "1," while the right 7-segment indicator 66b displays "5," thereby indicating that "15" gaming media have been awarded. In addition, when either the first watermelon winning or the second watermelon winning is achieved in the non-CB state, the left 7-segment display 66a becomes non-displaying and the right 7-segment display 66b displays "5", thereby indicating that "5" gaming media have been awarded. In addition, when a cherry winning is achieved in the non-CB state, the left 7-segment display 66a becomes non-displaying and the right 7-segment display 66b displays "2", thereby indicating that "2" gaming media have been awarded.
[0051] In the first CB state ST2 and the second CB state ST3, the number of game media awarded in response to a win of a small winning combination is "1," as will be described in detail later. Therefore, when a win of a small winning combination is achieved in the first CB state ST2 or the second CB state ST3, the left 7-segment display 66a is hidden and "1" is displayed on the right 7-segment display 66b, thereby notifying that "1" game medium has been awarded.
[0052] On the other hand, even if a win that does not award gaming media, such as a replay win or a CB win, is achieved, no display corresponding to that win is made on the dual-purpose display unit 66. In this case, the left 7-segment indicator 66a and the right 7-segment indicator 66b display "0" to indicate that a small win was not achieved. The display of the number of awarded gaming media on the dual-purpose display unit 66 ends when gaming media are bet to start the game following the game for which the display was made, and at the time of this bet, "0" is displayed on the left 7-segment indicator 66a and the right 7-segment indicator 66b. An example of a bet of gaming media to start a game is when "1" or more gaming media is bet by operating the credit insertion buttons 47, 48, or when a medal inserted into the medal insertion slot 45 is detected by the inserted medal detection sensor 45a, which will be described later.
[0053] When the stop order of reels 32L, 32M, and 32R is notified on image display device 63, information corresponding to the notified stop order is displayed on combined display unit 66. In this specification, the notification of the stop order of reels 32L, 32M, and 32R made on image display device 63 is also referred to as stop order notification. In addition, the display corresponding to the stop order of reels 32L, 32M, and 32R made on combined display unit 66 is also referred to as stop order corresponding display. Figure 7(b) is an explanatory diagram for explaining the display content of the stop order corresponding display executed on combined display unit 66. In the slot machine 10, the stop orders of the reels 32L, 32M, and 32R notified by the image display device 63 include a first 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 second 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 third 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 fourth 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 is a fourth stop order in which 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; a fifth stop order in which 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; a sixth stop order in which the first stop is the right reel 32R, the second stop is the center reel 32M, and the third stop is the left reel 32L; a seventh stop order in which the first stop is the left reel 32L and the rest are optional; an eighth stop order in which the first stop is the center reel 32M and the rest are optional; and a ninth stop order in which the first stop is the right reel 32R and the rest are optional.
[0054] The stop order notification on the image display device 63 may be executed when a winning combination including the first bell winning data and any one of the first through sixth compensation winning data is won during the lottery process for winning combinations in the non-CB state, or when a winning combination including the second bell winning data and any one of the seventh through ninth compensation winning data is won. Specifically, when a winning combination including the first bell winning data and any one of the first through sixth compensation winning data is won, the first bell winning combination is achieved if the reels 32L, 32M, and 32R stop in the stopping order corresponding to the winning combination. If the reels 32L, 32M, and 32R do not stop in the stopping order corresponding to the winning combination, one of the first through sixth compensation winning combinations may be achieved. If the first bell winning combination is achieved, the player is awarded 15 gaming media as explained above. If one of the first through sixth compensation winning combinations is achieved, the player is awarded 1 gaming media as explained above.
[0055] If a winning combination includes the second bell winning data and any of the seventh to ninth supplementary winning data, the second bell win will be achieved if the reels 32L, 32M, and 32R stop in the stopping order corresponding to the winning combination, and any of the seventh to ninth supplementary winning combinations may be achieved if the reels 32L, 32M, and 32R do not stop in the stopping order corresponding to the winning combination. If the second bell win is achieved, the player will be awarded 15 gaming media as explained above, and if any of the seventh to ninth supplementary winning combinations is achieved, the player will be awarded 1 gaming media as explained above.
[0056] When any of the above stop orders is notified by the image display device 63, the left 7-segment display 66a of the combined display unit 66 remains in a non-display state, while the right 7-segment display 66b displays a display corresponding to the stop order of the notified object (stop order corresponding display). The display contents of the stop order corresponding display on the combined display unit 66 are set in a one-to-one correspondence with the notification contents of the stop order notification on the image display device 63. Specifically, as shown in FIG. 7(b), when the first stop order is notified by the image display device 63, the first stop order corresponding display is made on the combined display unit 66, when the second stop order is notified by the image display device 63, the second stop order corresponding display is made on the combined display unit 66, when the third stop order is notified by the image display device 63, the third stop order corresponding display is made on the combined display unit 66, when the fourth stop order is notified by the image display device 63, the fourth stop order corresponding display is made on the combined display unit 66, and when the fifth stop order is notified by the image display device 63, the When the image display device 63 notifies the fifth stop order, the combined display unit 66 displays the fifth stop order, when the image display device 63 notifies the sixth stop order, the combined display unit 66 displays the sixth stop order, when the image display device 63 notifies the seventh stop order, the combined display unit 66 displays the seventh stop order, when the image display device 63 notifies the eighth stop order, the combined display unit 66 displays the eighth stop order, and when the image display device 63 notifies the ninth stop order, the combined display unit 66 displays the ninth stop order. Note that a configuration may be adopted in which multiple types of display content on the combined display unit 66 are set to correspond to some or all of the stop order notification content on the image display device 63.
[0057] In this specification, the display showing the number of awarded gaming media executed on the dual-purpose display unit 66, as well as the display of "00" when the stop order corresponding display and the ratio display described below are not executed on the dual-purpose display unit 66, are also referred to as the "award number display." The award number display is a display executed on the dual-purpose display unit 66 based on the value of the award number counter 74e (see FIG. 14) described below. The display content of the stop order corresponding display on the dual-purpose display unit 66 differs from the display content of the award number display on the dual-purpose display unit 66. This makes it easier to distinguish between a state in which the award number display is executed on the dual-purpose display unit 66 and a state in which the stop order corresponding display is executed.
[0058] 8(a) and 8(b) are explanatory diagrams for explaining the relationship between the notification content of the stop order notification executed by the image display device 63 and the display content of the stop order corresponding display executed by the dual-purpose display unit 66. When the stop order notification of the reels 32L, 32M, and 32R is executed by the image display device 63, as shown in Fig. 8(a), the image display device 63 displays unit display images G1 to G3 in the same number as the number of stop operations required to end the game, and images corresponding to the stop order of the reels 32L, 32M, and 32R are displayed in each of the unit display images G1 to G3. Specifically, a left unit display image G1 corresponding to the left reel 32L, a middle unit display image G2 corresponding to the center reel 32M, and a right unit display image G3 corresponding to the right reel 32R are displayed. Figure 8(a) shows how the stop order (third stop order) is announced when the first stop is the center reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R, so the left unit display image G1 displays an image of "2" corresponding to the stop order of the left reel 32L, the middle unit display image G2 displays an image of "1" corresponding to the stop order of the middle reel 32M, and the right unit display image G3 displays an image of "3" corresponding to the stop order of the right reel 32R.
[0059] 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 (third stop order) as shown in FIG. 8(b). That is, the image display device 63 displays unit display images G1 to G3 corresponding to the number of reels 32L, 32M, and 32R, and displays an image corresponding to the stop order of the corresponding reels 32L, 32M, and 32R in each unit display image G1 to G3, whereas the combined display unit 66 displays an image unrelated to the number of reels 32L, 32M, and 32R. This makes it possible to draw the player's attention to the display content on the image display device 63, even if the combined display unit 66 displays a display corresponding to the notification content of the stop order of the reels 32L, 32M, and 32R.
[0060] 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.
[0061] When the stop order of the reels 32L, 32M, and 32R is announced, the stop order corresponding display of the reels 32L, 32M, and 32R on the combined display unit 66 and the stop order notification of the reels 32L, 32M, and 32R on the image display device 63 start after the lottery for the winning combination has been performed and before the stop operation for the reels 32L, 32M, and 32R is validated. In this case, the stop order corresponding display of the reels 32L, 32M, and 32R on the combined display unit 66 starts simultaneously or approximately simultaneously with the stop order notification of the reels 32L, 32M, and 32R on the image display device 63. Furthermore, the stop order corresponding display on the combined display unit 66 and the stop order notification on the image display device 63 end when a stop command is issued for all of the reels 32L, 32M, and 32R in the game in which the stop order corresponding display and stop order notification are executed. Note that the stop order corresponding display of reels 32L, 32M, and 32R on the combined display unit 66 may be configured to start before the stop order notification of reels 32L, 32M, and 32R on the image display unit 63, or the stop order notification of reels 32L, 32M, and 32R on the image display unit 63 may be configured to start before the stop order corresponding display of reels 32L, 32M, and 32R on the combined display unit 66. Also, the stop order corresponding display of reels 32L, 32M, and 32R on the combined display unit 66 may be configured to end before the stop order notification of reels 32L, 32M, and 32R on the image display unit 63, or the stop order notification of reels 32L, 32M, and 32R on the image display unit 63 may be configured to end before the stop order corresponding display of reels 32L, 32M, and 32R on the combined display unit 66.
[0062] The dual-purpose display unit 66 is disposed in the center of the common display area 68, whereas the section display unit 67 is disposed in a corner of the common display area 68. The section display unit 67 is a display unit for notifying that the gaming section is the second section SC2 of the first section SC1 and the second section SC2 (see FIG. 23). The second section SC2 is a section in which an advantageous gaming state (specifically, a pseudo-bonus state ST4 and an AT state ST5) can be initiated and the advantageous gaming state can be continued, in which the expected number of gaming media to be acquired in one game (the value obtained by subtracting the number of gaming media betted in one game from the expected number of gaming media to be awarded in one game) can be 1 or more by notifying the stopping order of the reels 32L, 32M, and 32R, which enables the player to achieve a winning combination advantageous to the player when different winning combinations are achieved depending on the stopping order of the reels 32L, 32M, and 32R. On the other hand, the first section SC1 is a section in which the advantageous gaming state does not start and does not continue.
[0063] The interval display unit 67 changes from an off state to an on state when the gaming interval transitions from the first interval SC1 to the second interval SC2. Once the interval display unit 67 is on, it remains on until the second interval SC2 ends, and then turns off when the second interval SC2 ends and the game transitions to the first interval SC1. Therefore, even if the pseudo-bonus state ST4 or the AT state ST5 ends and the game returns to the normal gaming state ST1, the second interval SC2 may remain on. In this case, the interval display unit 67 remains on even when the pseudo-bonus state ST4 or the AT state ST5 ends, and turns off when the second interval SC2 ends. The gaming hall manager can determine that the gaming interval is the first interval SC1 by confirming that the interval display unit 67 is off, and can determine that the gaming interval is the second interval by confirming that the interval display unit 67 is on.
[0064] Note that instead of maintaining the lighting state of the section display unit 67 during the second section SC2, the section display unit 67 may blink at a predetermined cycle during the second section SC2. Furthermore, other displays such as a liquid crystal display device may be used as the combined display unit 66 and the section display unit 67.
[0065] 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.
[0066] 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.
[0067] 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.
[0068] Next, the electrical configuration of the slot machine 10 will be described with reference to the block diagram of FIG.
[0069] 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, and a random number circuit 75 that sequentially updates a first random number within a predetermined numerical range based on a clock signal output from a clock circuit. The main MPU 72 also has a built-in transmission circuit 85 for sending commands to the performance control device 90. The MPU 72 also has built-in interrupt circuits, data input / output circuits, 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.
[0070] The MPU 72 is provided with an input port and an output port. Connected to the input side of the MPU 72 are various sensors, such as the reel unit 31, a start detection sensor 41a that detects operation of the start lever 41, stop detection sensors 42a, 43a, and 44a that individually detect operation of each stop button 42, 43, and 44, an inserted medal detection sensor 45a that detects medals inserted through a medal insertion slot 45, credit insertion detection sensors 47a and 48a that individually detect operation of each credit insertion button 47 and 48, a settlement detection sensor 51a that detects operation of the settlement button 51, a payout detection sensor of the hopper device 53, a reset detection sensor that detects operation of a reset button 56 provided on the power supply device 54, and a setting key detection sensor that detects insertion of a setting key into the setting key insertion hole 57. Signals from each of these sensors are input to the MPU 72.
[0071] The output side of the MPU 72 is connected to the reel unit 31, the selector drive unit 52a provided in the selector 52, the payout motor of the hopper device 53, the credit display unit 65, the dual-purpose display unit 66, the section display unit 67, the effect control device 90, and the like. In each game, the rotation drive control of each of the reels 32L, 32M, and 32R of the reel unit 31 is performed by the MPU 72. The selector 52 has the function of detecting a medal inserted through the medal insertion slot 45 with the inserted medal detection sensor 45a and then guiding it to the hopper device 53 if acceptance is permitted, or discharging it to the medal tray 59 without being detected by the inserted medal detection sensor 45a if acceptance is prohibited. The selector drive unit 52a has the function of switching the state of the selector 52 between an acceptance permit state and an acceptance prohibit state, specifically by operating a path switching piece provided in the selector 52 between an acceptance permit position and an acceptance prohibit position. The MPU 72 switches the state of the selector 52 between an acceptance permission state and an acceptance prohibition state by switching between an output state and a stop state of the drive signal to the selector drive unit 52a.
[0072] The MPU 72 executes drive control of the hopper device 53 when a small winning combination is achieved and medals are paid out. The MPU 72 also controls the display of the credit display unit 65 so that the number of stored virtual medals is displayed. The MPU 72 also controls the display of the credit display unit 65 so that the current set value is displayed when a set value is updated. The MPU 72 also controls the display of the dual-purpose display unit 66 so that the number of game media that have been awarded is displayed when game media are awarded. The MPU 72 also controls the display of the zone display unit 67 so that an announcement that the game zone has shifted to the second zone SC2 is made. The MPU 72 also controls the display of the dual-purpose display unit 66 so that an indication corresponding to the game management result is displayed. Furthermore, 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 executes display control on the combined display unit 66 so that a display corresponding to the content to be notified is performed. In this case, direct display control of the image display device 63 is performed by the effect control device 90, while direct display control of the combined display unit 66 is performed by the MPU 72. In other words, direct display control is performed by the effect control device 90 for the image display device 63, which is the target of relatively complex display control, and direct display control is performed by the MPU 72 for the combined display unit 66, which is the target of relatively simple display control. This makes it possible to perform both a display that emphasizes increasing attention to the effect and a display that emphasizes reliability, while reducing the processing load on the MPU 72.
[0073] The main control board 71 is equipped with an abnormality monitoring circuit 86 that monitors whether the MPU 72 is operating normally and, if the MPU 72 is not operating normally, outputs a reset signal to the MPU 72 to return the MPU 72 to a normal state. The abnormality monitoring circuit 86 is connected to the input and output sides of the MPU 72. The abnormality monitoring circuit 86 is equipped with a watchdog timer 86a. The watchdog timer 86a is a down counter that is updated by subtracting 1 at a predetermined period (specifically, once every 10 milliseconds), and the initial value of the watchdog timer 86a is "18H" (24). In this specification, an "H" added after a numerical value indicates that the numerical value is expressed in hexadecimal.
[0074] The abnormality monitoring circuit 86 is electrically connected to the power supply device 54, and the operating power of the abnormality monitoring circuit 86 is supplied from the power supply device 54, similar to the operating power supplied to the MPU 72. The supply of operating power to the abnormality monitoring circuit 86 begins when the supply of operating power to the slot machine 10 begins, similar to the supply of operating power to the MPU 72. The abnormality monitoring circuit 86 includes an initial value setting hardware circuit that sets an initial value of "18H" to the watchdog timer 86a when the supply of operating power to the abnormality monitoring circuit 86 begins, and a subtraction hardware circuit (not shown) that subtracts 1 from the value of the watchdog timer 86a at predetermined intervals (specifically, once every 10 milliseconds) while operating power is being supplied to the abnormality monitoring circuit 86. The calculation to subtract 1 from the value of the watchdog timer 86a is performed by the subtraction hardware circuit without control by the MPU 72. The calculation to subtract 1 from the value of the watchdog timer 86a at a predetermined period begins when the supply of operating power to the abnormality monitoring circuit 86 begins, and continues until the supply of operating power to the abnormality monitoring circuit 86 ends.
[0075] The MPU 72 can set an initial value for the watchdog timer 86a, but cannot stop the watchdog timer 86a. The watchdog timer 86a will underflow if the initial value is not set for 240 milliseconds. The MPU 72 periodically (specifically, every 1.49 milliseconds) sets the watchdog timer 86a to an initial value of "18H" during the timer interrupt process (FIG. 11), which will be described later. Therefore, the watchdog timer 86a will not underflow when the MPU 72 is operating normally. When the watchdog timer 86a underflows, a reset signal is output to the input port of the MPU 72. When the reset signal is received, a process for resetting the program is initiated in the MPU 72. As a result, if the MPU 72 falls into an abnormal state in which it cannot set the initial value for the watchdog timer 86a, the program of the MPU 72 can be reset to return the MPU 72 to its normal state.
[0076] 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).
[0077] 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 contains a ROM 93 that stores various control programs and fixed value data executed by the MPU 92, and a RAM 94, which is memory for temporarily storing various data when the control programs stored in the ROM 93 are executed. The MPU 92 also contains a receiving circuit 87 for receiving commands transmitted from the MPU 72 of the main control device 70. The MPU 92 also contains 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.
[0078] 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.
[0079] The MPU 92 is provided with an input port and an output port. As already explained, the MPU 72 of the main control device 70 is connected to the input side of the MPU 92, and various commands are received from the MPU 72. The upper lamp 61, the speaker 62, and the image display device 63 are connected to the output side of the MPU 92. Based on the commands received from the MPU 72 of the main control device 70, the MPU 92 controls the light emission of the upper lamp 61, the sound output of the speaker 62, and the display of the image display device 63, thereby enabling various notifications and various effects to be performed.
[0080] 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.
[0081] 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.
[0082] 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.
[0083] In the main processing, an initial setting process is first executed (step S101). In this initial setting process, various initial settings are made to the registers and I / O devices in the main MPU 72. Then, an interrupt by the timer interrupt process (FIG. 11) is permitted (step S102). As described above, in the timer interrupt process (FIG. 11), an initial value is set to the watchdog timer 86a of the abnormality monitoring circuit 86 (processing of step S204). By permitting interrupts by the timer interrupt process in step S102, it is possible to set the watchdog timer 86a to an initial value (processing of step S204) at a predetermined cycle (specifically, every 1.49 milliseconds). This prevents the watchdog timer 86a from underflowing when the main MPU 72 is operating normally.
[0084] 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 S103). If the power is turned on with the setting key turned on (step S103: YES), and if the reset button 56 was not pressed when the power was turned on (step S104: NO), a partial clear process is executed (step S105), and then a setting value update process is executed (step S107). On the other hand, if the reset button 56 was pressed when the power was turned on (step S104: YES), then a full clear process is executed (step S106), and then a setting value update process is executed (step S107).
[0085] In the partial clear process (step S105), all memory areas in the main RAM 74 other than the memory area in which the second CB winning data is set (the second CB winning data area 74k described below) are initialized, and in the full clear process (step S106), all memory areas in the main RAM 74, including the memory area in which the second CB winning data is set, are initialized.
[0086] 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 S105) or the full clear process (step S106) 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 S108). The normal processing will be described in detail later.
[0087] If the setting key has not been turned ON during the main processing (step S103: NO), power restoration processing from step S109 onward is executed. The power restoration processing is a processing for restoring the state of the slot machine 10 to the state before the power was cut off. In the power restoration processing, the main RAM 74 is checked to determine whether the setting values of the slot machine 10 are normal (step S109). Specifically, if the value of a setting value counter provided in the main RAM 74 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. The setting value counter is a counter that allows the main MPU 72 to grasp the current setting values of the slot machine 10. The setting value counter consists of one byte. If the setting values are normal, it is determined whether a power outage flag is set to "1" (step S110). 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 normally executed, the power outage flag is set to "1." If the power outage flag is set to "1", it is checked whether the RAM judgment value is normal (step S111). Specifically, the checksum value of the main RAM 74 is checked to check whether the value is normal.
[0088] If the determinations in steps S109 to S111 are all affirmative, this means that the power outage processing at the time of 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 cut off (step S112). In addition, the power outage flag in the main RAM 74 is cleared to "0" (step S113).
[0089] Thereafter, the power restoration command flag provided in the main RAM 74 is set to "1" (step S114), and then the address before power was cut off is returned to (step S115). The power restoration command flag is a flag that enables the main MPU 72 to know that a power restoration command should be sent to make the production side MPU 92 recognize the execution of the power restoration process. By setting the power restoration command flag to "1" in step S114, processing is executed to send the power restoration command to the production side MPU 92 in the command output processing in step S210 of the timer interrupt processing (FIG. 11) described later. Details of the power restoration command will be described later.
[0090] On the other hand, if a negative determination is made in any of steps S109 to S111, an operation prohibition process is executed, which prohibits the execution of the next timer interrupt process (FIG. 11) (step S116), clears all output ports of the main MPU 72 to "0" to turn off all actuators connected to those output ports (step S117), and executes an error notification process to notify the hall manager or the like of the occurrence of an error (step S118).
[0091] Thereafter, a power-off standby process is executed (step S119). In the power-off standby process, a process of setting the watchdog timer 86a to an initial value of "18H" ("24") is repeatedly executed until the supply of operating power to the main MPU 72 is stopped. If the value of the watchdog timer 86a continues to be updated without being initialized while interrupts due to the timer interrupt process (FIG. 11) are prohibited, the watchdog timer 86a will underflow and a reset signal will be output. When the reset signal is received, a process of resetting the program of the main MPU 72 is initiated, and the operation inhibition state (the state in which the operation inhibition process is being executed) is automatically released. In contrast, by repeatedly executing a process of setting the watchdog timer 86a to an initial value in the power-off standby process in step S119, it is possible to prevent the watchdog timer 86a from underflowing and maintain the operation inhibition state until the power to the slot machine 10 is cut off by the gaming parlor manager. The operation prohibition state is released by executing a partial clear process (step S105) or a full clear process (step S106). The program contents of the power cutoff standby process (step S119) will be described in detail later.
[0092] Next, the timer interrupt process executed by the main MPU 72 will be described with reference to the flowchart of Fig. 11. The timer interrupt process is started, for example, every 1.49 milliseconds.
[0093] In the register save process (step S201), the values of all registers in the main MPU 72 that are used in the normal process (FIG. 13), which will be described later, are saved to the main RAM 74. In step S202, it is checked 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. The power outage flag is set to "1" when a power outage signal is input to the main MPU 72 from the power outage monitoring circuit of the power supply device 54. FIG. 12 is a flowchart showing the power outage processing (step S203) that is executed by the main MPU 72.
[0094] In the power outage processing, first, it is determined whether command transmission has been completed (step S301). If command transmission has not been completed (step S301: NO), the power outage processing (FIG. 12) is terminated, and the process returns to the timer interrupt processing (FIG. 11), where command transmission is completed. If command transmission has been completed (step S301: YES), the value of the stack pointer of the main MPU 72 is saved in the main RAM 74 (step S302). Thereafter, the output state of the output port of the main MPU 72 is cleared (step S303), and all actuators (not shown) are turned off (step S304). Then, when the power outage is resolved, a judgment value is calculated to determine whether the data in the main RAM 74 is normal (step S305), and the calculated judgment value is saved in the main RAM 74 (step S306). Thereafter, access to the main RAM 74 is prohibited (step S307).
[0095] Thereafter, a power-off standby process is executed (step S308) similar to step S119 of the main process (FIG. 10) already described. In the power-off standby process, a process of setting the watchdog timer 86a to an initial value of "18H" ("24") is repeatedly executed until the supply of operating power to the main MPU 72 is stopped. In the timer interrupt process (FIG. 11), a process of setting the watchdog timer 86a to an initial value is executed in step S204, which will be described later. However, while the power-off standby process (step S308) is being executed, the process of step S204 is not executed. If the value of the watchdog timer 86a continues to be updated without the process of step S204 for setting the watchdog timer 86a to an initial value being executed, the watchdog timer 86a will underflow and a reset signal will be output. Then, when the reset signal is received, a process of resetting the program of the main MPU 72 is started, and the standby state for a power outage is automatically canceled. By repeatedly executing the process of setting the initial value in the watchdog timer 86a in the power-off standby process in step S308, it is possible to prevent the watchdog timer 86a from underflowing and to prevent the program in the main MPU 72 from being reset before the supply of operating power to the main MPU 72 is stopped. The details of the program content of the power-off standby process (step S308) will be described later.
[0096] Returning to the explanation of the timer interrupt process (FIG. 11), if the power outage flag is not set to "1" in step S202, various processes from step S204 onwards are carried out. In step S204, an initialization process for the watchdog timer 86a is carried out, in which the watchdog timer 86a is set to an initial value of "18H" ("24"). This prevents the watchdog timer 86a from underflowing, and prevents the program of the main MPU 72 from being reset when the main MPU 72 is operating normally.
[0097] Then, in step S205, an interrupt end declaration process is performed to enable the main MPU 72 to set the next timer interrupt. In step S206, a stepping motor control process is performed to drive the stepping motors provided on the reels 32L, 32M, and 32R to rotate the reels 32L, 32M, and 32R.
[0098] 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 results of counting the number of medals bet and the number of medals paid out to the outside. In step S210, a command output process is performed to send various commands to the performance-side MPU 92. In step S211, a port output process is performed to output data corresponding to the I / O device from the input / output port. In step S212, the values of each register saved in the main RAM 74 in the previous step S201 are restored to the corresponding register in the main MPU 72.
[0099] In step S213, a management process is executed to manage the game history and display information corresponding to the management results on the dual-purpose display unit 66. In the management process in step S213, a process is executed to display on the dual-purpose display unit 66 the ratio of the total number of games in the second section SC2 to the total number of games. Hereinafter, in this specification, the ratio of the total number of games in the second section SC2 to the total number of games is also referred to as the "stay ratio in the second section SC2." The stay ratio in the second section SC2 is calculated as a percentage between 0% and 100%. In this specification, the display corresponding to the stay ratio in the second section SC2 executed on the dual-purpose display unit 66 is also referred to as the "ratio display." The ratio display on the dual-purpose display unit 66 starts when a ratio display start operation (described later) is performed while no game is being played, and ends when a ratio display end operation (described later) is performed. The management process in step S213 will be described in detail later. Thereafter, in step S214, an interrupt permission process is performed to permit the next timer interrupt, and this series of timer interrupt processes ends.
[0100] Next, the normal processing executed by the main MPU 72 will be described with reference to the flowchart of Fig. 13. The normal processing is executed in step S108 of the main processing (Fig. 10).
[0101] In normal processing, first, an interrupt permission process is performed to permit the next timer interrupt (step S401). After that, a start waiting process is executed (step S402). Here, prior to explaining the start waiting process (FIG. 15), the configuration of the main RAM 74 for grasping the number of bets by the main MPU 72 will be explained. FIG. 14 is an explanatory diagram for explaining the configuration of the main RAM 74.
[0102] As shown in FIG. 14, the main RAM 74 is provided with a bet upper limit counter 74a, a bet number setting counter 74b, and a bet number history counter 74c. The bet upper limit counter 74a is a counter that enables the main MPU 72 to grasp the bet upper limit, which is the upper limit number of gaming media that can be bet on in the current game. The bet upper limit counter 74a is set to "2" or "3." The bet number setting counter 74b is a counter that allows the main MPU 72 to specify the number of bets on the game to be executed. An integer between "1" and "3" is set to the bet number setting counter 74b. The bet number history counter 74c is a counter that allows the main MPU 72 to specify the number of bets on the previous game. The bet number history counter 74c is set to "2" or "3."
[0103] Next, the start waiting process executed by the main MPU 72 will be described with reference to the flowchart of Fig. 15. The start waiting process is executed in step S402 of the normal process (Fig. 13).
[0104] In the start waiting process, first, it is determined whether or not the replay bet setting flag stored in the main RAM 74 is set to "1" (step S501). The replay bet setting flag is a flag that allows the main MPU 72 to determine whether or not the same number of bets as the previous bet number have already been set when any replay win has been achieved in the previous game. If a negative determination is made in step S501, it is determined whether or not the replay win flag stored in the main RAM 74 is set to "1" to determine whether or not any replay win has been achieved in the previous game (step S502). The replay win flag is a flag that allows the main MPU 72 to know that a replay win has been achieved. The replay win flag is set to "1" in step S1207 of the win determination process (FIG. 26) described later.
[0105] If a positive determination is made in step S502, the value of the bet number history counter 74c in the main RAM 74 is set to the bet number setting counter 74b in the main RAM 74 (step S503). The bet number history counter 74c stores the number of bets in the previous game, and in step S503, the number of bets in the previous game stored in the bet number history counter 74c is set to the bet number setting counter 74b. In this way, if any replay winning event is achieved in the previous game, a bet is set for the same number of bets as the previous number of bets. Thereafter, the bet setting completion flag for replay is set to "1" (step S504), and the replay winning flag in the main RAM 74 is cleared to "0" (step S505).
[0106] If an affirmative determination is made in step S501, if a negative determination is made in step S502, or if the processing of step S505 is executed, a bet handling process is executed (step S506). Figure 16 is a flowchart showing the bet handling process.
[0107] In the betting process, if the current gaming state is not the second CB state ST3 (step S601: NO), the bet upper limit counter 74a in the main RAM 74 is set to "3" as the upper limit number of gaming media that can be bet in the current game (step S602). If the current gaming state is the second CB state ST3 (step S601: YES), the bet upper limit counter 74a in the main RAM 74 is set to "2" as the upper limit number of gaming media that can be bet in the current game (step S603). That is, in this slot machine 10, if the current gaming state is the second CB state ST3, the bet upper limit number is set to "2", and if the current gaming state is not the second CB state ST3, the bet upper limit number is set to "3".
[0108] When the processing of step S602 or step S603 is executed, on the condition that the value of the bet number setting counter 74b in the main RAM 74 is not the current bet upper limit number (step S604: NO), it is determined whether or not the number of virtual medals stored is one or more and a valid bet operation has been performed (step S605). The main RAM 74 is provided with a credit counter 74d (see FIG. 14) as an area for storing the number of virtual medals stored. In step S605, it is determined whether or not the number of virtual medals stored is one or more by determining whether or not the value of the credit counter 74d is one or more. Furthermore, if the first credit insertion button 47 (FIG. 1) is operated, it is determined that a valid bet operation has been performed, and if the second credit insertion button 48 (FIG. 1) is operated, it is determined that a valid bet operation has been performed on the condition that the value of the bet number setting counter 74b is one or less.
[0109] If the determination in step S605 is affirmative, a bet setting process is executed (step S606). The master MPU 72 ascertains the bet upper limit by referring to the bet upper limit counter 74a. In the bet setting process in step S606, when the first credit insertion button 47 is operated, if the sum of the value of the bet number setting counter 74b and the value of the credit counter 74d is equal to or greater than the bet upper limit, the value of the bet number setting counter 74b is set to the bet upper limit, and the value of the number of virtual medals used in the setting is subtracted from the credit counter 74d. If the sum of the value of the bet number setting counter 74b and the value of the credit counter 74d is less than the bet upper limit, the value of the credit counter 74d is added to the bet number setting counter 74b and then the value of the credit counter 74d is cleared to "0." Furthermore, in the bet number setting process, when the second credit insertion button 48 is operated, if the sum of the value of the bet number setting counter 74b and the value of the credit counter 74d is 2 or more, the value of the bet number setting counter 74b is set to "2" and the value of the number of virtual medals used in the setting is subtracted from the credit counter 74d, and if the sum of the value of the bet number setting counter 74b and the value of the credit counter 74d is less than 2, the value of the credit counter 74d is added to the bet number setting counter 74b and then the value of the credit counter 74d is cleared to "0".
[0110] Thereafter, the value of the award number counter 74e (FIG. 14) provided in the main RAM 74 is cleared to "0" (step S607). The award number counter 74e is a counter that enables the main MPU 72 to grasp the number of gaming media that will be awarded to a player when a small winning combination is achieved. The award number counter 74e consists of 1 byte. "1", "2", "5" or "15" is set in the award number counter 74e. The value of the award number counter 74e is cleared to "0" when a valid bet operation is performed while one or more virtual medals are stored and stored.
[0111] If a positive determination is made in step S604, if a negative determination is made in step S605, or if the processing of step S607 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 S608). If a positive determination is made in step S608, and the value of the bet number setting counter 74b in the main RAM 74 is less than the upper limit number of bets (step S609: NO), the value of the bet number setting counter 74b is incremented by 1 (step S610), and if the value of the bet number setting counter 74b is equal to or greater than the upper limit number of bets (step S609: YES), the value of the credit counter 74d in the main RAM 74 is incremented by 1 (step S611).
[0112] When the processing of step S610 or step S611 is executed, the value of the awarded number counter 74e is cleared to "0" (step S612). In this way, the value of the awarded number counter 74e is cleared to "0" when a medal inserted into the medal insertion slot 45 is detected by the inserted medal detection sensor 45a. Furthermore, as described above, the value of the awarded number counter 74e is also cleared to "0" when a valid bet operation is performed in a state where one or more virtual medals are stored and stored.
[0113] Thereafter, on the condition that the value of the bet number setting counter 74b is equal to or greater than the upper limit number of bets and the value of the credit counter 74d is equal to or greater than the upper limit number of accumulated memories (specifically, "50") (step S613: YES), the reception prohibition process is executed (step S614). By executing the reception 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.
[0114] If a negative determination is made in step S608, if a negative determination is made in step S613, or if the processing of step S614 is executed, a bet status management processing is executed (step S615), and this bet handling processing is terminated. Figure 17(a) is a flowchart showing the bet status management processing (step S615).
[0115] In the bet state management process, if the current gaming state is the first CB state ST2 (step S701: YES), the bet set flag at the time of acceptance provided in the main RAM 74 is set to "1" (step S703) on the condition that the value of the bet number setting counter 74b is "3" (step S702: YES). On the other hand, if the current gaming state is not the first CB state ST2 (step S701: NO), the bet set flag at the time of acceptance is set to "1" (step S703) on the condition that the value of the bet number setting counter 74b is 2 or more (step S704: YES). The bet set flag at the time of acceptance is a flag for the main MPU 72 to identify whether or not a number of gaming media sufficient to start one game has been bet. When the gaming state is the first CB state ST2, one game cannot be started unless "3" gaming media have been bet. One game can be started only when "3" gaming media have been bet. Furthermore, if the gaming state is not the first CB state ST2, one game cannot be started unless two or more gaming media have been bet, but one game can be started only when two or more gaming media have been bet.
[0116] Returning to the explanation of the start waiting process (FIG. 15), after the bet handling process is executed in step S506, it is determined whether the settlement button 51 has been operated (step S507). If the settlement button 51 has been operated (step S507: YES), the settlement process is executed (step S508), and then the bet set flag at the time of acceptance in the main RAM 74 is cleared to "0" (step S509), and the start waiting process is terminated. In the settlement process in step S508, if the bet set flag at the time of replay in the main RAM 74 is not set to "1", the hopper device 53 is driven and controlled so that the number of medals corresponding to the sum of the value of the bet number setting counter 74b and the value of the credit counter 74d are discharged into the medal tray 59. In this case, the bet number setting counter 74b is cleared to "0", and the credit counter 74d is also cleared to "0". On the other hand, if the bet setting flag for replay in the main RAM 74 is set to "1", the hopper device 53 is controlled and driven so that the number of medals corresponding to the value of the credit counter 74d is discharged into the medal tray 59. In this case, the credit counter 74d is cleared to "0".
[0117] Returning to the explanation of the normal processing (Fig. 13), after executing the start waiting processing in step S402, it is determined whether or not "1" has been set to either the bet set flag at replay time or the bet set flag at acceptance in the main RAM 74 (step S403). As already explained, the bet set flag at replay time is set to "1" in step S504 of the start waiting processing (Fig. 15), and the bet set flag at acceptance is set to "1" in step S703 of the bet status management processing (Fig. 17(a)).
[0118] If a negative determination is made in step S403, the process returns to step S402. If a positive determination is made in step S403, the process determines whether the start lever 41 has been operated (step S404). If the start lever 41 has not been operated, the process returns to step S402.
[0119] If the start lever 41 is operated (step S404: YES), the main line ML is activated and then the acceptance prohibition process is executed (step S405). By executing the acceptance prohibition process, even if a medal is inserted into the medal insertion slot 45, the medal is discharged into the medal tray 59 without being detected by the inserted medal detection sensor 45a.
[0120] Thereafter, in step S406, a setting process at the start is executed to perform various settings when the game is started, in step S407 a lottery process for determining the winning combination for the current game is executed, and in step S408 a reel control process is executed to drive and control the reels 32L, 32M, and 32R in a manner corresponding to the result of the lottery process for the current winning combination. Details of the setting process at the start (step S406), the lottery process for determining the winning combination (step S407), and the reel control process (step S408) will be described later.
[0121] Thereafter, a medium providing process is executed (step S409). 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 game media in a number 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 74d of the main RAM 74, and if the value of the credit counter 74d has reached the upper limit of the number of stored medals, the hopper device 53 is controlled and driven so that medals exceeding the upper limit of the number of stored medals are paid out to the medal tray 59.
[0122] After that, a response process at the end of the game is executed to enable the setting of the game status and the game zone corresponding to the result of this game (step S410). In addition, an external output setting process is executed to output the status of the slot machine 10 to the management computer of the gaming hall (step S411). Details of the response process at the end of the game (step S410) and the external output setting process (step S411) will be described later. After that, an acceptance permission process is executed (step S412). By executing the acceptance permission process, the medal inserted from the medal insertion slot 45 is detected by the inserted medal detection sensor 45a and then collected by the hopper device 53.
[0123] Next, the setting process at the start executed in step S406 of the normal process (FIG. 13) will be described with reference to the flowchart in FIG. 17(b).
[0124] In the setting process at the start, first, the value of the index value counter 74f provided in the main RAM 74 is cleared to "0" (step S801). The index value counter 74f is a counter that enables the main MPU 72 to grasp the index value IV that has been won in the lottery process for winning combinations (FIG. 18), which will be described later. The index value counter 74f consists of 1 byte. As will be described in detail later, in the lottery process for winning combinations (FIG. 18), if any of the index values IV from "1" to "17" is won, the index value counter 74f is set to that index value IV, and if no index value IV is won, the index value counter 74f is set to "0". By clearing the value of the index value counter 74f to "0" in step S801, the data of the index value IV that has been set in the index value counter 74f in the lottery process for winning combinations (FIG. 18) can be cleared at the start of a game following the game in which the data of the index value IV has been set in the index value counter 74f.
[0125] Thereafter, both the bet set flag at replay time and the bet set flag at acceptance time in the main RAM 74 are cleared to "0" (step S802), and the in-game flag provided in the main RAM 74 is set to "1" (step S803). The in-game flag is a flag that enables the main MPU 72 to know that a game is being executed. The in-game flag is cleared to "0" in step S1510 of the response process at the end of game (FIG. 32) described later. The in-game flag is referenced in the management process (see FIG. 27) described later.
[0126] Thereafter, the value of the bet number setting counter 74b in the master RAM 74 is set to the bet number history counter 74c in the master RAM 74 (step S804), and the setting process at the start of the game is terminated. By setting the value of the bet number setting counter 74b to the bet number history counter 74c in step S804, the master MPU 72 can grasp the number of bets on the game that has just started after the game has ended. Note that, when the game has ended, the value of the bet number setting counter 74b is cleared to "0" in step S1509 of the game end response process (FIG. 32) that will be described later.
[0127] Next, the lottery process for the winning combination executed in step S407 of the normal process (FIG. 13) will be described with reference to the flowchart of FIG.
[0128] In step S901, a random number used to determine whether a winning combination has been achieved is acquired. In this slot machine 10, when the start lever 41 is operated, the 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," and 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 acquire 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.
[0129] 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 S902). The slot machine 10 is provided with six preset values, from "1" to "6." By inserting a setting key into the setting key insertion hole 57, turning it ON, and performing a predetermined operation, the player can select the winning probability corresponding to the preset value for the lottery process. A setting value of "n+1" provides a more favorable winning probability for the player than "n." Specifically, since the winning probability of a predetermined combination is higher for a setting value of "n+1" than for "n," a setting value of "n+1" is more favorable for the player than for "n." Furthermore, even for setting values of the same level, a bet of "3" gaming media is more favorable for the player than a bet of "2." Furthermore, a first CB state ST2 and a second CB state ST3 exist as game states. In step S902, a lottery table corresponding to the combination of the current setting value, the current number of bets, and the current game state is selected.
[0130] The lottery table in the non-CB state will be explained using the case where the setting value is "3" as an example. Figure 19 is an explanatory diagram for explaining the winning lottery table when three coins are bet, which is selected when the number of bets is "3", and Figure 20 is an explanatory diagram for explaining the winning lottery table when two coins are bet, which is selected when the number of bets is "2". In the following explanation, the explanatory diagram in Figure 21 will be referred to as appropriate.
[0131] In the winning combination lottery table, index values IV are set as shown in Figures 19 and 20, regardless of whether three coins or two coins are bet. Each index value IV is associated with winning data (i.e., a winning combination) that will result in a win, and a point value PV is set. The point value PV determines the winning probability of the corresponding index value IV in relation to the maximum value ("65535") of the random number circuit 75. In addition, the number of index values IV is the same when three coins are bet and when two coins are bet, and the type of winning data set for each index value IV is the same when three coins are bet and when two coins are bet, except for index value IV=17.
[0132] 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. 21, the first bell winning is definitely 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 definitely 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.
[0133] As already explained, in the slot machine 10, when the non-CB state is active, reel control is performed on each of the reels 32L, 32M, and 32R, allowing the reels to slide up to four symbols after the stop buttons 42-44 are operated. In other words, reel control is performed on each of the reels 32L, 32M, and 32R, allowing the reels to stop within a specified time (190 milliseconds) after the stop buttons 42-44 are operated. This reel control makes it easier to achieve a winning combination corresponding to a winning role, while also preventing the achievement of a winning combination corresponding to a non-winning role. However, because the amount of rotation of the reels 32L, 32M, and 32R that can be slid is limited as described above, if there are five or more symbols among the constituent symbols that make up the winning combination on one reel 32L, 32M, and 32R, the constituent symbols may not stop on the main line ML depending on the timing of the operation of the corresponding stop buttons 42 to 44 (this phenomenon is also called a "missed win"). The first bell win, the second bell win, and various replay wins are winning modes that do not result in a missed win if the reels 32L, 32M, and 32R stop in the corresponding order, while the first to ninth supplementary wins, the first watermelon win, the second watermelon win, the cherry win, the first CB win, and the second CB win are winning modes that may result in a missed win depending on the timing of the stop operation of the stop buttons 42 to 44 relative to the rotation positions of the reels 32L, 32M, and 32R.
[0134] 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. 21, 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.
[0135] As shown in Figures 19 and 20, the first bell winning data is set for index value IV=10. When a win occurs with index value IV=10, as shown in Figure 21, the first bell winning is achieved regardless of the stopping order of reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44.
[0136] As shown in FIGS. 19 and 20, 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. 21. 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. 19 and 20, 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. 21. However, depending on the operation timing of the stop buttons 42 to 44, the second watermelon winning may not be achieved.
[0137] As shown in Figures 19 and 20, 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 21. However, depending on the operation timing of the left stop button 42 relative to the rotation position of the left reel 32L, a cherry winning may not be achieved.
[0138] As shown in FIGS. 19 and 20, only the first chance replay winning data is set for index value IV=14. When a win occurs with index value IV=14, the first chance replay winning is surely achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44, as shown in FIG. 21. Also, as shown in FIGS. 19 and 20, only the second chance replay winning data is set for index value IV=15. When a win occurs with index value IV=15, the second chance replay winning is surely achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the operation timing of each stop button 42 to 44, as shown in FIG. 21. Also, as shown in FIGS. 19 and 20, only the normal replay winning data is set for index value IV=16. When a win occurs with index value IV=16, as shown in FIG. 21, a normal replay win is definitely achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the operation timing of each of the stop buttons 42 to 44.
[0139] For the index value IV=17, only the first CB winning data is set as shown in FIG. 19 for the winning combination table when three coins are bet, and only the second CB winning data is set as shown in FIG. 20 for the winning combination table when two coins are bet. In other words, the first CB winning data is set as a winning combination only when the number of gaming media bets is "3," and the first CB winning can only be achieved when the number of gaming media bets is "3." Furthermore, the second CB winning data is set as a winning combination only when the number of gaming media bets is "2," and the second CB winning can only be achieved when the number of gaming media bets is "2." When the first CB winning data is set, if the number of gaming media bets is "3," the first CB winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in FIG. 21. However, the first CB winning may not be achieved depending on the operation timing of the stop buttons 42-44. When the second CB winning data is set, if the number of gaming media bets is "2", the second CB winning can be achieved regardless of the stopping order of the reels 32L, 32M, and 32R, as shown in Figure 21. However, there is a possibility that the second CB winning will not be achieved depending on the operation timing of each stop button 42 to 44.
[0140] Here, winning data other than the first CB winning data and the second CB winning data is erased in the game in which a win occurs regardless of whether the corresponding winning occurs or not, and is not carried over to games following the game in which a win occurs. In contrast, the first CB winning data and the second CB winning data are stored and retained in the game following the game in which a win occurs until the corresponding winning occurs, except when a clearing process of the main RAM 74 is performed (a partial clearing process (step S105) or a full clearing process (step S106) for the first CB winning data, and a full clearing process (step S106) for the second CB winning data). In this case, in a game in which either the first CB winning data or the second CB winning data is carried over, the index values IV corresponding to the first CB winning data and the second CB winning data are excluded from the lottery.
[0141] In other words, if a game is played with the number of bets being "3," and the first CB winning data is set in the main RAM 74, and the first CB winning data is carried over because the first CB winning data has not been achieved, the index value IV corresponding to the first CB winning data will be excluded from the lottery even if a game is played with the number of bets being "3," and the index value IV corresponding to the second CB winning data will be excluded from the lottery even if a game is played with the number of bets being "2." Also, if a game is played with the number of bets being "2," and the second CB winning data is set in the main RAM 74, and the second CB winning data is carried over because the second CB winning data has not been achieved, the index value IV corresponding to the first CB winning data will be excluded from the lottery even if a game is played with the number of bets being "3," and the index value IV corresponding to the second CB winning data will be excluded from the lottery even if a game is played with the number of bets being "2." This makes it possible to prevent either the first CB winning data or the second CB winning data from being newly stored even though either the first CB winning data or the second CB winning data has already been stored, and makes it possible to prevent multiple CB winning data from being accumulated and stored.
[0142] When the winning combination lottery table for betting three coins in FIG. 19 is selected, the probability of winning when the index value IV=1, the probability of winning when the index value IV=2, the probability of winning when the index value IV=3, the probability of winning when the index value IV=4, the probability of winning when the index value IV=5, and the probability of winning when the index value IV=6 are each approximately 1 / 21.8. The probability of winning when the index value IV=7, the probability of winning when the index value IV=8, and the probability of winning when the index value IV=9 are each approximately 1 / 21.8. The probability of winning when the index value IV=10 is approximately 1 / 9.4. The probability of winning when the index value IV=11 is approximately 1 / 164. The probability of winning when the index value IV=12 is approximately 1 / 146. The probability of winning when the index value IV=13 is approximately 1 / 423. The probability of winning when the index value IV=14 is approximately 1 / 328. Furthermore, the probability of winning when the index value IV=15 is approximately 1 / 164. The probability of winning when the index value IV=16 is approximately 1 / 7.3. The probability of winning when the index value IV=17 is approximately 1 / 3.3.
[0143] On the other hand, when the role lottery table for two bets in Fig. 20 is selected, the probability of winning for each of the index values IV = 1 to 16 is lower than when the role lottery table for three bets is selected. Specifically, when the role lottery table for two bets is selected, the probability of winning for each of the index values IV = 1 to 16 is 2 / 3 or less of the probability when the role lottery table for three bets is selected. This makes it possible to increase the probability of a small role win accompanied by the award of game media and a replay win that awards a replay in a game executed when three game media are bet, compared to a game executed when two game media are bet.
[0144] However, when the role selection table for two bets is selected, the probability of winning when the index value IV=17 is approximately 1 / 2.2. In contrast to this, when the role selection table for three bets is selected as described above, the probability of winning when the index value IV=17 is approximately 1 / 3.3. This makes it possible to make the probability that the second CB winning data is stored in the main RAM 74 in a game executed when two gaming media are bet, higher than the probability that the first CB winning data is stored in the main RAM 74 in a game executed when three gaming media are bet.
[0145] In addition to the role selection table for when three coins are bet and the role selection table for when two coins are bet, the main ROM 73 also stores a CB lottery table that is referenced in the role selection process (FIG. 18) for each of the first CB state ST2 and the second CB state ST3. Only one index value IV is set in the CB lottery table, and normal replay winning data is set for that index value IV. The probability of winning with that index value IV is 3 / 10. If the left stop button 42 is operated at the specified timing, a normal replay win is achieved regardless of the stopping order of the reels 32L, 32M, and 32R. If the left stop button 42 is not operated at the specified timing, a normal replay win is not achieved even if normal replay winning data is stored. On the other hand, if the index value IV is won but the left stop button 42 is not operated at the specified timing, or if the index value IV is not won, a first bell win may be achieved.
[0146] Here, the winning probability is the same for index values IV set to "1" to "6" except for index values IV=12 and 15. This applies whether the number of gaming media bets is "3" or "2." In contrast, the winning probability for index values IV=12 and 15 differs between the setting values "1" to "6." Specifically, the winning probability for index value IV=12 is lowest when the setting value is "1," the winning probability increases as the setting value increases, and is highest when the setting value is "6." Furthermore, the winning probability for index value IV=15 is lowest when the setting value is "1," the winning probability increases as the setting value increases, and is highest when the setting value is "6." This makes it possible to create differences in the degree of advantage between the setting values "1" to "6."
[0147] Returning to the explanation of the lottery process for winning combinations (FIG. 18), after selecting a lottery table in step S902, the index value IV is set to "1" (step S903), and then a judgment value DV used when determining whether a combination is a win or a loss is set (step S904). 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 first judgment value setting process, the value of the random number acquired in step S901 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.
[0148] Thereafter, a win / loss determination is made for the winning combination corresponding to the index value IV (step S905). In the winning / loss determination for the winning combination, it is determined whether or not the determination value DV exceeds "65535". If the determination value DV exceeds "65535" (step S905: YES), a setting process for the index value counter 74f provided in the main RAM 74 is executed (step S906). As already explained, the index value counter 74f is a counter that enables the main MPU 72 to grasp the index value IV that has been won in the winning combination lottery process (FIG. 18). In the setting process for the index value counter 74f in step S906, any of the index values IV between "1" and "17" that has been won this time is set in the index value counter 74f. This makes it possible for the main MPU 72 to grasp the index value IV that has been won in the winning combination lottery process (FIG. 18).
[0149] Thereafter, a winning data acquisition process is executed (step S907). In the winning data acquisition process, winning data corresponding to the currently winning index value IV is set in the main RAM 74. As shown in FIG. 14, the main RAM 74 is provided with a first winning data area 74g, a second winning data area 74h, a first CB winning data area 74j, and a second CB winning data area 74k. The first winning data area 74g and the second winning data area 74h are 1-byte storage areas in which winning data of roles corresponding to the index value IV that was won in the role lottery process (FIG. 18), excluding the first CB role and the second CB role, is set. The first CB winning data area 74j is a 1-byte storage area for storing first CB winning data indicating that a first CB role has been won, and the second CB winning data area 74k is a 1-byte storage area for storing second CB winning data indicating that a second CB role has been won. When the index value IV to which the first CB winning data is set in the lottery process for winning combinations (FIG. 18) is won, the first CB winning data is set in the first CB winning data area 74j, and when the first CB winning is achieved, the first CB winning data is cleared from the first CB winning data area 74j. Also, when the index value IV to which the second CB winning data is set in the lottery process for winning combinations (FIG. 18) is won, the second CB winning data is set in the second CB winning data area 74k, and when the second CB winning is achieved, the second CB winning data is cleared from the second CB winning data area 74k. A state in which first CB winning data is set in the first CB winning data area 74j is a state in which bit 0, which is the lowest bit among bits 0 to 7 of the first CB winning data area 74j, is set to "1", and a state in which second CB winning data is set in the second CB winning data area 74k is a state in which bit 0, which is the lowest bit among bits 0 to 7 of the second CB winning data area 74k, is set to "1".
[0150] In the winning data acquisition process in step S907, if the winning combination corresponding to the index value IV that has been won is the first CB combination, the first CB winning data is set in the first CB winning data area 74j (the 0th bit of the first CB winning data area 74j is set to "1"); and if the winning combination corresponding to the index value IV that has been won is the second CB combination, the second CB winning data is set in the second CB winning data area 74k (the 0th bit of the second CB winning data area 74k is set to "1"). As already explained, in the combination lottery table when three coins are bet (FIG. 19) and the combination lottery table when two coins are bet (FIG. 20), one or two combinations are set for the index value IV of "1" to "17". In the winning data acquisition process in step S907, if the combination corresponding to the winning index value IV is a combination other than the first CB combination or the second CB combination, the winning data corresponding to that combination is set in the first winning data area 74g. Also, in the winning data acquisition process in step S907, if the winning combination corresponding to the winning index value IV is any of two combinations other than the first CB combination and the second CB combination, the two winning data corresponding to those two combinations are set in the first winning data area 74g and the second winning data area 74h.
[0151] If the judgment value DV does not exceed "65535" (step S905: 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 S908), 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 S909). Specifically, it is determined whether or not the index value IV incremented by 1 exceeds "17," which is 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 S904, and the judgment of whether or not the hand is a winning combination continues. At this time, in step S904, 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 S905, the winning combination is judged based on the judgment value DV.
[0152] If a negative determination is made in step S909, that is, if none of the index values IV of "1" to "17" is won, the value of the index value counter 74f is cleared to "0" (step S910). This allows the main MPU 72 to grasp that the winning combination has been lost in the lottery process (FIG. 18).
[0153] Execution of the processing of step S907 or step S910 means that the winning / losing hand determination has been completed. In this case, a first stop information setting process is performed to set stop information for reel stop control (step S911). Subsequently, a favorable lottery process at the start of the game is performed (step S912), a first control process for the game zone is performed (step S913), and a lottery result response process is performed (step S914). The lottery result response process in step S914 includes a process for setting a start command (described later) to be sent to the production-side MPU 92. The start command is a command for causing the production-side MPU 92 to recognize that a new game has started and is a command for causing the production-side MPU 92 to recognize various information determined by the main-side MPU 72. When the production-side MPU 92 receives the start command, it obtains various information for the current game from the game start command. The production-side MPU 92 then determines the content of the effect in accordance with the various information obtained. Then, a data table corresponding to the determined content of the effect 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. Details of the advantageous lottery process at the start of the game (step S912), the first control process of the game zone (step S913), and the lottery result response process (step S914) will be described later.
[0154] Next, the reel control process executed in step S408 of the normal process (FIG. 13) will be described with reference to the flowchart of FIG.
[0155] The reel control process first performs a rotation start process to start the rotation of each of the reels 32L, 32M, and 32R (step S1001). The rotation start process checks whether a predetermined wait time (e.g., 4.1 seconds) has elapsed since the reels 32L, 32M, and 32R started spinning in the previous game. If the wait time has not elapsed, the process waits until the wait time has elapsed. If the wait time has elapsed, the process resets the wait time for the next game and sets rotation start information in the motor control storage area in the main RAM 74. By performing this process, the stepping motor acceleration process is started in the stepping motor control process in step S206 of the timer interrupt process (FIG. 11), and each of the reels 32L, 32M, and 32R starts spinning.
[0156] Next, it is determined whether the acceleration period of the reels 32L, 32M, and 32R has ended and each reel 32L, 32M, and 32R is now rotating at a predetermined constant speed (step S1002). If the acceleration period of the reels 32L, 32M, and 32R has not ended (step S1002: NO), the process of step S1002 is repeated until the acceleration period ends. If the acceleration period of the reels 32L, 32M, and 32R has ended (step S1002: YES), an operation validation notification process is executed (step S1003). In the operation validation notification process, lamps (not shown) provided in one-to-one correspondence with each stop button 42 to 44 are lit to notify the player that it is now possible to issue a stop command. After the operation validation notification process (step S1003) is executed, the processes from step S1004 onward are executed, and it becomes possible to issue a stop command by operating the stop buttons 42 to 44 corresponding to the spinning reels 32L, 32M, and 32R, thereby making it possible to stop the spinning reels 32L, 32M, and 32R.
[0157] Thereafter, it is determined whether any of the stop buttons 42 to 44 has been operated (step S1004). If none of the stop buttons 42 to 44 has been operated (step S1004: NO), the process of step S1004 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 the stop button 42 to 44 corresponding to the spinning reels 32L, 32M, 32R has been operated, i.e., whether or not a stop command has been issued (step S1005). If a stop command has not been issued, the process returns to step S1004, and the processes of steps S1004 to S1005 are repeated until any of the stop buttons 42 to 44 is operated.
[0158] If a stop command is issued (step S1005: YES), an operation invalidation notification process corresponding to the currently operated stop button 42-44 is executed (step S1006). In step S1006, of the lamps (not shown) of the stop buttons 42-44 that were turned on in the operation validation notification process in step S1003, the lamp corresponding to the currently operated stop button 42-44 is switched to an extinguished state. This allows the player to know which stop buttons 42-44 have already issued a stop command.
[0159] Thereafter, a stop command is sent to the production-side MPU 92 (step S1007). The stop command is a command for causing the production-side MPU 92 to recognize which of the stop buttons 42 to 44 has been operated to generate the stop command. When the stop command is sent, the stop control process shown in steps S1008 to S1014 is performed to stop the reels that are spinning.
[0160] In the stop control process, the symbol number of the reaching symbol that has reached the base position (specifically, the lower row) at the time the stop buttons 42-44 are operated is confirmed (step S1008). Specifically, the symbol number of the reaching symbol that has reached the base position is confirmed based on the number of excitation pulses output from the time the detection signal of the reel index sensor is input. Then, based on the stop information stored in the main RAM 74, the number of slips of the reels 32L, 32M, and 32R that should be stopped this time is calculated (step S1009).
[0161] 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 S1009, a value of "0" to "4" is calculated as the number of slips based on the stop information stored in the main RAM 74.
[0162] Then, the calculated slip count is added to the symbol number of the reached symbol to determine the symbol number of the stopped symbol that will actually stop at the base position (step S1010). Then, it is determined whether the symbol numbers of the reached symbols of the reels 32L, 32M, and 32R that should be stopped this time are equal to the symbol numbers of the stopped symbols (step S1011). If they are equal, a reel stop process is performed to stop the rotation of the reels 32L, 32M, and 32R (step S1012). Then, it is determined whether all reels 32L, 32M, and 32R have stopped (step S1013). If all reels 32L, 32M, and 32R have not stopped, a second stop information setting process is performed (step S1014), and the process returns to step S1004.
[0163] Here, the stop information is information for making the stop mode of each reel 32L, 32M, 32R correspond to the result of the lottery process (FIG. 18), and by using the stop information, it is possible to calculate the number of slips (specifically, "0" to "4") for the reaching symbol that has reached the base position when each stop button 42 to 44 is stopped. As the stop information, slip number data indicating the correspondence between each symbol and the slip number is stored in advance in the main ROM 73 in correspondence with each lottery result and the stop order of each reel 32L, 32M, 32R. However, without being limited thereto, the slip number data corresponding to each lottery result and the stop order of each reel 32L, 32M, 32R may be configured to be derived during the rotation of the reels 32L, 32M, 32R.
[0164] The processes for setting the stop information include a first stop information setting process executed in step S911 of the winning combination lottery process (FIG. 18) and a second stop information setting process executed in step S1014 of the reel control process (FIG. 22). 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.
[0165] If it is determined in step S1013 that all reels 32L, 32M, and 32R have stopped, a win determination process is executed (step S1015). In this win determination process, the type of symbols stopped on the main line ML on each reel 32L, 32M, and 32R is identified. Then, based on the contents of the winning data stored in the main RAM 74, it is determined whether the combination of symbols stopped and displayed on the main line ML on each reel 32L, 32M, and 32R corresponds to a winning combination in the winning combination lottery process. If the combination of symbols corresponds to a winning combination, it is determined that a winning combination has been achieved. If it is determined that a winning combination has been achieved, if the winning combination is a small combination, information on the number of gaming media to be awarded is set in the main RAM 74 so that gaming media can be awarded in the medium awarding process. If the winning combination is a replay winning, a flag is set to enable the replay setting process to be executed in the next start waiting process (FIG. 15). The details of the winning determination process (step S1015) will be described later.
[0166] After the winning determination process is executed, the winning result command flag provided in the main RAM 74 is set to "1" (step S1016). The winning result command flag is a flag that enables the main MPU 72 to determine that a winning result command should be sent to the production MPU 92. By setting the winning result command flag to "1" in step S1016, a winning result command sending process is executed in step S2705 of the command output process (FIG. 44) described below, in which the winning result command is sent to the production MPU 92. The winning result command is set with data stored in the first CB winning data area 74j and the second CB winning data area 74k in the main RAM 74, as well as data stored in the winning data area 78 provided in the main RAM 74. The winning data area 78 is a storage area in which 1-byte data is set that enables the main MPU 72 to determine the winning combination that has been achieved in the current game. The presentation-side MPU 92 determines whether or not a prize has been won based on the data set in the prize-winning command, and if a prize has been won, determines the type of prize.Then, to perform presentation corresponding to the information obtained from the prize-winning command, the MPU 92 controls the light emission of the upper lamp 61, the sound output of the speaker 62, and the display of the image display device 63.
[0167] <About game status and game area> Next, the gaming states and gaming intervals will be explained. Figure 23 is an explanatory diagram for explaining the gaming states and gaming intervals that exist in the slot machine 10.
[0168] The slot machine 10 has four game states: a normal game state ST1, a first CB state ST2, a second CB state ST3, a pseudo bonus state ST4, an AT state ST5, and an end preparation state ST6. These game states do not overlap with each other.
[0169] The normal gaming state ST1 is a gaming state in which the player remains by executing a partial clear process (step S105) or a full clear process (step S106) of the main RAM 74. When the first CB state ST2 or the second CB state ST3 that occurred in the normal gaming state ST1 ends, or when the end preparation state ST6 ends, the gaming state becomes the normal gaming state ST1. In the normal gaming state ST1, one game can be played regardless of whether the number of gaming media bets is "3" or "2."
[0170] In the normal gaming state ST1, whether three coins are bet or two coins are bet, the expected net increase in gaming media in one game (the value obtained by subtracting the "number of gaming media bet in one game" from the "expected number of gaming media to be awarded in one game") is "0" or less. In addition, the normal gaming state ST1 has a non-internal state in which neither the first CB winning data nor the second CB winning data is stored in the main RAM 74, and an internal state in which either the first CB winning data or the second CB winning data is stored in the main RAM 74.
[0171] The first CB state ST2 is a gaming state to which the game is transitioned when a first CB win is achieved while the first CB winning data is stored in the main RAM 74. In the first CB state ST2, one game can be played when the number of gaming media bets is "3," but one game cannot be played when the number of gaming media bets is "2." In addition, the second CB state ST3 is a gaming state to which the game is transitioned when a second CB win is achieved while the second CB winning data is stored in the main RAM 74. In the second CB state ST3, one game can be played when the number of gaming media bets is "2," but because the bet limit is set to "2," it is not possible to bet "3" gaming media.
[0172] The first CB state ST2 and the second CB state ST3 are game states that do not increase the number of game media owned by the player. Furthermore, both the first CB state ST2 and the second CB state ST3 are game states that reduce the number of game media owned by the player at the end of the game state compared to the number of game media owned by the player at the start of the game state. Details of the first CB state ST2 and the second CB state ST3 will be explained later.
[0173] The pseudo bonus state ST4 is a gaming state that is entered when the transition condition to the pseudo bonus state ST4 is met in the normal gaming state ST1. The pseudo bonus state ST4 ends when the remaining number of continued games in the pseudo bonus state ST4 becomes "0" or when the ending condition of the second section SC2 is met. If the pseudo bonus state ST4 ends without the ending condition of the second section SC2 (described below) being met and the transition condition to the AT state ST5 is not met, the game transitions to the end preparation state ST6. Also, if the pseudo bonus state ST4 ends when the ending condition of the second section SC2 (described below) is met, the game transitions to the normal gaming state ST1.
[0174] In the pseudo bonus state ST4, one game can be played whether the number of gaming media bets is "3" or "2." The pseudo bonus state ST4 has a non-internal state in which neither the first CB winning data nor the second CB winning data is stored in the main RAM 74, and an internal state in which either the first CB winning data or the second CB winning data is stored in the main RAM 74.
[0175] In the pseudo bonus state ST4, if an index value IV of 1 to 6 is achieved, the stop order of the reels 32L, 32M, and 32R that allows the first bell to be won is announced. Also, in the pseudo bonus state ST4, if an index value IV of 7 to 9 is achieved, the stop order of the reels 32L, 32M, and 32R that allows the second bell to be won is announced. If the first bell or second bell is won, 15 gaming media are awarded. This increases the expected number of gaming media awarded per game in the pseudo bonus state ST4. In the pseudo bonus state ST4, if three coins are bet, the expected net increase in gaming media per game is greater than zero. In the pseudo bonus state ST4, if two coins are bet, the expected net increase in gaming media per game is zero or less.
[0176] The AT state ST5 is a gaming state that is entered when the transition conditions for the AT state ST5 are met in the pseudo-bonus state ST4. The AT state ST5 ends when the remaining number of continued games in the AT state ST5 becomes "0" or when the ending conditions for the second section SC2 are met. If the AT state ST5 ends without the ending conditions for the second section SC2 (described below) being met and the second section SC2 ends when transitioning to the normal gaming state ST1, the game transitions to the end preparation state ST6. If the AT state ST5 ends without the ending conditions for the second section SC2 (described below) being met and the second section SC2 does not end when transitioning to the normal gaming state ST1, the game transitions to the normal gaming state ST1 without transitioning to the end preparation state ST6. Furthermore, if the AT state ST5 ends when the ending conditions for the second section SC2 (described below) are met, the game transitions to the normal gaming state ST1.
[0177] In the AT state ST5, one game can be played whether the number of gaming media bets is "3" or "2." The AT state ST5 has a non-internal state in which neither the first CB winning data nor the second CB winning data is stored in the main RAM 74, and an internal state in which either the first CB winning data or the second CB winning data is stored in the main RAM 74.
[0178] In the AT state ST5, if an index value IV of 1 to 6 is selected, the stop order of the reels 32L, 32M, and 32R that allows for the first bell win is announced. Also, in the AT state ST5, if an index value IV of 7 to 9 is selected, the stop order of the reels 32L, 32M, and 32R that allows for the second bell win is announced. When the first bell win or the second bell win is achieved, 15 game media are awarded. This increases the expected number of game media awarded per game in the AT state ST5. When three coins are bet in the AT state ST5, the expected net increase in game media per game is greater than zero. When two coins are bet in the AT state ST5, the expected net increase in game media per game is less than zero.
[0179] The end preparation state ST6 is a game state to which the game is transitioned when the pseudo bonus state ST4 ends without the ending conditions of the second section SC2 described later being met and the conditions for transitioning to the AT state ST5 being met. The end preparation state ST6 is also a game state to which the game is transitioned when the AT state ST5 ends without the ending conditions of the second section SC2 described later being met and the second section SC2 ends upon transition to the normal game state ST1 thereafter.
[0180] The end preparation state ST6 ends when one game has been played. When the end preparation state ST6 ends, the game transitions to the normal game state ST1. In the end preparation state ST6, one game can be played regardless of whether the number of gaming media bets is "3" or "2." The end preparation state ST6 is a game state in which the expected net increase in gaming media in one game is "0" or less regardless of whether three or two gaming media are bet. In addition, the end preparation state ST6 exists in a non-internal state in which neither the first CB winning data nor the second CB winning data is stored in the main RAM 74, and an internal state in which either the first CB winning data or the second CB winning data is stored in the main RAM 74.
[0181] In the configuration in which various gaming states (normal gaming state ST1, first CB state ST2, second CB state ST3, pseudo bonus state ST4, AT state ST5, and end preparation state ST6) exist as described above, gaming intervals are set separately from these gaming states. 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 number of gaming media bets of "2" and "3," the setting values of "1" to "6," various gaming states, and the gaming intervals of the first interval SC1 and the second interval SC2.
[0182] The first section SC1 is a section in which an advantageous gaming state (pseudo-bonus state ST4 and AT state ST5) is not initiated, in which the expected net increase in gaming media in one game (the value obtained by subtracting the number of gaming media bet in one game from the expected number of gaming media awarded in one game) can be greater than "0" when the winning combination that is the target of winning is different depending on the stopping order of the reels 32L, 32M, and 32R, and the winning combination is different depending on the stopping order of the reels 32L, 32M, and 32R) and the advantageous gaming state does not continue. When the partial clearing process (step S105) or full clearing process (step S106) of the main RAM 74 is executed, the normal gaming state ST1 is entered, and the first section SC1 is entered. Furthermore, when the initialization process of 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 started and in which the advantageous gaming state can be continued.
[0183] As described above, when the partial clearing process (step S105) or the full clearing process (step S106) of the main RAM 74 is executed, the first section SC1 is set, and when the initialization process for the second section SC2 is executed, the first section SC1 is set. On the other hand, the second section SC2 is set when a transition trigger to the second section SC2 occurs based on the lottery process (FIG. 18) for the winning combination in the first section SC1. In this case, a transition trigger to the second section SC2 may occur if a game with a bet of "3" is executed in the first section SC1, but a transition trigger to the second section SC2 does not occur even if a game with a bet of "2" is executed in the first section SC1. Therefore, a player hoping to transition to the second section SC2 in the first section SC1 needs to play a game with a bet of "3" rather than a game with a bet of "2."
[0184] In the first section SC1, the expected net increase in gaming media per game is always "0" or less, whereas in the second section SC2, the expected net increase in gaming media per game is not only "0" or less, but may also be greater than "0." Therefore, the second section SC2 is in a more advantageous position than the first section SC1. Therefore, players will expect to transition to the second section SC2 in the first section SC1.
[0185] The first section SC1 ends when a transition trigger to the second section SC2 occurs, and the game transitions to the second section SC2. In contrast, the second section SC2 can end when the pseudo-bonus state ST4, AT state ST5, or termination preparation state ST6 ends and the game transitions to the normal gaming state ST1. When the second section SC2 ends, the game transitions to the first section SC1. Furthermore, the ending condition for the second section SC2 is set such that either the total number of games played reaches the upper limit number of games (specifically, 1,500 games) as the second section SC2 continues without transitioning to the first section SC1, or the limited total net increase in the number of gaming media reaches the upper limit net increase number (specifically, 2,400) as the second section SC2 continues without transitioning to the first section SC1. The limited total net increase in the number of gaming media is the increase in the predetermined difference from the predetermined reference value, where the minimum value of the predetermined difference is set as the predetermined reference value, and the value obtained by subtracting the total number of gaming media consumed to play games while the second section SC2 is continuing (``0'' when no gaming media is being played) from the total number of gaming media awarded through games played while the second section SC2 is continuing (``0'' when no gaming media is being awarded) is the predetermined difference.
[0186] In other words, if the limited total net increase in gaming media since the start of the second section SC2 reaches the upper limit as the second section SC2 continues, the second section SC2 ends and the game transitions to the first section SC1. Also, if the number of games played since the start of the second section SC2 reaches the upper limit as the second section SC2 continues, the second section SC2 ends and the game transitions to the first section SC1. If either of these ending conditions is met, even if the game is in the middle of the pseudo-bonus state ST4 or the AT state ST5, the pseudo-bonus state ST4 or the AT state ST5 ends in the game where the ending condition was met, and the second section SC2 ends, transitioning to the first section SC1 and the normal game state ST1. This prevents the second section SC2 from continuing excessively.
[0187] As shown in Figure 23, the normal gaming state ST1, the first CB state ST2, and the second CB state ST3 can be in either the first section SC1 or the second section SC2. On the other hand, the pseudo bonus state ST4, the AT state ST5, and the end preparation state ST6 are not in the first section SC1, but are only in the second section SC2.
[0188] As already explained, in the normal gaming state ST1, pseudo bonus state ST4, AT state ST5 and end preparation state ST6, it is possible to execute a game in either a situation where the number of gaming media bets is "3" or a situation where it is "2." In the first CB state ST2, it is possible to execute a game only when the number of gaming media bets is "3," and in the second CB state ST3, it is possible to execute a game only when the number of gaming media bets is "2."
[0189] In the normal gaming state ST1 in the second interval SC2, the expected net increase in gaming media is "0" or less whether a game with a bet number of "3" is played or a game with a bet number of "2" is played. In this case, in the normal gaming state ST1 in the second interval SC2, as described below, a lottery process for transition to the pseudo-bonus state ST4 may be executed based on the results of the lottery process (FIG. 18) for each game. However, this lottery process is executed in a game with a bet number of "3" but not in a game with a bet number of "2." Also, in the normal gaming state ST1 in the second interval SC2, as described below, the value of the release game number counter provided in the main RAM 74 is decremented by 1 each time a game is played. If the value of the release game number counter after the decrement is "0," transition to the pseudo-bonus state ST4 is confirmed. However, this decrement of the release game number counter is executed in a game with a bet number of "3" but not in a game with a bet number of "2." Therefore, in the normal gaming state ST1 in the second section SC2, it is more advantageous for the player to execute a game with a bet number of "3" than to execute a game with a bet number of "2." The release game number counter is a counter that allows the main MPU 72 to identify the remaining number of release games, which is the number of games required to transition to the pseudo-bonus state ST4, in a situation where none of the first to third transition confirmation flags in the main RAM 74 are set to "1."
[0190] In the pseudo bonus state ST4, when a game with a bet number of "3" is executed, the expected net increase in gaming media can be greater than "0," whereas when a game with a bet number of "2" is executed, the expected net increase in gaming media is less than "0." Therefore, in the pseudo bonus state ST4, it is more advantageous for the player to execute a game with a bet number of "3" than to execute a game with a bet number of "2." In the pseudo bonus state ST4, as will be described later, a lottery process for transitioning to the AT state ST5 can be executed based on the results of the lottery process ( FIG. 18 ) for each game. However, this lottery process is executed in a game with a bet number of "3," but is not executed in a game with a bet number of "2." Therefore, from this perspective, it is more advantageous for the player to execute a game with a bet number of "3" in the pseudo bonus state ST4 than to execute a game with a bet number of "2."
[0191] In the AT state ST5, when a game with a bet number of "3" is executed, the expected net increase in gaming media can be greater than "0," whereas when a game with a bet number of "2" is executed, the expected net increase in gaming media is less than "0." Therefore, in the AT state ST5, it is more advantageous for the player to execute a game with a bet number of "3" than to execute a game with a bet number of "2." In the AT state ST5, as will be described later, an additional lottery process may be executed to determine whether to increase the remaining number of games to be continued in the AT state ST5 based on the results of the lottery process for the winning combination in each game (FIG. 18). However, this additional lottery process is executed in a game with a bet number of "3," but is not executed in a game with a bet number of "2." Therefore, from this perspective, it is more advantageous for the player to execute a game with a bet number of "3" in the AT state ST5 than to execute a game with a bet number of "2."
[0192] Even if it is advantageous to execute a game with a bet of "3" in the normal gaming state ST1, pseudo bonus state ST4, and AT state ST5 in the second section SC2 as described above, the number of gaming media awarded in a game with a bet of "2" in any of the normal gaming state ST1, pseudo bonus state ST4, and AT state ST5 in the second section SC2 is added to the limited total net increase in gaming media in the second section SC2, and a game with a bet of "2" in any of the normal gaming state ST1, pseudo bonus state ST4, and AT state ST5 in the second section SC2 is added to the total number of games executed as the second section SC2 continues. In other words, even though a game with a bet of "2" in any of the normal gaming state ST1, pseudo bonus state ST4, and AT state ST5 in the second section SC2 is disadvantageous to the player, that game contributes to the establishment of the ending condition of the second section SC2. From this point of view, when the second section SC2 is in either the normal game state ST1, the pseudo bonus state ST4 or the AT state ST5, it is more advantageous for the player to have a game with a bet number of "3" executed than to have a game with a bet number of "2" executed.
[0193] Even in the second section SC2, a first CB win and a second CB win are possible, just as in the first section SC1. If a first CB win occurs in the second section SC2, the first CB state ST2 is established in the second section SC2, and the second section SC2 is maintained in the first CB state ST2 and after the first CB state ST2 ends. Furthermore, if a second CB win occurs in the second section SC2, the second CB state ST3 is established in the second section SC2, and the second section SC2 is maintained in the second CB state ST3 and after the second CB state ST3 ends. As already explained, both the first CB state ST2 and the second CB state ST3 are game states in which the number of game media owned by the player at the end of the game state is less than the number of game media owned by the player at the start of the game state. In other words, the first CB state ST2 and the second CB state ST3 are game states that are disadvantageous to the player. On the other hand, games executed in either the first CB state ST2 or the second CB state ST3 in the second section SC2 are added to the total number of games executed as the second section SC2 continues. In other words, even though the games executed in the first CB state ST2 and the second CB state ST3 are disadvantageous to the player, those games contribute to achieving the ending condition of the second section SC2. Therefore, if the first CB state ST2 or the second CB state ST3 occurs in the second section SC2, it will be even more disadvantageous to the player.
[0194] Note that in the end preparation state ST6, although the expected net increase value of the gaming medium is "0" or less regardless of whether a game with a bet number of "3" or a game with a bet number of "2" is executed in the second section SC2, the second section SC2 ends as the pseudo-bonus state ST4 or the AT state ST5 ends, and it is a gaming state in which only one game is executed. Therefore, the game executed in the end preparation state ST6 does not contribute to the restricted total net increase number of the gaming medium in the second section SC2, and further does not contribute to the total number of games in the second section SC2. However, it is not limited to this, and even the game executed in the end preparation state ST6 may be configured to contribute to the restricted total net increase number of the gaming medium in the second section SC2 and further contribute to the total number of games in the second section SC2.
[0195] <Regarding the CB states ST2 and ST3> Next, the first CB state ST2 and the second CB state ST3 will be described in detail. The first CB role can be won in a game with a bet number of "3", but cannot be won in a game with a bet number of "2". In a game with a bet number of "3", the first CB role is won with a probability of approximately 1 / 3.3. However, when it is in any of the winning states of the first CB role (i.e., the state where the first CB winning data is stored in the main-side RAM 74), the winning state of the second CB role (i.e., the state where the second CB winning data is stored in the main-side RAM 74), the first CB state ST2, and the second CB state ST3, the first CB role is excluded from the lottery targets in the lottery process of the role (Figure 18).
[0196] The second CB role can be a winning combination in a game where the number of bets is "2," but cannot be a winning combination in a game where the number of bets is "3." In a game where the number of bets is "2," the probability of winning the second CB role is approximately 1 / 2.2. However, in any of the following states: the first CB role winning state (i.e., the state where the first CB winning data is stored in the main RAM 74), the second CB role winning state (i.e., the state where the second CB winning data is stored in the main RAM 74), the first CB state ST2, and the second CB state ST3, the second CB role is excluded from the lottery targets in the role lottery process (FIG. 18).
[0197] In the winning state of the 1st CB role, the 1st CB win can be achieved in a game with a bet number of "3," but the 1st CB win cannot be achieved in a game with a bet number of "2." Therefore, even if a game with a bet number of "2" is played in the winning state of the 1st CB role and the lottery process for the role (FIG. 18) results in a loss result that does not win any of the index values IV, the 1st CB win cannot be achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of the stop operation of the stop buttons 42 to 44. Also, even if a game with a bet number of "2" is played in the winning state of the 1st CB role and the lottery process for the role (FIG. 18) results in a win with an index value IV that may result in a so-called missed win, the 1st CB win cannot be achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of the stop operation of the stop buttons 42 to 44. When a game with a bet number of "3" is played in the winning state of the 1st CB role and the 1st CB win is achieved, the 1st CB state ST2 is entered.
[0198] In the first CB state ST2, it is possible to play a game with a bet number of "3," but it is not possible to play a game with a bet number of 2 or less. In the first CB state ST2, normal replay winning data is stored in the main RAM 74 with a probability of 3 / 10 in the lottery process for each game (FIG. 18), and when normal replay winning data is stored, a normal replay winning occurs regardless of the stopping order of the reels 32L, 32M, and 32R as long as the left stop button 42 is operated at the specified timing. When the left stop button 42 is not operated at the specified timing, a normal replay winning does not occur even if normal replay winning data is stored.
[0199] In the first CB state ST2, if the normal replay winning data is not stored in the main RAM 74 in the winning combination lottery process (FIG. 18), or if the normal replay winning data is stored in the main RAM 74 but the normal replay winning cannot be achieved because the left stop button 42 is not operated at the specified timing, the first bell winning may be achieved. In this case, the first bell winning is achieved regardless of the stopping order of the reels 32L, 32M, and 32R, but the first bell winning may not be achieved depending on the timing of the stop operation of the left stop button 42.
[0200] However, without being limited to this, a configuration may be adopted in which, when normal replay winning data is stored in the main RAM 74 in the lottery process for winning combinations (FIG. 18) in the first CB state ST2, a normal replay winning is reliably achieved regardless of the stop order of the reels 32L, 32M, and 32R and the stop operation timing of each of the stop buttons 42 to 44. Also, when normal replay winning data is not stored in the main RAM 74 in the lottery process for winning combinations (FIG. 18) in the first CB state ST2, a configuration may be adopted in which a first bell winning is reliably achieved regardless of the stop order of the reels 32L, 32M, and 32R and the stop operation timing of each of the stop buttons 42 to 44.
[0201] If the first bell win occurs in the first CB state ST2, one gaming medium is awarded. As already explained, in the first CB state ST2, a game can be played only when three gaming media have been bet. In contrast, the number of gaming media awarded in a game in the first CB state ST2 is one. The first CB state ST2 ends when thirty gaming media have been awarded. Therefore, in the first CB state ST2, an event in which one gaming medium is awarded in a game played by betting three gaming media must occur 30 times. In this case, the number of gaming media owned by the player will decrease by at least 60 from the start to the end of the first CB state ST2. Therefore, the first CB state ST2 is a gaming state that is disadvantageous to the player.
[0202] In addition, in the first CB state ST2, as described above, a normal replay win may occur, but neither a normal replay win nor a first bell win may occur. In this case, if the first CB state ST2 occurs in the second section SC2, the first CB state ST2, which is disadvantageous to the player, will continue for 30 games or more, and the number of games will be added to the total number of games played in the second section SC2.
[0203] In the winning state of the 2nd CB role, the 2nd CB win can be achieved in a game with a bet number of "2," but the 2nd CB win cannot be achieved in a game with a bet number of "3." Therefore, even if a game with a bet number of "3" is played in the winning state of the 2nd CB role and the lottery process for the role (FIG. 18) results in a loss result that does not win any of the index values IV, the 2nd CB win cannot be achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of the stop operation of the stop buttons 42 to 44. Also, even if a game with a bet number of "3" is played in the winning state of the 2nd CB role and the lottery process for the role (FIG. 18) results in a win with index value IV that may result in a so-called missed win, the 2nd CB win cannot be achieved regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of the stop operation of the stop buttons 42 to 44. When a game with a bet number of "2" is played in the winning state of the 2nd CB role and the 2nd CB win is achieved, the 2nd CB state ST3 is entered.
[0204] In the second CB state ST3, a game can be played when the number of bets is "2," and the upper limit for the number of gaming media bets is "2." In the second CB state ST3, normal replay winning data is stored in the main RAM 74 with a probability of 3 / 10 in the lottery process for each game (FIG. 18). When the normal replay winning data is stored, a normal replay winning occurs regardless of the stopping order of the reels 32L, 32M, and 32R, provided that the left stop button 42 is operated at the specified timing. When the left stop button 42 is not operated at the specified timing, a normal replay winning does not occur, even if the normal replay winning data is stored.
[0205] In the second CB state ST3, if the normal replay winning data is not stored in the main RAM 74 in the lottery process for winning combinations (FIG. 18), or if the normal replay winning data is stored in the main RAM 74 but the normal replay winning cannot be achieved because the left stop button 42 is not operated at the specified timing, the first bell winning may be achieved. In this case, the first bell winning is achieved regardless of the stopping order of the reels 32L, 32M, and 32R, but the first bell winning may not be achieved depending on the timing of the stop operation of the left stop button 42.
[0206] However, without being limited to this, a configuration may be adopted in which, when normal replay winning data is stored in the main RAM 74 in the lottery process for winning combinations (FIG. 18) in the second CB state ST3, a normal replay winning is reliably achieved regardless of the stop order of the reels 32L, 32M, and 32R and the stop operation timing of each of the stop buttons 42 to 44. Also, when normal replay winning data is not stored in the main RAM 74 in the lottery process for winning combinations (FIG. 18) in the second CB state ST3, a configuration may be adopted in which a first bell winning is reliably achieved regardless of the stop order of the reels 32L, 32M, and 32R and the stop operation timing of each of the stop buttons 42 to 44.
[0207] If the first bell win occurs in the second CB state ST3, one gaming medium is awarded. As already explained, in the second CB state ST3, a game can be played only when two gaming media are bet. In contrast, the number of gaming media awarded in a game in the second CB state ST3 is one. The second CB state ST3 ends when thirty gaming media are awarded. Therefore, in the second CB state ST3, an event in which one gaming medium is awarded in a game played by betting two gaming media must occur 30 times. In this case, the number of gaming media owned by the player will decrease by at least 30 from the start to the end of the second CB state ST3. Therefore, the second CB state ST3 is a gaming state that is disadvantageous to the player. However, this disadvantage in the second CB state ST3 is lower than in the first CB state ST2.
[0208] In addition, in the second CB state ST3, as described above, a normal replay win may be achieved, but it may also be the case that neither a normal replay win nor a first bell win is achieved. In this case, if the second CB state ST3 occurs in the second section SC2, the second CB state ST3, which is disadvantageous to the player, will continue for 30 games or more, and the number of games will be added to the total number of games played in the second section SC2.
[0209] In the configuration in which the first CB state ST2 and the second CB state ST3 are set as game states disadvantageous to the player as described above, by executing a game with a bet number of "2," the second CB winning state is established and the second CB winning is not realized, and then a game with a bet number of "3" is executed. As a result of the lottery process for the winning combination in each game (FIG. 18), it becomes possible to play without transitioning to the first CB state ST2 or the second CB state ST3, regardless of the stopping order of the reels 32L, 32M, and 32R and the timing of the stop operation of each stop button 42-44. In other words, if a winning combination for the second CB combination is established by executing a game with a bet number of "2," the second CB winning is not realized even if the winning combination for the second CB combination is established by subsequently executing a game with a bet number of "3." Furthermore, even if a game with a bet number of "3" is executed in the winning combination for the second CB combination, the first CB combination is excluded from the lottery process for the winning combination (FIG. 18), so the winning combination for the first CB combination is not established. Since the first CB winning state is not achieved, the first CB winning will not be achieved, and the game state will not transition to the first CB state ST2. This makes it possible to play a game with a bet of "3" while preventing transitions to the first CB state ST2 and the second CB state ST3. By playing a game with a bet of "3", a transition to the second section SC2 may occur, as already explained, and a transition to the pseudo bonus state ST4 may occur.
[0210] The probability of winning the second CB role in a game with a bet of "2" is approximately 1 / 2.2, while the probability of winning the first CB role in a game with a bet of "3" is approximately 1 / 3.3. In other words, the probability of winning the second CB role is set higher than the probability of winning the first CB role. This makes it possible to reduce the number of games required to achieve the winning state of the second CB role when a game with a bet of "2" is played at an amusement hall or the like to achieve the winning state of the second CB role. On the other hand, even if a game with a bet of "3" is played before accidentally achieving the winning state of the second CB role, the probability of winning the first CB role is lower than the probability of winning the second CB role, making it more difficult to win the first CB role.
[0211] In addition, the configuration is not limited to one in which the probability of winning the second CB role is higher than the probability of winning the first CB role, and the configuration may be one in which the probability of winning the first CB role is higher than the probability of winning the second CB role, or one in which the probability of winning the first CB role and the probability of winning the second CB role are the same or approximately the same.
[0212] <Display Contents on Dual-Use Display Unit 66> Next, we will explain the display contents on the dual-purpose display unit 66. As already explained, the dual-purpose display unit 66 displays a stop order corresponding display that displays information corresponding to the stop order of the reels 32L, 32M, and 32R, a ratio display that displays the stay ratio in the second section SC2, and an award number display based on the value of the award number counter 74e in the main RAM 74.
[0213] As already explained, the main RAM 74 is provided with an award number counter 74e (FIG. 14) that enables the main MPU 72 to grasp the number of gaming media awarded to a player when a small winning combination is achieved. The value of the award number counter 74e is cleared to "0" in step S607 when a valid bet operation is performed in a state in which one or more virtual medals are stored and stored in the bet processing (FIG. 16) already explained, and is also cleared to "0" in step S612 when a medal inserted into the medal insertion slot 45 is detected by the inserted medal detection sensor 45a.
[0214] As already explained with reference to FIG. 7(b), there are first to ninth stop orders as the stop orders of the reels 32L, 32M, and 32R notified by the image display device 63, and there are first to ninth stop order corresponding displays as the stop order corresponding displays executed by the combined display unit 66. As shown in FIG. 14, the main RAM 74 is provided with a stop order type counter 74m and a ratio display counter 74n. The stop order type counter 74m is a counter that enables the main MPU 72 to grasp a stop order type number that indicates the type of display corresponding to the stop order of the reels 32L, 32M, and 32R to be displayed on the combined display unit 66 when the stop order corresponding display is executed. The stop order type counter 74m consists of 1 byte. A stop order type number of "1" to "9" or "0" indicating that the stop order corresponding display is not executed on the combined display unit 66 is set to the stop order type counter 74m.
[0215] The ratio display counter 74n is a counter that enables the main MPU 72 to grasp that a ratio display should be performed on the dual-purpose display unit 66 and the calculation result data of the stay ratio of the second section SC2 to be displayed in the ratio display. The ratio display counter 74n consists of one byte. The ratio display counter 74n has an initial value of "255," which indicates that a ratio display will not be performed on the dual-purpose display unit 66. When a partial clear process is performed in step S105 of the main process (FIG. 10), or when a full clear process is performed in step S106, the initial value ("255") is set in the ratio display counter 74n. In the management process in step S213 of the timer interrupt process (FIG. 11), when a start operation for a ratio display (described later) is performed while a game is not being executed, a calculation is performed to calculate the stay ratio of the second section SC2 within the range of 0% to 100%, and the calculation result is set in the ratio display counter 74n. In the ratio display counter 74n, numerical information of one of "0" to "100" is set as calculation result data of the stay ratio of the second section SC2. When calculation result data of one of "0" to "100" is set in the ratio display counter 74n, the ratio display corresponding to the calculation result data is executed on the dual-purpose display unit 66. In the management process in step S213 of the timer interrupt process (FIG. 11), when an operation to end the ratio display, which will be described later, is performed, a process is executed to set the ratio display counter 74n to an initial value of "255". This ends the ratio display on the dual-purpose display unit 66. The management process (step S213) will be described in detail later.
[0216] 24(a) is an explanatory diagram for explaining the conditions under which the stop order corresponding display is executed on the dual-purpose display unit 66, the conditions under which the ratio display is executed, and the conditions under which the award number display is executed. As shown in FIG. 24(a), the stop order corresponding display is executed on the dual-purpose display unit 66 on the condition that a stop order type number of "1" to "9" is set in the stop order type counter 74m in the main RAM 74. Furthermore, the ratio display is executed on the dual-purpose display unit 66 on the condition that calculation result data of "0" to "100" is set in the ratio display counter 74n. Furthermore, the award number display is executed on the dual-purpose display unit 66 on the condition that a stop order type number of "1" to "9" is not set in the stop order type counter 74m and calculation result data of "0" to "100" is not set in the ratio display counter 74n. As described above, in this embodiment, the numerical information set in the stop order type counter 74m is either a stop order type number of "1" to "9" or "0", and a state in which a stop order type number of "1" to "9" is not set in the stop order type counter 74m specifically refers to a state in which the value of the stop order type counter 74m is "0". Also, as described above, in this embodiment, the numerical information set in the ratio display counter 74n is either calculation result data of "0" to "100" or the initial value "255", and a state in which calculation result data of "0" to "100" is not set in the ratio display counter 74n specifically refers to a state in which "255" is set in the ratio display counter 74n.
[0217] A state in which any one of stop order type numbers "1" to "9" is set in the stop order type counter 74m starts while a game is being executed and ends while the game is being executed. On the other hand, a state in which calculation result data of the stay ratio for the second section SC2 is set in the dual-purpose display unit 66 starts while no game is being executed and ends while the game is not being executed. Furthermore, a game does not start while calculation result data of the stay ratio for the second section SC2 is set in the dual-purpose display unit 66. The period in which any one of stop order type numbers "1" to "9" is set in the stop order type counter 74m does not overlap with the period in which calculation result data of any one of "0" to "100" is set in the ratio display counter 74n. Therefore, the condition for executing stop order corresponding display and the condition for executing ratio display on the dual-purpose display unit 66 will not be satisfied simultaneously.
[0218] In this way, in the dual-purpose display unit 66, when a game is being executed and a stop order type number of "1" to "9" is set in the stop order type counter 74m, the stop order display is executed with priority over the award number display based on the value of the award number counter 74e. Also, when a game is not being executed and calculation result data of "0" to "100" is set in the ratio display counter 74n, the ratio display is executed with priority over the award number display based on the value of the award number counter 74e.
[0219] 24(b) is an explanatory diagram for explaining the relationship between the value of the index value counter 74f, the value of the stop order type counter 74m, and the display contents of the stop order corresponding display executed by the dual-purpose display unit 66. As already explained, if any of the index values IV of "1" to "17" is won in the lottery process for winning combinations (FIG. 18), the index value IV is set to the index value counter 74f, and if no index value IV is won in the lottery process for winning combinations (FIG. 18), "0" is set to the index value counter 74f.
[0220] When the game state is the pseudo bonus state ST4 or the AT state ST5 and the number of bets is "3", and in the lottery process (FIG. 18) for the game, if any of the index values IV of "1" to "9" is won, any of the index values IV of "1" to "9" is set in the stop order type counter 74m as a stop order type number. As shown in FIG. 24(b), in the dual-purpose display unit 66, when "1" is set in the stop order type counter 74m, a stop order corresponding display corresponding to the first stop order of "left → center → right" is performed, when "2" is set in the stop order type counter 74m, a stop order corresponding display corresponding to the second stop order of "left → right → center" is performed, when "3" is set in the stop order type counter 74m, a stop order corresponding display corresponding to the third stop order of "center → left → right" is performed, when "4" is set in the stop order type counter 74m, a stop order corresponding display corresponding to the fourth stop order of "center → right → left" is performed, and when "5" is set in the stop order type counter 74m, When the stop order type counter 74m is set to "6", a stop order corresponding display corresponding to the 5th stop order of "right → left → center" is performed, when "6" is set in the stop order type counter 74m, a stop order corresponding display corresponding to the 6th stop order of "right → center → left" is performed, when "7" is set in the stop order type counter 74m, a stop order corresponding display corresponding to the 7th stop order of "first stop on the left" is performed, when "8" is set in the stop order type counter 74m, an eighth stop order corresponding to the stop order of "first stop on the center" is performed, and when "9" is set in the stop order type counter 74m, a stop order corresponding display corresponding to the 9th stop order of "first stop on the right" is performed.
[0221] In the lottery process (FIG. 18) for the game in which the gaming state is the pseudo bonus state ST4 or the AT state ST5 and the bet number is "3," if any of the index values "10" to "17" is selected, or if none of the index values IV "1" to "17" is selected, the value of the stop order type counter 74m becomes "0." Also, if the gaming state is not the pseudo bonus state ST4 or the AT state ST5, and if the bet number is "2," the stop order type counter 74m is set to "0" regardless of the result of the lottery process (FIG. 18). As shown in FIG. 24(b), a stop order type number of "0" indicates that the stop order corresponding display is not performed on the dual-purpose display unit 66. When the value of the stop order type counter 74m is "0," the dual-purpose display unit 66 displays the number of awards based on the value of the award number counter 74e, provided that the value of the ratio display counter 74n is the initial value ("255"). The display of the number of awards based on the value of the number of awards counter 74e includes displaying a number indicating the number of awards when the number of awards counter 74e is set to "1," "2," "5," or "15," and displaying "0" when the value of the number of awards counter 74e is "0."
[0222] 14, a left-side combined display unit display area 74p and a right-side combined display unit display area 74q are provided in the main RAM 74. The left-side combined display unit display area 74p is a storage area in which 1 byte of display data to be output to the left 7-segment display device 66a of the combined display unit 66 is set, and the right-side combined display unit display area 74q is a storage area in which 1 byte of display data to be output to the right 7-segment display device 66b of the combined display unit 66 is set.
[0223] FIG. 24(c) is an explanatory diagram for explaining the configuration of the main ROM 73. As shown in FIG. 24(c), the main ROM 73 stores a stop order correspondence display data table 73a for performing stop order correspondence display on the combined display unit 66, and a number display data table 73b for performing ratio display and award number display on the combined display unit 66. The stop order correspondence display data table 73a is set with display data for stop order correspondence display corresponding to the stop order type numbers "1" to "9." When performing stop order correspondence display on the combined display unit 66, the main MPU 72 reads out the stop order correspondence display data table 73a and sets display data corresponding to the stop order number set in the stop order type counter 74m in the right-side combined display display area 74q. In addition, non-display data is set in the left-side combined display display area 74p. As a result, the left 7-segment display 66a of the dual-purpose display unit 66 is turned off, and the right 7-segment display 66b displays a stop order corresponding display corresponding to one of the first to ninth stop orders.
[0224] The numeric display data table 73b is set with display data for displaying the numbers "1" to "9" on the left 7-segment display 66a and the right 7-segment display 66b of the dual-purpose display unit 66. When performing ratio display on the dual-purpose display unit 66, the main MPU 72 reads out the numeric display data table 73b and sets display data corresponding to the tens digit of the calculation result data set in the ratio display counter 74n in the left dual-purpose display display area 74p, and sets display data corresponding to the ones digit of the calculation result data in the right dual-purpose display display area 74q. This executes ratio display in which one of "0," "01" to "99," or "00" is displayed on the 7-segment displays 66a and 66b of the dual-purpose display unit 66. In ratio display, when the value of the ratio display counter 74n is "0," the left 7-segment display 66a is hidden and the right 7-segment display 66b lights up and displays "0." Therefore, "0" is displayed on the dual-purpose display unit 66. Furthermore, when the value of the ratio display counter 74n is "100", "0" is displayed lit on the left 7-segment display 66a and the right 7-segment display 66b. Therefore, "00" is displayed on the dual-purpose display unit 66. This makes it easy to distinguish between a display indicating that the stay ratio in the second section SC2 is 0% and a display indicating that the stay ratio is 100%.
[0225] When the main MPU 72 displays the number of awards on the dual-purpose display unit 66, it reads out the numeric display data table 73b and sets the display data corresponding to the digit in the tens digit of the award number set in the award number counter 74e in the left dual-purpose display unit display area 74p, and sets the display data corresponding to the digit in the ones digit of the award number in the right dual-purpose display unit display area 74q. This executes the display of the number of awards, with "00", "01", "02", "05", or "15" being displayed on the 7-segment indicators 66a, 66b of the dual-purpose display unit 66.
[0226] As described above, the main MPU 72 determines that the stop order corresponding display is being executed on the dual-purpose display unit 66 based on the value of the stop order type counter 74m being any of "1" to "9," and determines that the stop order corresponding display is not being executed based on the stop order type counter 74m not being set to a stop order type number of "1" to "9." In a configuration in which the dual-purpose display unit 66 executes a stop order corresponding display based on the value of the stop order type counter 74m or a win number display based on the value of the win number counter 74e during game execution, the slot machine 10 does not include a flag that enables the main MPU 72 to determine that the dual-purpose display unit 66 is in a state where the stop order corresponding display should be executed and that the win number display should be executed. Therefore, compared to a configuration in which such a flag is included, the data capacity of the main RAM 74 required to generate a state in which the dual-purpose display unit 66 is executing a stop order corresponding display and a win number display during game execution can be reduced.
[0227] The main MPU 72 determines that the dual-purpose display unit 66 is currently displaying a ratio based on the ratio counter 74n being set to a value between "0" and "100," and determines that the dual-purpose display unit 66 is not currently displaying a ratio based on the ratio counter 74n being set to a value between "0" and "100." In a configuration in which the dual-purpose display unit 66 displays a ratio based on the value of the ratio counter 74n or a number of awards based on the value of the number-of-award counter 74e during a period in which a game is not being executed, the slot machine 10 lacks a flag that enables the main MPU 72 to determine whether the dual-purpose display unit 66 is currently displaying a ratio or a number of awards. Therefore, compared to a configuration in which such a flag is provided, the data capacity of the main RAM 74 required to display a ratio or a number of awards during a period in which a game is not being executed can be reduced.
[0228] The period in which a stop order type number of "1" to "9" is set in the stop order type counter 74m does not overlap with the period in which calculation result data of "0" to "100" is set in the ratio display counter 74n. Therefore, the condition for executing the stop order corresponding display and the condition for executing the ratio display on the dual-purpose display unit 66 are not satisfied simultaneously. This eliminates the need for flags that enable the main MPU 72 to grasp that the dual-purpose display unit 66 is in a state where the stop order corresponding display should be executed and that the ratio display should be executed, and compared to a configuration in which such flags are provided, it is possible to reduce the data capacity of the main RAM 74 for creating a state in which the stop order corresponding display and the ratio display are executed on the dual-purpose display unit 66.
[0229] Next, the lottery result response process executed by the main MPU 72 will be described with reference to the flowchart of Fig. 25. The lottery result response process is executed in step S914 of the winning combination lottery process (Fig. 18).
[0230] In the lottery result processing, if the current gaming state is not the pseudo bonus state ST4 (step S1101: NO), it is determined whether or not the current gaming state is the AT state ST5 (step S1102). If the current gaming state is the pseudo bonus state ST4 (step S1101: YES) or the AT state ST5 (step S1102: YES), it is determined whether or not the value of the bet number setting counter 74b in the main RAM 74 is "3" (step S1103). If the value of the bet number setting counter 74b is "3" (step S1103: YES), that is, if the number of bets in the current game is "3", it is determined whether or not any of the index values IV = 1 to 9 has been won in the winning combination lottery processing (FIG. 18) by referring to the index value counter 74f in the main RAM 74 (step S1104).
[0231] If a positive determination is made in step S1104, the value of the index value counter 74f is set in the stop order type counter 74m in the main RAM 74 (step S1105). In step S1105, "n" (n is an integer from "1" to "9") is set in the stop order type counter 74m, and the display content of the stop order correspondence display on the combined display unit 66 becomes the nth stop order correspondence display. The processing of step S1105 is processing to set one of the stop order type numbers from "1" to "9" in the stop order type counter 74m, and is also processing to switch the display content on the combined display unit 66 from the number of awards display to the stop order correspondence display. Therefore, compared to a configuration in which, in addition to the processing of step S1105 in which a stop order type number of one of "1" to "9" is set in the stop order type counter 74m, a processing is set in which, as a separate processing from the processing in step S1105, the display content in the dual-purpose display unit 66 is switched from an award number display based on the value of the award number counter 74e to a stop order corresponding display, the processing configuration for setting a stop order type number of one of "1" to "9" in the stop order type counter 74m and switching the display content in the dual-purpose display unit 66 from an award number display to a stop order corresponding display can be simplified.
[0232] As already explained, the index value IV that is won in the lottery process for determining a winning combination (FIG. 18) is stored in the index value counter 74f. In a game in which the stop order corresponding display on the dual-purpose display unit 66 and the stop order notification on the image display device 63 are executed, any one of the index values IV from "1" to "9" stored in the index value counter 74f is set as it is to the stop order type counter 74m as the stop order type number. Therefore, the processing configuration for setting the stop order type number to the stop order type counter 74m is simplified compared to a configuration in which the data of the stop order type number set to the stop order type counter 74m is different from the data of the index value IV that is won in the lottery process for determining a winning combination (FIG. 18).
[0233] If a negative determination is made in step S1102, step S1103, or step S1104, the value of the stop order type counter 74m is cleared to "0" (step S1106). As a result, the current game becomes a game in which the stop order corresponding display on the dual-purpose display unit 66 and the stop order notification on the image display device 63 are not executed.
[0234] In this way, when the index value IV of "n" (n is any integer from "1" to "9") is won in the lottery process (FIG. 18) for a game in which the gaming state is the pseudo bonus state ST4 or the AT state ST5 and the number of bets is "3", "n" is set in the stop order type counter 74m, and the display content of the stop order corresponding display on the dual-purpose display unit 66 becomes the nth stop order corresponding display. On the other hand, when any one of the conditions that the gaming state is the pseudo bonus state ST4 or the AT state ST5, the number of bets on this game is "3", and the index value IV of "1" to "9" is won in the lottery process (FIG. 18) for a game in which the gaming state is the pseudo bonus state ST4 or the AT state ST5, and the number of bets on this game is "3", is not met, the value of the stop order type counter 74m is cleared to "0", and this game becomes a game in which the stop order corresponding display on the dual-purpose display unit 66 and the stop order notification on the image display device 63 are not executed.
[0235] If the processing of step S1105 or step S1106 has been performed, the start command flag provided in the main RAM 74 is set to "1" (step S1107), and this lottery result response processing is terminated. The start command flag is a flag that enables the main MPU 72 to know that a start command should be sent to the production MPU 92. By setting the start command flag to "1" in step S1107, a common command sending processing (Fig. 50) is executed in step S2709 of the command output processing (Fig. 44) described later. In the common command sending processing (Fig. 50), processing for sending the start command is executed on the condition that the start command flag is set to "1". Details of the start command will be described later.
[0236] Next, the winning determination process executed by the main MPU 72 will be described with reference to the flowchart of Fig. 26. The winning determination process is executed in step S1015 of the reel control process (Fig. 22).
[0237] In the winning determination process, first, the type of symbols stopped on the main line ML on each of the reels 32L, 32M, and 32R is determined (step S1201). Then, it is determined whether a winning combination has been achieved (step S1202). In step S1202, the winning combination in the winning combination lottery process (FIG. 18) is determined by referring to the first winning data area 74g, the second winning data area 74h, the first CB winning data area 74j, and the second CB winning data area 74k in the main RAM 74. Then, it is determined whether the combination of symbols stopped and displayed on the main line ML on each of the reels 32L, 32M, and 32R corresponds to the winning combination in the winning combination lottery process (FIG. 18). If the combination of symbols corresponds to the winning combination, it is determined that the winning combination has been achieved. If a winning combination has been achieved (step S1202: YES), the winning data setting process is executed (step S1203). In the winning data setting process, winning data corresponding to the winning combination is set in the winning data area 78 provided in the main RAM 74. As already explained, the winning data area 78 is a storage area in which one byte of data is set that enables the main MPU 72 to grasp the winning combination in the current game.
[0238] Thereafter, if the currently established winning is a small winning (step S1204: YES), the number of awarded game media corresponding to the winning combination is set in the award number counter 74e (step S1205). In step S1205, if the first to ninth winning combinations are established, the award number counter 74e is set to "1", if the cherry winning combination is established, the award number counter 74e is set to "2", if the first watermelon winning combination or the second watermelon winning combination is established, the award number counter 74e is set to "5", and if the first bell winning combination or the second bell winning combination is established, the award number counter 74e is set to "15". As a result, in the medium awarding process in step S409 of the normal process (FIG. 13), the main MPU 72 can grasp the number of awarded game media by referring to the award number counter 74e.
[0239] When a small winning combination is achieved in a game in which the stop order corresponding display on the dual-purpose display unit 66 and the stop order notification on the image display device 63 are not executed, in a state in which the dual-purpose display unit 66 is executing the award number display of "00" based on the value ("0") of the award number counter 74e, "1", "2", "5", or "15" is set to the award number counter 74e in step S1205. As a result, the port output process (FIG. 28) is executed in step S211 of the timer interrupt process (FIG. 11), and the display content of the award number display on the dual-purpose display unit 66 is switched from "00" to "01", "02", "05", or "15".
[0240] If the currently established winning is a replay winning (step S1204: NO, step S1206: YES), the replay winning flag in the main RAM 74 is set to "1" (step S1207). As already explained, the replay winning flag is a flag that enables the main MPU 72 to determine whether a replay winning has occurred. By setting the replay winning flag to "1" in step S1207, the main MPU 72 can determine whether any replay winning has occurred in the currently established game by referring to the replay winning flag in the start waiting process (FIG. 15) after the current game has ended. If the currently established winning is a replay winning (step S1206: YES) or if no winning has occurred (step S1206: NO), the process of changing the value of the award number counter 74e is not executed.
[0241] If a negative determination is made in step S1202, if the processing of step S1205 is performed, if a negative determination is made in step S1206, or if the processing of step S1207 is performed, the stop order type counter 74m is cleared to "0" (step S1208), and the present winning determination processing is terminated. As already explained, in the dual-purpose display unit 66, stop order corresponding display is performed on the condition that a stop order type number of any one of "1" to "9" is set in the stop order type counter 74m during execution of the game. In a game in which stop order corresponding display is performed in the dual-purpose display unit 66, the value of the stop order type counter 74m is cleared to "0" in step S1208, and the port output processing (FIG. 28) is executed, thereby terminating the stop order corresponding display being performed in the dual-purpose display unit 66 and starting the award number display based on the value of the award number counter 74e.
[0242] As already explained, when a game is being executed, the main MPU 72 determines that the dual-purpose display unit 66 is in an execution period of the stop order corresponding display based on the value of the stop order type counter 74m being any one of "1" to "9," and determines that the dual-purpose display unit 66 is in an execution period of the number of awards displayed based on the value of the number of awards counter 74e based on the value of the stop order type counter 74m being "0." The processing of step S1208 is a processing of clearing the value of the stop order type counter 74m to "0," and is also a processing of performing settings to switch the display content on the dual-purpose display unit 66 from the stop order corresponding display to the number of awards displayed based on the value of the number of awards counter 74e. Therefore, compared to a configuration in which, in addition to the processing of clearing the value of the stop order type counter 74m to "0," a processing of switching the display content on the dual-purpose display unit 66 from the stop order corresponding display to the number of awards displayed based on the value of the number of awards counter 74e is set, the processing configuration for clearing the value of the stop order type counter 74m to "0" and switching the display content on the dual-purpose display unit 66 from the stop order corresponding display to the number of awards displayed can be simplified.
[0243] As described above, if a replay win is achieved or if no win is achieved, the process of changing the value of the award number counter 74e is not executed. In these cases, the value of the award number counter 74e (specifically, "0") is maintained, and the value of the stop order type counter 74m is cleared to "0" in step S1208, and the dual-purpose display unit 66 starts displaying the award number corresponding to the value of the award number counter 74e ("0") (displaying "00"). If the stop order corresponding display has been executed in the dual-purpose display unit 66, the value of the stop order type counter 74m is cleared to "0" in step S1208, thereby ending the stop order corresponding display executed in the dual-purpose display unit 66 and starting displaying the award number corresponding to the value of the award number counter 74e ("0") (displaying "00"). Furthermore, if the stop order corresponding display has not been executed on the dual-purpose display unit 66, that is, if the award number display (display of "00") corresponding to the value of the award number counter 74e ("0") has been executed on the dual-purpose display unit 66, the display of "00" will continue even after the value of the stop order type counter 74m is cleared to "0" in step S1208.
[0244] As described above, the stop order display in the dual-purpose display unit 66 ends when the stop order type counter 74m is cleared to "0" during the winning determination process (Figure 26) that is executed after all reels 32L, 32M, and 32R have stopped.
[0245] In the winning determination process (FIG. 26), when a small winning combination is achieved, the timing of executing the process of step S1205, in which the award number corresponding to the small winning combination is set in the award number counter 74e, is the timing before the timing of executing the process of step S1208, in which the stop order type counter 74m is cleared to "0". When the stop order type counter 74m is cleared to "0" while the stop order corresponding display is being executed on the combined display unit 66, the display content of the combined display unit 66 switches from the stop order corresponding display to the award number display. If the process is configured to clear the stop order type counter 74m to "0" before setting the award number corresponding to the currently achieved small winning combination in the award number counter 74e, there is a risk that "0" will be displayed on the combined display unit 66 between the end of the stop order corresponding display and the start of displaying the award number corresponding to the currently achieved small winning combination. If the display content on the dual-purpose display unit 66 switches twice in a short time (for example, about 3 milliseconds) in the order of stop order display → "00" → display corresponding to the number of awarded game media, it may confuse the manager of the gaming hall and players. In contrast, by using a processing configuration in which the stop order type counter 74m is cleared to "0" when the number of awarded game media corresponding to the small winning combination that has just been achieved is set in the award number counter 74e, it is possible to smoothly switch the display content on the dual-purpose display unit 66 from the stop order display to the award number display.
[0246] Next, the management process executed by the main MPU 72 will be described with reference to the flowchart of Fig. 27. The management process is executed in step S213 of the timer interrupt process (Fig. 11).
[0247] In the management process, first, it is determined whether or not a ratio display is being executed on the dual-purpose display unit 66 (step S1301). As already explained, when a game is not being executed, if the calculation result data of the stay ratio for the second section SC2 is set to any one of "0" to "100" in the ratio display counter 74n, the ratio display is executed on the dual-purpose display unit 66, and if the calculation result data of "0" to "100" is not set in the ratio display counter 74n, the award number display based on the value of the award number counter 74e is executed on the dual-purpose display unit 66. In step S1301, it is determined that a ratio display is being executed (step S1301: YES) if the calculation result data of "0" to "100" is set in the ratio display counter 74n.
[0248] If the ratio display is not being executed on the dual-purpose display unit 66 (step S1301: NO), it is determined whether or not the game is being executed by determining whether or not the in-game flag in the main RAM 74 is set to "1" (step S1302). As already explained, the in-game flag is set to "1" in step S803 of the setting process at the start (FIG. 17(b)), and the in-game flag is cleared to "0" in step S1510 of the corresponding process at the end of the game (FIG. 32).
[0249] If a game is not being executed (step S1302: NO), it is determined whether an operation to start the ratio display has been performed (step S1303). In step S1303, while the slot machine 10 is being supplied with operating power and the setting value update process in step S107 of the main processing (FIG. 10) has not been executed, it is determined whether the front door 12 is open and the reset button 56 provided on the power supply device 54 has been pressed continuously for three seconds or more. As already explained, if the supply of operating power to the slot machine 10 is started while the setting key insertion hole 57 is being turned ON and the reset button 56 is being pressed, the all clear process in step S106 of the main processing (FIG. 10) is executed. Furthermore, in the setting value update process in step S107 of the main processing (FIG. 10), the reset button 56 is operated to update the setting values of the slot machine 10. The configuration is such that it determines that an operation to start ratio display has been performed when the reset button 56 is pressed continuously for more than three seconds while the slot machine 10 is receiving operating power and the setting value update process (step S107) is not being executed, thereby preventing the operation of the reset button 56 to execute the all clear process (step S106) and the operation of the reset button 56 to update the setting value in the setting value update process (step S107) from being mistakenly identified as the operation of the reset button 56 to start ratio display.
[0250] If a start operation for the ratio display has been performed (step S1303: YES) when no game is being played (step S1302: NO), a ratio calculation process is executed (step S1304). In the ratio calculation process, a calculation is performed to calculate the stay ratio for the second section SC2 using the total game number counter and the second section game number counter provided in the main RAM 74. The total game number counter is a counter for measuring the number of games played regardless of the gaming status or gaming section. The total game number counter consists of two bytes and can measure the number of games up to an upper limit of "65535". Furthermore, the value of the total game number counter is not cleared to "0" unless the all clear process of step S106 is executed in the main process (Figure 10). Therefore, it is possible to measure the cumulative number of games played at the gaming hall over multiple business days. The second section game number counter is a counter that allows the main MPU 72 to grasp the cumulative number of games played in the second section SC2. The second-interval game number counter is provided in the main RAM 74 separately from the continued game number counter 74r (described later). Even if the value of the continued game number counter 74r is cleared to "0" when the second interval SC2 ends, the value of the second-interval game number counter is not cleared to "0." Therefore, if the second interval SC2 occurs multiple times with the first interval SC1 in between, the total number of games played in those multiple second intervals SC2 can be measured using the second-interval game number counter. The second-interval game number counter consists of two bytes and can measure the number of games up to an upper limit of "65535." Furthermore, the value of the second-interval game number counter is not cleared to "0" unless the all-clear process of step S106 is executed in the main process (FIG. 10). Therefore, it is possible to measure the cumulative number of games played in the second interval SC2 over multiple business days at the gaming hall. The value of the total game number counter is updated in step S1511 of the response processing at the end of play (Figure 32) described below, and the value of the second interval game number counter is updated in step S1905 of the second control processing of the play interval (Figure 36) described below.In the ratio calculation process in step S1304, the calculation is performed so that the calculation result = "(value of the second interval game count counter) / (value of the total game count counter) × 100". As already explained, the stay ratio of the second interval SC2 is either 0% to 100%, and the calculation result data is numerical information either "0" to "100".
[0251] Thereafter, the calculation result data in the ratio calculation process (step S1304) is set to the ratio display counter 74n of the main RAM 74 (step S1305), and this management process ends. As already explained, when a game is not being executed, the main MPU 72 determines that the dual-purpose display unit 66 is in the execution period of ratio display based on the calculation result data of "0" to "100" being set to the ratio display counter 74n, and determines that the dual-purpose display unit 66 is in the execution period of award number display based on the value of the award number counter 74e based on the calculation result data of "0" to "100" not being set to the ratio display counter 74n. When a game is not being executed, by setting the ratio display counter 74n to the calculation result data of "0" to "100" in step S1305, the dual-purpose display unit 66 ends the award number display based on the value of the award number counter 74e and starts the ratio display. The processing of step S1305 is a processing for storing calculation result data in the ratio display counter 74n, and also a processing for making settings to switch the display content on the dual-purpose display unit 66 from a number of awards display based on the value of the number of awards counter 74e to a ratio display. Therefore, compared to a configuration in which, in addition to the processing for storing calculation result data in the ratio display counter 74n, a processing for making settings to switch the display content on the dual-purpose display unit 66 from a number of awards display based on the value of the number of awards counter 74e to a ratio display is set as a processing separate from the processing, the processing configuration for storing calculation result data in the ratio display counter 74n and making settings to switch the display content on the dual-purpose display unit 66 from a number of awards display to a ratio display can be simplified.
[0252] If the ratio display is being performed on the dual-purpose display unit 66 (step S1301: YES), it is determined whether an operation to end the ratio display has been performed (step S1306). Specifically, it is determined whether an ON signal has been received from any of the start detection sensor 41a, stop detection sensors 42a-44a, inserted medal detection sensor 45a, credit insertion detection sensor 47a, and settlement detection sensor 51a. If it is determined that an ON signal has been received from any of the detection sensors 41a-45a, 47a, it is determined that an operation to end the ratio display has been performed. In this case, a positive determination is made in step S1306 regardless of whether each ON signal occurred during the valid period. That is, a positive determination is made in step S1306 regardless of whether the reception of an ON signal from the start detection sensor 41a triggers the start of rotation of the reels 32L, 32M, and 32R. Furthermore, a positive determination is made in step S1306 regardless of whether the reception of an ON signal from the stop detection sensors 42a-44a triggers the stop of rotation of the reels 32L, 32M, and 32R. Furthermore, a positive determination is made in step S1306 regardless of whether the receipt of an ON signal from the inserted medal detection sensor 45a is the target of bet setting or credit increase. Also, a positive determination is made in step S1306 regardless of whether the receipt of an ON signal from the credit inserted detection sensor 47a is the target of bet setting. Also, a positive determination is made in step S1306 regardless of whether the receipt of an ON signal from the settlement detection sensor 51a is the trigger for settling credited virtual medals.
[0253] If an operation to end the ratio display is performed (step S1306: YES), the ratio display counter 74n is set to an initial value of "255" (step S1307), and this management process is terminated. By setting the initial value to the ratio display counter 74n in step S1307, the ratio display counter 74n is in a state where no calculation result data of "0" to "100" is set, and the display content on the dual-purpose display unit 66 can be switched from a ratio display to a number of awards display. The process of step S1307 is a process for setting the initial value to the ratio display counter 74n, and is also a process for switching the display content on the dual-purpose display unit 66 from a ratio display to a number of awards display based on the value of the number of awards counter 74e. Therefore, compared to a configuration in which, in addition to the processing of step S1307 in which an initial value is set in the ratio display counter 74n, a processing for switching the display content in the dual-purpose display unit 66 from ratio display to number of awards display is set as a separate processing from the processing in step S1307, the processing configuration for setting an initial value in the ratio display counter 74n and switching the display content in the dual-purpose display unit 66 from ratio display to number of awards display can be simplified.
[0254] If a negative determination is made in step S1306, the management process is terminated. A new game cannot be started while the ratio display is being performed on the dual-purpose display unit 66. Therefore, while the ratio display is being performed, the calculation result data stored in the ratio display counter 74n and the stay ratio for the second section SC2 displayed on the dual-purpose display unit 66 are not updated.
[0255] In this way, the calculation result data of the stay ratio for the second section SC2 is set in the ratio display counter 74n when an operation to start the ratio display is performed while a game is not being executed. If a configuration were adopted in which calculations to calculate the stay ratio for the second section SC2 were performed even while the ratio display was not being executed on the dual-purpose display unit 66 and the calculation result data were stored in the primary RAM 74, it would be necessary to provide a counter in the primary RAM 74 for storing the calculation result data in addition to the ratio display counter 74n. In contrast, by using a configuration in which the calculation result data is set in the ratio display counter 74n only during the period when the ratio display is being executed on the dual-purpose display unit 66, it is possible to reduce the data capacity of the storage area provided in the primary RAM 74 for storing the calculation result data.
[0256] Next, the port output process executed by the main MPU 72 will be described with reference to the flowchart of Fig. 28. The port output process is executed in step S211 of the timer interrupt process (Fig. 11).
[0257] In the port output process, first, it is determined whether or not any of the stop order type numbers "1" to "9" is set in the stop order type counter 74m of the main RAM 74 (step S1401). As already explained, when the index value IV of "n" ("n" is any integer from "1" to "9") is won in the lottery process (FIG. 18) for a game in which the gaming state is the pseudo bonus state ST4 or the AT state ST5 and the number of bets is "3", the stop order type counter 74m is set to "n". On the other hand, when the condition that the gaming state is the pseudo bonus state ST4 or the AT state ST5, the condition that the number of bets in this game is "3", or the condition that any of the index value IV of "1" to "9" is won in the lottery process (FIG. 18) for a game is not met, the stop order type counter 74m is set to "0". If any one of the stop order type numbers "1" to "9" is set in the stop order type counter 74m (step S1401: YES), the stop order corresponding display data table 73a (FIG. 24(c)) stored in the main ROM 73 is read out (step S1402). Thereafter, with reference to the stop order corresponding display data table 73a read out in step S1402, display data corresponding to the value of the stop order type counter 74m is set in the right-side dual-purpose display display area 74q of the main RAM 74, and non-display data is set in the left-side dual-purpose display display area 74p of the main RAM 74 (step S1403). As a result, the process of step S1409, which will be described later, is executed, and a stop order corresponding display is performed on the dual-purpose display unit 66.
[0258] If the value of the stop order type counter 74m is not "1" to "9" (step S1401: NO), it is determined whether any of calculation result data "0" to "100" is set in the ratio display counter 74n of the main RAM 74 (step S1404). If any of calculation result data "0" to "100" is set in the ratio display counter 74n (step S1404: YES), the numeric display data table 73b (FIG. 24(c)) stored in the main ROM 73 is read (step S1405). Thereafter, the numeric display data table 73b read in step S1405 is referenced, and display data corresponding to the value of the ratio display counter 74n is set in the left-side combined display area 74p and the right-side combined display area 74q (step S1406). In step S1406, if the value of the ratio display counter 74n is "0," non-display data is set in the left-side combined display display area 74p, and display data corresponding to "0" is set in the right-side combined display display area 74q. In step S1406, if the value of the ratio display counter 74n is "1" to "9," display data corresponding to "0" is set in the left-side combined display display area 74p, and display data corresponding to the digit in the units digit ("1" to "9") is set in the right-side combined display display area 74q. In step S1406, if the value of the ratio display counter 74n is "10" to "99," display data corresponding to the digit in the tens digit ("1" to "9") is set in the left-side combined display display area 74p, and display data corresponding to the digit in the units digit ("1" to "9") is set in the right-side combined display display area 74q. In step S1406, if the value of the ratio display counter 74n is "100," display data corresponding to "0" is set in the left-side dual-purpose display display area 74p and the right-side dual-purpose display display area 74q. This causes the ratio to be displayed on the dual-purpose display unit 66 by executing the process of step S1409, which will be described later.
[0259] If the stop order type counter 74m is not set with a stop order type number of "1" to "9" (step S1401: NO) and the ratio display counter 74n is not set with calculation result data of "0" to "100" (step S1404: NO), processing for displaying the number of awards on the dual-purpose display unit 66 (processing of steps S1407 to S1408) is executed. Specifically, first, as in step S1405, the numeric display data table 73b stored in the main ROM 73 is read (step S1407). Then, with reference to the numeric display data table 73b read in step S1407, display data corresponding to the value of the award number counter 74e is set in the left-side dual-purpose display display area 74p and the right-side dual-purpose display display area 74q (step S1408). As a result, the processing of step S1409 described below is executed, and the number of awards is displayed on the dual-purpose display unit 66.
[0260] When the processing of step S1403, step S1406, or step S1408 is performed, the data (display data or non-display data) set in the left-side shared display display area 74p and the right-side shared display display area 74q is output to the shared display unit 66 (step S1409). As a result, when non-display data is set in the left-side shared display display area 74p and display data for stop order corresponding display is set in the right-side shared display display area 74q, stop order corresponding display is executed on the shared display unit 66. Furthermore, when non-display data or display data for ratio display is set in the left-side shared display display area 74p and display data for ratio display is set in the right-side shared display display area 74q, ratio display is executed on the shared display unit 66. Furthermore, when display data for award number display is set in the shared display display areas 74p, 74q, award number display is executed on the shared display unit 66.
[0261] Thereafter, the display control process for the credit display unit 65 is executed (step S1410), and the other port output process is executed (step S1411), and this port output process is terminated. In the other port output process in step S1411, data corresponding to the I / O device is output from the input / output port.
[0262] Next, the manner in which the stop order corresponding display and the number of awards display are executed on the dual-purpose display unit 66 will be described with reference to the time chart of FIG. Figure 29(a) shows the execution period of the stop order corresponding display on the dual-purpose display unit 66, Figure 29(b) shows the execution period of the award number display on the dual-purpose display unit 66, Figure 29(c) shows the period when the stop order type number of "1" to "9" is set in the stop order type counter 74m, Figure 29(d) shows the period when data of "1" or more is set in the award number counter 74e, Figure 29(e) shows the timing when a bet operation or the first medal insertion is performed when the game is not being executed, Figure 29(f) shows the timing when the game starts, Figure 29(g) shows the timing when the operation of the stop buttons 42 to 44 is enabled, Figure 29(h) shows the timing when the establishment of any small winning combination is identified in the winning determination process (Figure 26) (the timing when a positive determination is made in step S1204 and the processing of step S1205 is executed), and Figure 29(i) shows the timing when the port output process (Figure 28) is executed.
[0263] When a bet operation or the first medal insertion is performed at timing t1, when the dual-purpose display unit 66 is displaying the number of awards corresponding to the value of the award number counter 74e, as shown in FIG. 29(e), the value of the award number counter 74e is cleared to "0" at timing t1, as shown in FIG. 29(d). Then, when a port output process is executed at timing t2, as shown in FIG. 29(i), the dual-purpose display unit 66 displays the number of awards as "00," as shown in FIG. 29(b). If the number of awards displayed at timing t1 was already "00," the number of awards displayed as "00" continues. Furthermore, if the number of awards displayed at timing t1 was "01," "02," "05," or "15," the number of awards displayed switches to "00."
[0264] Then, at timing t3, the start lever 41 is operated, and the game begins as shown in FIG. 29(f). Then, at timing t4, a stop order type number from "1" to "9" is set in the stop order type counter 74m as shown in FIG. 29(c). Then, at timing t5, a port output process is executed as shown in FIG. 29(i), and the display content on the dual-purpose display unit 66 is switched from the awarded number display to the stop order corresponding display as shown in FIGS. 29(a) and 29(b). Timing t5 is before timing t6 when operation of the stop buttons 42 to 44 is enabled. The stop order corresponding display on the dual-purpose display unit 66 begins before operation of the stop buttons 42 to 44 is enabled. Then, at timing t6, operation of the stop buttons 42 to 44 is enabled as shown in FIG. 29(g).
[0265] Then, at timing t7, as shown in Figure 29(h), the establishment of a small prize winning is identified in the winning determination process (Figure 26), and the number of awarded game media corresponding to the small prize winning that has been established this time ("1," "2," "5," or "15") is set in the award number counter 74e. Then, at timing t8, as shown in Figure 29(c), the value of the stop order type counter 74m is cleared to "0." Then, at timing t9, as shown in Figure 29(i), the port output process is executed, and the display content on the dual-purpose display unit 66 is switched from the stop order corresponding display to the award number display, as shown in Figures 29(a) and 29(b).
[0266] As already explained, in the winning determination process (FIG. 26), when a small winning combination is achieved, the timing (timing t7) of executing the process of step S1205 for setting the number of awarded game media corresponding to the small winning combination to the award number counter 74e is before the timing (timing t8) of executing the process of step S1208 for clearing the stop order type counter 74m to "0". As already explained, when the stop order type counter 74m is cleared to "0" while the stop order corresponding display is being executed on the combined display unit 66, the display content of the combined display unit 66 switches from the stop order corresponding display to the award number display. If the process is configured to clear the stop order type counter 74m to "0" before setting the number of awarded game media corresponding to the currently achieved small winning combination to the award number counter 74e, there is a risk that "0" will be displayed on the combined display unit 66 between the end of the stop order corresponding display and the start of displaying the number of awarded game media corresponding to the currently achieved small winning combination. If the display content on the dual-purpose display unit 66 switches twice in a short time (for example, about 3 milliseconds) in the order of stop order display → "00" → display corresponding to the number of awarded game media, it may confuse the manager of the gaming hall and players. In contrast, by using a processing configuration in which the stop order type counter 74m is cleared to "0" when the number of awarded game media corresponding to the small winning combination that has just been achieved is set in the award number counter 74e, it is possible to smoothly switch the display content on the dual-purpose display unit 66 from the stop order display to the award number display.
[0267] Next, the manner in which the ratio display and the number of awards display are executed on the dual-purpose display unit 66 will be described with reference to the time chart of Fig. 30. Fig. 30(a) shows the period during which the ratio display is executed on the dual-purpose display unit 66, Fig. 30(b) shows the period during which the number of awards display is executed on the dual-purpose display unit 66, Fig. 30(c) shows the period during which calculation result data of any one of "0" to "100" is set in the ratio display counter 74n, Fig. 30(d) shows the timing at which the operation to start the ratio display is performed, Fig. 30(e) shows the timing at which the operation to end the ratio display is performed, and Fig. 30(f) shows the timing at which the port output process (Fig. 28) is executed.
[0268] When a start operation for the ratio display is performed at timing t1, when the game is not being executed and the dual-purpose display unit 66 is executing the award number display based on the value of the award number counter 74e, as shown in Figure 30(d), a calculation is performed to calculate the stay ratio for the second section SC2, as shown in Figure 30(c), and the calculation result data of one of "0" to "100" is set in the ratio display counter 74n. After that, at timing t2, a port output process is executed as shown in Figure 30(f), and the display content on the dual-purpose display unit 66 switches from the award number display to the ratio display as shown in Figures 30(a) and (b).
[0269] Thereafter, when an operation to end the ratio display is performed at timing t3 as shown in Figure 30(e), the ratio display counter 74n is set to its initial value of "255" as shown in Figure 30(c). Then, at timing t4, the port output process is executed as shown in Figure 30(f), and the display content on the dual-purpose display unit 66 switches from the ratio display to the number of awards display as shown in Figures 30(a) and (b).
[0270] As already explained, when a game is not being executed, the dual-purpose display unit 66 displays a ratio on the condition that the ratio display counter 74n is set to any calculation result data between "0" and "100," and displays the number of awards on the condition that the ratio display counter 74n is set to its initial value of "255." Therefore, when a game is not being executed and the dual-purpose display unit 66 displays the number of awards, the display content on the dual-purpose display unit 66 can be switched from the number of awards display to the ratio display by setting the ratio display counter 74n to any calculation result data between "0" and "100." Furthermore, when the dual-purpose display unit 66 displays the ratio, the display content on the dual-purpose display unit 66 can be switched from the ratio display to the number of awards display by setting the ratio display counter 74n to its initial value of "255." This simplifies the processing configuration for switching the display content on the dual-purpose display unit 66 from the number of awards display to the ratio display and the processing configuration for switching from the ratio display to the number of awards display.
[0271] As described above, the main MPU 72 determines that the stop order corresponding display is being executed on the dual-purpose display unit 66 based on the value of the stop order type counter 74m being any of "1" to "9," and determines that the stop order corresponding display is not being executed based on the stop order type counter 74m not being set to a stop order type number of "1" to "9." In a configuration in which the dual-purpose display unit 66 executes a stop order corresponding display based on the value of the stop order type counter 74m or a win number display based on the value of the win number counter 74e during game execution, the slot machine 10 does not include a flag that enables the main MPU 72 to determine that the dual-purpose display unit 66 is in a state where the stop order corresponding display should be executed and that the win number display should be executed. Therefore, compared to a configuration in which such a flag is included, the data capacity of the main RAM 74 required to generate a state in which the dual-purpose display unit 66 is executing a stop order corresponding display and a win number display during game execution can be reduced.
[0272] In a game in which the stop order corresponding display on the dual-purpose display unit 66 and the stop order notification on the image display device 63 are executed, any one of the index values IV of "1" to "9" that has been won in the lottery process for winning combinations (FIG. 18) is stored in the index value counter 74f, and any one of the index values IV of "1" to "9" stored in the index value counter 74f is set as it is in the stop order type counter 74m as the stop order type number. Therefore, the processing configuration for setting the stop order type number in the stop order type counter 74m is simplified compared to a configuration in which the data of the stop order type number set in the stop order type counter 74m is different from the data of the index value IV that has been won in the lottery process for winning combinations (FIG. 18).
[0273] In the winning determination process (FIG. 26), when a small winning combination is achieved, the timing of executing the process of step S1205, in which the award number corresponding to the small winning combination is set in the award number counter 74e, is the timing before the timing of executing the process of step S1208, in which the stop order type counter 74m is cleared to "0". When the stop order type counter 74m is cleared to "0" while the stop order corresponding display is being executed on the combined display unit 66, the display content of the combined display unit 66 switches from the stop order corresponding display to the award number display. If the process is configured to clear the stop order type counter 74m to "0" before setting the award number corresponding to the currently achieved small winning combination in the award number counter 74e, there is a risk that "0" will be displayed on the combined display unit 66 between the end of the stop order corresponding display and the start of displaying the award number corresponding to the currently achieved small winning combination. If the display content on the dual-purpose display unit 66 switches twice in a short time (for example, about 3 milliseconds) in the order of stop order display → "00" → display corresponding to the number of awarded game media, it may confuse the manager of the gaming hall and players. In contrast, by using a processing configuration in which the stop order type counter 74m is cleared to "0" when the number of awarded game media corresponding to the small winning combination that has just been achieved is set in the award number counter 74e, it is possible to smoothly switch the display content on the dual-purpose display unit 66 from the stop order display to the award number display.
[0274] When a game is being executed and the dual-purpose display unit 66 is displaying the number of awards based on the value of the award number counter 74e, the display content on the dual-purpose display unit 66 can be switched from the number of awards display to the stop order corresponding display by performing a process of setting the stop order type counter 74m to one of "1" to "9" (the process of step S1105 in the lottery result corresponding process (FIG. 25)). Therefore, compared to a configuration in which, in addition to the process of setting the stop order type counter 74m to one of "1" to "9", a process for switching the display content on the dual-purpose display unit 66 from the number of awards display based on the value of the award number counter 74e to the stop order corresponding display is set as a separate process, the process configuration for setting the stop order type counter 74m to one of "1" to "9" and switching the display content on the dual-purpose display unit 66 from the number of awards display to the stop order corresponding display can be simplified.
[0275] When a game is being executed and stop order display is being executed on the combined display unit 66, by performing a process of clearing the value of the stop order type counter 74m to "0" (the process of step S1208 in the winning determination process (FIG. 26)), the display content on the combined display unit 66 can be switched from stop order corresponding display to award number display based on the value of the award number counter 74e. Therefore, compared to a configuration in which, in addition to the process of clearing the value of the stop order type counter 74m to "0," a process is set to switch the display content on the combined display unit 66 from stop order corresponding display to award number display based on the value of the award number counter 74e as a separate process, the process configuration for clearing the value of the stop order type counter 74m to "0" and switching the display content on the combined display unit 66 from stop order corresponding display to award number display can be simplified.
[0276] The main MPU 72 determines that the dual-purpose display unit 66 is currently displaying a ratio based on the ratio counter 74n being set to a value between "0" and "100," and determines that the dual-purpose display unit 66 is not currently displaying a ratio based on the ratio counter 74n being set to a value between "0" and "100." In a configuration in which the dual-purpose display unit 66 displays a ratio based on the value of the ratio counter 74n or a number of awards based on the value of the number-of-award counter 74e during a period in which a game is not being executed, the slot machine 10 lacks a flag that enables the main MPU 72 to determine whether the dual-purpose display unit 66 is currently displaying a ratio or a number of awards. Therefore, compared to a configuration in which such a flag is provided, the data capacity of the main RAM 74 required to display a ratio or a number of awards during a period in which a game is not being executed can be reduced.
[0277] When a game is not being executed and the dual-purpose display unit 66 is displaying the number of awards based on the value of the award number counter 74e, the display content on the dual-purpose display unit 66 can be switched from the number of awards display to the ratio display by executing a process of setting calculation result data of one of "0" to "100" in the ratio display counter 74n (the process of step S1305 in the management process (FIG. 27)). Therefore, compared to a configuration in which, in addition to the process of storing calculation result data in the ratio display counter 74n, a process for switching the display content on the dual-purpose display unit 66 from the number of awards display based on the value of the award number counter 74e to the ratio display is set as a process separate from the process in question, the process configuration for storing calculation result data in the ratio display counter 74n and switching the display content on the dual-purpose display unit 66 from the number of awards display to the ratio display can be simplified.
[0278] When a game is not being executed and a ratio display is being executed on the dual-purpose display unit 66, by executing a process of setting the ratio display counter 74n to an initial value of "255" (the process of step S1307 in the management process (FIG. 27)), the display content on the dual-purpose display unit 66 can be switched from a ratio display to a number of awards display based on the value of the number of awards counter 74e. Therefore, compared to a configuration in which, in addition to the process of setting an initial value to the ratio display counter 74n, a process for switching the display content on the dual-purpose display unit 66 from a ratio display to a number of awards display is set as a separate process, the process configuration for setting an initial value to the ratio display counter 74n and switching the display content on the dual-purpose display unit 66 from a ratio display to a number of awards display can be simplified.
[0279] The calculation result data of the stay ratio for the second section SC2 is set in the ratio display counter 74n when an operation to start the ratio display is performed while a game is not being executed. If a configuration were adopted in which calculations to calculate the stay ratio for the second section SC2 were performed even while the ratio display was not being executed on the dual-purpose display unit 66 and the calculation result data were stored in the primary RAM 74, it would be necessary to provide a counter in the primary RAM 74 for storing the calculation result data in addition to the ratio display counter 74n. In contrast, by using a configuration in which the calculation result data is set in the ratio display counter 74n only during the period when the ratio display is being executed on the dual-purpose display unit 66, it is possible to reduce the data capacity of the storage area provided in the primary RAM 74 for storing the calculation result data.
[0280] The period in which a stop order type number of "1" to "9" is set in the stop order type counter 74m does not overlap with the period in which calculation result data of "0" to "100" is set in the ratio display counter 74n. Therefore, the condition for executing the stop order corresponding display and the condition for executing the ratio display on the dual-purpose display unit 66 are not satisfied simultaneously. This eliminates the need for flags that enable the main MPU 72 to grasp that the dual-purpose display unit 66 is in a state where the stop order corresponding display should be executed and that the ratio display should be executed, and compared to a configuration in which such flags are provided, it is possible to reduce the data capacity of the main RAM 74 for creating a state in which the stop order corresponding display and the ratio display are executed on the dual-purpose display unit 66.
[0281] Next, prior to explaining the response process (FIG. 32) executed by the main MPU 72 when a game ends, the game zone area 76 and the game status area 77 (see FIG. 14) provided in the main RAM 74 will be explained. FIG. 31(a) is an explanatory diagram for explaining the data configuration of the game zone area 76, and FIG. 31(b) is an explanatory diagram for explaining the data configuration of the game status area 77. The data in the game zone area 76 and the game status area 77 is set in a start command and an end command. Details of the start command and the end command will be described later.
[0282] As shown in FIG. 31(a), the game zone area 76 is a memory area consisting of one byte. The 0th bit of the game zone area 76 is set to a second zone flag 76a, the 1st bit is set to a first ending flag 76b, and the 2nd bit is set to a second ending flag 76c. Bits 3 to 7 of the game zone area 76 are unused bits. The second zone flag 76a is a flag used by the main MPU 72 to determine whether the game zone is the second zone SC2. The second zone flag 76a is set to "1" when the game zone transitions to the second zone SC2, and is cleared to "0" when the second zone SC2 ends. The first ending flag 76b is a flag used by the main MPU 72 to determine whether the number of games played in the second zone SC2, measured using the continued game counter 74r described below, is likely to reach the upper limit number of games ("1500"). The second ending flag 76c is a flag used by the main MPU 72 to identify that the limited total net increase in the number of gaming media measured using the total acquisition counter 74s described below is likely to reach the upper limit net increase.
[0283] As shown in Figure 31 (b), the game status area 77 is a memory area consisting of 1 byte, and the 0th bit of the game status area 77 is provided with the first CB status flag 77a, the 1st bit is provided with the second CB status flag 77b, the 2nd bit is provided with the pseudo bonus status flag 77c, the 3rd bit is provided with the AT status flag 77d, the 4th bit is provided with the end preparation status flag 77e, and the 5th bit is provided with the AT transition confirmation flag 77f. In addition, the 6th to 7th bits of the game status area 77 are unused bits. The first CB state flag 77a is a flag that enables the main MPU 72 to recognize that the game is in the first CB state ST2, the second CB state flag 77b is a flag that enables the main MPU 72 to recognize that the game is in the second CB state ST3, the pseudo bonus state flag 77c is a flag that enables the main MPU 72 to recognize that the game is in the pseudo bonus state ST4, the AT state flag 77d is a flag that enables the main MPU 72 to recognize that the game is in the AT state ST5, and the end preparation state flag 77e is a flag that enables the main MPU 72 to recognize that the game is in the end preparation state ST6. When the values of the first CB state flag 77a, the second CB state flag 77b, the pseudo bonus state flag 77c, the AT state flag 77d, and the end preparation state flag 77e are "0", the main MPU 72 recognizes that the game is in the normal game state ST1. The AT transition confirmation flag 77f is a flag that allows the main MPU 72 to determine whether the transition conditions to the AT state ST5 have already been met in the pseudo bonus state ST4.
[0284] Next, the response process at the end of a game, which is executed in step S410 of the normal process (Fig. 13), will be described with reference to the flowchart of Fig. 32. Note that, since the process of step S410 in the normal process (Fig. 13) is executed after the reel control process (step S408), 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.
[0285] In the response process at the end of a game, first, CB processing is executed to control the transition to the first CB state ST2, the progress of the first CB state ST2, the transition to the second CB state ST3, and the progress of the second CB state ST3 (step S1501). The CB processing will be described in detail later. Then, on the condition that the current game state is neither the first CB state ST2 nor the second CB state ST3 (step S1502: NO), a jump is made to a program address in which a CALL command is set to call a process corresponding to the current game state (step S1503). Specifically, if the game state is the normal game state ST1, a jump is made to a program address in which a CALL command for calling a normal process (step S1504) is set, and the normal process (step S1504) is executed. If the game state is the pseudo-bonus state ST4, a jump is made to a program address in which a CALL command for calling a pseudo-bonus process (step S1505) is set, and the pseudo-bonus process (step S1505) is executed. If the gaming state is the AT state ST5, a jump is made to a program address in which a CALL command for calling the AT processing (step S1506) is set, and the AT processing (step S1506) is executed. The processing contents of steps S1504 to S1506 will be explained in detail later.
[0286] If a positive determination is made in step S1502, the process proceeds to step S1507. Also, when the normal processing called in step S1504, the pseudo bonus processing called in step S1505, or the AT processing called in step S1506 is terminated and the process returns to the corresponding processing at the end of the game (FIG. 32), the process proceeds to step S1507. In step S1507, the second control processing of the game area is executed. Details of the second control processing of the game area (step S1507) will be described later.
[0287] Thereafter, the end command flag stored in the main RAM 74 is set to "1" (step S1508). The end command flag is a flag that enables the main MPU 72 to recognize that an end command should be sent to the production MPU 92. When the end command flag is set to "1" in step S1508, a common command sending process (Fig. 50) is executed in step S2709 of the command output process (Fig. 44) described later. In the common command sending process (Fig. 50), processing for sending an end command is executed based on the fact that the start command flag in the main RAM 74 is not set to "1". Details of the end command will be described later.
[0288] Thereafter, the value of the bet number setting counter 74b in the main RAM 74 is cleared to "0" (step S1509), and the game execution flag in the main RAM 74 is cleared to "0" (step S1510). Thereafter, the value of the total number of games counter in the main RAM 74 is incremented by 1 (step S1511), and the corresponding processing at the end of this game is terminated. As already explained, the total number of games counter is a counter for measuring the number of games played regardless of the game status and game section. As already explained, the total number of games counter is a counter referenced in the ratio calculation processing in step S1304 of the management processing (FIG. 27). By updating the total number of games counter in step S1511, the display content of the ratio display can be made accurate when the ratio display is started on the dual-purpose display unit 66.
[0289] If the current gaming state is the first CB state ST2 or the second CB state ST3, a positive determination is made in step S1502, and the normal processing in step S1504, the pseudo bonus processing in step S1505, and the AT processing in step S1506 are not executed. Therefore, if the first CB state ST2 or the second CB state ST3 is selected, the processing for progressing the normal gaming state ST1, the processing for progressing the pseudo bonus state ST4, and the processing for progressing the AT state ST5 are not executed. On the other hand, even if the current gaming state is the first CB state ST2 or the second CB state ST3, the processing of steps S1507 to S1511 is executed. Therefore, even if the first CB state ST2 or the second CB state ST3 is selected, the processing for progressing the second section SC2 is executed, and the processing for sending an end command to the performance-side MPU 92 is executed.
[0290] Fig. 33 is a flowchart showing the CB processing executed by the main MPU 72. The CB processing is executed in step S1501 of the response processing at the end of a game (Fig. 32). As already explained, the response processing at the end of a game (Fig. 32) is executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game, and therefore the CB processing is also executed after all of the reels 32L, 32M, and 32R have stopped spinning in one game.
[0291] In the CB processing, first, it is determined whether or not "1" is set in either the first CB state flag 77a or the second CB state flag 77b provided in the game state area 77 of the main RAM 74, thereby determining whether or not the current game state is either the first CB state ST2 or the second CB state ST3 (step S1601). As already explained, the first CB state flag 77a is a flag for specifying in the main MPU 72 whether or not the game state is the first CB state ST2, and the second CB state flag 77b is a flag for specifying in the main MPU 72 whether or not the game state is the second CB state ST3.
[0292] If a negative determination is made in step S1601, it is determined whether or not a first CB winning has been achieved in this game (step S1602). That is, it is determined whether or not a symbol combination corresponding to the first CB winning has stopped on the main line ML in a situation where the first CB winning data is stored in the first CB winning data area 74j of the main RAM 74. If the first CB winning has been achieved (step S1602: YES), the first CB status flag 77a in the game status area 77 of the main RAM 74 is set to "1" (step S1603). This changes the game status to the first CB status ST2. In the first CB status ST2, as already explained, the processes of steps S701 to S703 in the betting status management process (FIG. 17(a)) are executed, and the game is executed only when "3" gaming media has been bet.
[0293] Thereafter, the first CB winning data stored in the first CB winning data area 74j in the main RAM 74 is cleared (step S1604), and the CB processing is terminated. As already explained, the data in the game status area 77 is set in the end command sent to the production-side MPU 92. The production-side MPU 92 determines whether or not the game has transitioned to the first CB status ST2 based on the data in the first CB status flag 77a included in the data in the game status area 77 set in the received end command.
[0294] If the determination in step S1602 is negative, it is determined whether a second CB win has been achieved in this game (step S1605). That is, it is determined whether a combination of symbols corresponding to the second CB win has stopped on the main line ML when second CB win data is stored in the second CB win data area 74k of the main RAM 74. If the second CB win has been achieved (step S1605: YES), the second CB state flag 77b in the game state area 77 of the main RAM 74 is set to "1" (step S1606). This changes the game state to the second CB state ST3. In the second CB state ST3, as already explained, steps S603 and S609 in the bet response process (FIG. 16) and steps S703 and S704 in the bet state management process (FIG. 17(a)) are executed, so that the game is executed only when "2" gaming media have been bet.
[0295] Thereafter, the second CB winning data stored in the second CB winning data area 74k of the main RAM 74 is cleared (step S1607), and the CB processing is terminated. As already explained, the data in the game status area 77 is set in the end command sent to the production-side MPU 92. The production-side MPU 92 determines whether or not the game has transitioned to the second CB status ST3 based on the data in the second CB status flag 77b included in the data in the game status area 77 set in the received end command.
[0296] If a positive determination is made in step S1601, it is determined whether or not a first bell win has been achieved in this game (step S1608). If a first bell win has been achieved (step S1608: YES), the value of a total award counter provided in the main RAM 74 is incremented by 1 (step S1609). The total award counter is a counter used by the main MPU 72 to identify the total number of gaming media awarded in the first CB state ST2 or the second CB state ST3, and is cleared to "0" when the first CB state ST2 or the second CB state ST3 is started.
[0297] When the value of the total award counter after adding 1 becomes "30", which is the termination reference number for the first CB state ST2 and the second CB state ST3 (step S1610: YES), the CB state flags 77a and 77b corresponding to the current CB states ST2 and ST3 are cleared to "0" (step S1611), and this CB processing is terminated. As already explained, the data in the game state area 77 is set in the termination command sent to the production-side MPU 92. The production-side MPU 92 determines whether the CB states ST2 and ST3 have ended based on the data of the first CB state flag 77a and the second CB state flag 77b included in the data in the game state area 77 set in the received termination command.
[0298] <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. 34. The first control process of the gaming section is executed in step S913, which is a process executed after the winning / losing judgment of the winning combination is completed in the winning combination lottery process (Fig. 18).
[0299] In the first control process for the gaming zone, it is first determined whether or not the second zone flag 76a in the gaming zone area 76 of the main RAM 74 is set to "1" (step S1701). As already explained, the second zone flag 76a is a flag for the main MPU 72 to identify whether or not the gaming zone is the second zone SC2. If the second zone flag 76a is set to "1" (step S1701: YES), the processing from step S1702 onwards is not executed. As a result, if the gaming zone is the second zone SC2, the direct hit lottery process of step S1706 and the release game number lottery process of step S1710 are not executed.
[0300] If the second section flag 76a is not set to "1" (step S1701: NO), it is determined whether the current gaming state is the first CB state ST2 or the second CB state ST3 (step S1702). As already explained, the main MPU 72 can determine that the current gaming state is the first CB state ST2 when the first CB state flag 77a in the gaming state area 77 is set to "1," and can determine that the current gaming state is the second CB state ST3 when the second CB state flag 77b is set to "1." If the current gaming state is the first CB state ST2 or the second CB state ST3 (step S1702: YES), the processing from step S1703 onward is not executed. As a result, even if the current gaming state is the first section SC1, if it is the first CB state ST2 or the second CB state ST3, the processing for setting the current gaming state to the second section SC2 in step S1705, the direct hit lottery processing in step S1706, and the number of games to be released lottery processing in step S1710 are not executed.
[0301] If the current gaming state is neither the first CB state ST2 nor the second CB state ST3 (step S1702: NO), it is determined whether the value of the bet number setting counter 74b in the main RAM 74 is "3" to determine whether the number of bets in the current game is "3" (step S1703). If the number of bets in the current game is "2" (step S1703: NO), the processing from step S1704 onwards is not executed. As a result, in a game in which the number of bets is "2" even if it is the first section SC1, the processing for setting the second section SC2 in step S1705, the direct hit lottery processing in step S1706, and the release game number lottery processing in step S1710 are not executed.
[0302] If the number of bets on the current game is "3" (step S1703: YES), it is determined whether or not any index value IV has been won in the lottery process for the current winning combination (FIG. 18) (step S1704). In step S1704, a positive determination is made if any of the index values IV from "1" to "17" is set in the index value counter 74f of the main RAM 74. If the lottery process for the current winning combination (FIG. 18) is a miss (step S1704: NO), the processes from step S1705 onwards are not executed. As a result, even if the first section SC1 is selected, if the lottery process for the winning combination (FIG. 18) is a miss, the process for setting the second section SC2 in step S1705, the direct hit lottery process in step S1706, and the number of games to be released lottery process in step S1710 are not executed.
[0303] If any index value IV is won in the lottery process for this winning combination (FIG. 18) (step S1704: YES), the second section flag 76a in the game section area 76 of the main RAM 74 is set to "1", and the number of continued games counter 74r (see FIG. 14) and the total number of wins counter 74s (see FIG. 14) provided in the main RAM 74 are each cleared to "0" (step S1705). Setting the second section flag 76a to "1" results in the second section SC2.
[0304] The continued game counter 74r 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. If the value of the continued game counter 74r reaches a value corresponding to the upper limit number of games (specifically, 1500 games) in the second section SC2, the second section SC2 ends with the game that was reached, even if the pseudo-bonus state ST4 or AT state ST5 is in the middle, and the game transitions to the first section SC1 and the normal gaming state ST1. The continued game counter 74r consists of 2 bytes.
[0305] The total acquisition counter 74s 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). When the value of the total winnings counter 74s reaches a value corresponding to the upper limit of the net increase in coins (specifically, 2400 coins) in the second section SC2, even if the game is in the middle of the pseudo-bonus state ST4 or the AT state ST5, the second section SC2 ends in the game in which the value reaches, and the game transitions to the first section SC1 and the normal game state ST1. The total winnings counter 74s consists of 2 bytes.
[0306] Thereafter, a direct hit lottery process is executed (step S1706). In the direct hit lottery process, a direct hit lottery table provided in the main ROM 73 and a lottery counter periodically updated in the main RAM 74 are used to determine by lottery whether or not a direct hit into the pseudo bonus state ST4 will occur. In the lottery process for the current game (FIG. 18), if the index value IV=11 is won, there is a 2% probability of a direct hit into the pseudo bonus state ST4; if the index value IV=12 is won, there is a 1% probability of a direct hit into the pseudo bonus state ST4; if the index value IV=13 is won, there is a 10% probability of a direct hit into the pseudo bonus state ST4; if the index value IV=14 is won, there is a 5% probability of a direct hit into the pseudo bonus state ST4; and if the index value IV=15 is won, there is a 2% probability of a direct hit into the pseudo bonus state ST4. In this case, the lower the probability of winning in the lottery process for the winning combination (FIG. 18), the higher the probability of winning the pseudo bonus state ST4 directly. This makes it possible to increase the advantage of winning the index value IV with a low probability of winning in the lottery process for the winning combination (FIG. 18).
[0307] If a direct hit lottery process results in a direct hit win to enter the pseudo bonus state ST4 (step S1707: YES), the first transition confirmation flag provided in the main RAM 74 is set to "1" (step S1708). The first transition confirmation flag is a flag for the main MPU 72 to identify that a direct hit lottery process (step S1706) executed when transitioning to the second section SC2 resulted in a win to enter the pseudo bonus state ST4. If the first transition confirmation flag is set to "1", processing is executed to transition the game state to the pseudo bonus state ST4 when the current game ends.
[0308] Thereafter, a process for lighting up the section display unit 67 is executed (step S1709). In the process for lighting up the section display unit 67, the section display unit 67 is switched from an off state to an on state. As a result, the section display unit 67 starts to notify that it is in the second section SC2.
[0309] If the direct hit lottery process does not result in a direct hit win for entering the pseudo bonus state ST4 (step S1707: NO), a release game number lottery process is executed by calling a subroutine program called a release game number lottery process using a CALL command (step S1710). The release game number is the number of games required until a transition to the pseudo bonus state ST4 occurs if a transition win for entering the pseudo bonus state ST4 does not occur in the transition lottery process (step S2112) described below. When the release game number lottery process subroutine program is called using a CALL command in step S1710, return address information for returning to the process of step S1711, which is the process next to step S1710, is stored in the stack area of the main RAM 74. In the release game number lottery process in step S1710, a release game number lottery table 73c (see Figure 24(c)) stored in the main ROM 73 is referenced.
[0310] Here, before explaining the release game number lottery process (Figure 35(b)) in step S1710, the release game number lottery table 73c will be explained. Figure 35(a) is an explanatory diagram for explaining the contents of the release game number lottery table 73c. As shown in Figure 35(a), the release game number lottery table 73c has four types of release game numbers set as the target numbers for which the win or loss is determined: 50 games, 200 games, 400 games, and 600 games. In the release game number lottery process, one of these four types of release game numbers is always selected. The probability of selecting 50 games as the release game number, the probability of selecting 200 games as the release game number, the probability of selecting 400 games as the release game number, and the probability of selecting 600 games as the release game number are each 1 / 4.
[0311] Next, the release game number lottery process executed by the main MPU 72 will be explained with reference to the flowchart in Figure 35(b). As already explained, the release game number lottery process is executed in step S1710 of the first control process (Figure 34) of the game zone. The release game number lottery process is also executed in step S2506 of the AT process (Figure 42) described later.
[0312] In the release game number lottery process, first, the release game number lottery table 73c (see FIG. 24(c)) stored in the master ROM 73 is set as the lottery table to be referenced in the release game number lottery process (step S1801). Thereafter, the lottery execution process is executed in steps S1802 to S1807. This lottery execution process is also executed when a negative judgment is made in step S2603 of the start-time addition process (FIG. 43(c)) described below, or when the processing of step S2604 is performed. Here, a case will be described in which the lottery execution process (steps S1802 to S1807) is executed with the release game number lottery table 73c set as the lottery table to be referenced in step S1801.
[0313] In the lottery execution process (steps S1802 to S1807), first, one byte of lottery numerical information is acquired from a lottery counter that is periodically updated in the main RAM 74, and the acquired lottery numerical information is set in a random number setting counter provided in the main RAM 74 (step S1802). The lottery numerical information is numerical information indicating an integer between "0" and "255," and the random number setting counter is a counter to which the lottery numerical information is set.
[0314] Thereafter, the determination target counter provided in the main RAM 74 is set to "4" (step S1803). The determination target counter is a counter that enables the main MPU 72 to grasp the current number of games to be determined among the multiple numbers of games to be determined set in the referenced lottery table (number of games to be released lottery table 73c). The determination target counter consists of 1 byte. In the release game number lottery process, if the value of the determination target counter is "4", the number of games to be determined is "50", if the value of the determination target counter is "3", the number of games to be determined is "200", and if the value of the determination target counter is "2", the number of games to be determined is "400". If the number of games to be released of "50", "200", or "400" is not won, the number of games to be released of "600" is won.
[0315] Thereafter, the determination value set in the referenced lottery table (number of games to be released lottery table 73c) is added to the value of the random number setting counter (step S1804). As shown in Figure 35(a), "64" is set as the determination value in the number of games to be released lottery table 73c, and in step S1804, "64" is added to the value of the random number setting counter.
[0316] Thereafter, it is determined whether the value of the random number setting counter after adding the determination value ("64") in step S1804 exceeds "255" (step S1805), and if the value of the random number setting counter does not exceed "255" (step S1805: NO), 1 is subtracted from the value of the counter to be determined (step S1806). The processing of steps S1804 to S1807 is repeatedly executed until a positive determination is made in step S1805 or step S1807. The number of release games to be determined is updated in the order of 50 games → 200 games → 400 games each time the value of the counter to be determined is subtracted by 1 in step S1806.
[0317] Thereafter, it is determined whether the value of the counter to be determined after being decremented by 1 in step S1806 is "1" (step S1807). If a negative determination is made in step S1807, the process proceeds to step S1804. Then, the processes of steps S1804 to S1807 are repeatedly executed until a positive determination is made in step S1805 or step S1807.
[0318] If a positive judgment is made in step S1805 or step S1807, the release game number lottery process that was called as a subroutine process by executing the command "RET" is terminated. As already explained, the release game number lottery process is called in step S1710 of the first control process (Figure 34) of the gaming area. Therefore, when the release game number lottery process is terminated, the process returns to the processing of step S1711, which is the next step after step S1710 in the first control process (Figure 34) of the gaming area, based on the return address information stored in the stack area of the main RAM 74. If the number of games to be released of "50" is won, the process returns to step S1711 with the value of the counter to be judged being "4", if the number of games to be released of "200" is won, the process returns to step S1711 with the value of the counter to be judged being "3", if the number of games to be released of "400" is won, the process returns to step S1711 with the value of the counter to be judged being "2", and if the number of games to be released of "600" is won, the process returns to step S1711 with the value of the counter to be judged being "1".
[0319] Returning to the explanation of the first control process of the gaming area (FIG. 34), after the release game number lottery process is executed in step S1710, the release game number counter setting process is executed (step S1711). As already explained, the release game number counter is a counter used by the main MPU 72 to identify the remaining number of release games, which is the number of games required to transition to the pseudo bonus state ST4, in a situation where none of the first to third transition confirmation flags in the main RAM 74 are set to "1". In the release game number counter setting process, the release game number lottery table 73c (FIG. 35(a)) is referenced, and the release game number corresponding to the value of the counter to be determined is set in the release game number counter in the main RAM 74. Specifically, if the value of the counter to be determined is "4", the release game number counter is set to "50", if the value of the counter to be determined is "3", the release game number counter is set to "200", if the value of the counter to be determined is "2", the release game number counter is set to "400", and if the value of the counter to be determined is "1", the release game number counter is set to "600". After that, the value of the counter to be determined is cleared to "0" (step S1712).
[0320] Thereafter, lighting processing of the section display unit 67 is executed (step S1713), and the first control processing of this game section is terminated. In the lighting processing of the section display unit 67 in step S1713, the section display unit 67 is switched from an off state to an on state. As a result, the section display unit 67 starts to notify that it is the second section SC2.
[0321] 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 36. The second control process for the gaming area is executed in step S1507 of the response process at the end of gaming (Figure 32). 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.
[0322] In the second control process of the gaming section, if the second section flag 76a in the gaming section area 76 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 end preparation state flag 77e in the gaming state area 77 of the main RAM 74 is checked to determine whether the current gaming state is the end preparation state ST6 (step S1902). The end preparation state ST6 is a gaming state to which the pseudo bonus state ST4 ends without the ending condition of the second section SC2, which will be described later, being satisfied, and which is entered when the second section SC2 ends upon the subsequent transition to the normal gaming state ST1.
[0323] If the game is in the end preparation state ST6 (step S1902: YES), it is determined whether or not the end preparation complete flag provided in the main RAM 74 is set to "1" (step S1903). The end preparation complete flag is a flag that allows the main MPU 72 to determine whether or not one game has been played in the end preparation state ST6. In the pseudo bonus process (step S1505) in the response process at the time of game end (FIG. 32), if it is determined that the number of remaining games in the pseudo bonus state ST4 is 0 and that the second section SC2 will end upon the subsequent transition to the normal game state ST1, the end preparation state flag 77e is set to "1" and the end preparation complete flag is cleared to "0." In addition, in the AT processing (step S1506) in the response processing at the end of play (Figure 32), if it is determined that the number of remaining continuing games in the AT state ST5 is 0 and the second section SC2 will end upon the subsequent transition to the normal play state ST1, the end preparation state flag 77e is set to "1" and the end preparation completion flag is cleared to "0".
[0324] 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.
[0325] Specifically, the initialization process for the second section SC2 is first executed (step S1915). In the initialization process for the second section SC2, the second section flag 76a in the play section area 76 of the main RAM 74 is cleared to "0." This causes the play section to become the first section SC1. In addition, in the initialization process for the second section SC2, even if the player is in the pseudo bonus state ST4, various data indicating the pseudo bonus state ST4 (including the pseudo bonus state flag 77c in the play state area 77), including a counter for storing the number of remaining games to be played in the pseudo bonus state ST4, are cleared to transition the play state to the normal play state ST1. In addition, in the initialization process for the second section SC2, even if the player is in the AT state ST5, various data indicating the AT state ST5 (including the AT state flag 77d in the play state area 77), including a counter for storing the number of remaining games to be played in the AT state ST5, are cleared to transition the play state to the normal play state ST1. Furthermore, in the initialization process for the second section SC2, the release game number counter in the main RAM 74 is cleared to "0." Therefore, even if the current gaming state is the normal gaming state ST1, the first CB state ST2, or the second CB state ST3, the remaining release game number at that time (i.e., the ceiling game number) is invalidated, and the remaining release game number is reset upon a new transition to the second section SC2 thereafter. Note that even if the first CB state ST2 or the second CB state ST3 is in the middle of the first CB state ST2 or the second CB state ST3, the initialization process for the second section SC2 is executed, thereby ending the second section SC2, but the first CB state ST2 and the second CB state ST3 continue as they are without ending.
[0326] Thereafter, a process of turning off the section display unit 67 is executed (step S1916). In the turn-off process, the section display unit 67 is switched from the on state to the off state. This ends the notification on the section display unit 67 that it is the second section SC2.
[0327] 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 second interval game number counter in the main RAM 74 is incremented by 1 (step S1905). As already explained, the second interval game number counter is a counter that allows the main MPU 72 to grasp the cumulative number of games played i...
Claims
[Claim 1] In a predetermined program, a predetermined first jump instruction is set at a predetermined first program address, the jump destination of which is a predetermined second program address; a predetermined second jump instruction having a predetermined third program address as a jump destination is set in the predetermined second program address or in a program address that will be executed after the instruction set in the predetermined second program address becomes the execution target, a predetermined reference storage area that is referenced to determine whether a jump condition is satisfied when the predetermined first jump instruction becomes an instruction to be executed and when the predetermined second jump instruction becomes an instruction to be executed; a configuration in which the state of the predetermined reference storage area is maintained before and after execution of the predetermined first jump instruction; When the predetermined second jump instruction is executed, the predetermined reference memory area to be referenced is the same as the predetermined reference memory area to be referenced when the predetermined first jump instruction is executed, a state of the predetermined reference memory area in which a jump condition is satisfied in the predetermined second jump instruction is the same as a state of the predetermined reference memory area in which a jump condition is satisfied in the predetermined first jump instruction, A gaming machine characterized in that the state of the specified reference memory area that is referenced when the specified first jump command becomes the target of execution changes depending on the content of the command executed before the specified first jump command becomes the target of execution.
Citation Information
Patent Citations
Game machine
JP2014045989A
Game machine
JP2019107148A
JPP6736139B
Cited By
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JP2025181945A
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JP2025181946A