Gaming machine

The gaming machine improves player engagement through dynamic state transitions, lottery processes, and reward mechanisms, enhancing enjoyment by maintaining or increasing game values.

JP7865367B2Active Publication Date: 2026-05-26SANYO BUSSAN KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SANYO BUSSAN KK
Filing Date
2024-11-14
Publication Date
2026-05-26

AI Technical Summary

Technical Problem

Existing gaming machines lack features that enhance player engagement and enjoyment.

Method used

A gaming machine equipped with a situation setting mechanism to transition to favorable game states, terminate advantageous states based on predetermined conditions, store value information, and execute ending sequences, along with lottery processes and prize granting mechanisms to improve player experience.

Benefits of technology

Enhances player interest and enjoyment by providing dynamic game states and rewards, including replay wins and state transitions that maintain or increase game values.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of enhancing interest in a game.SOLUTION: While no shift to a pseudo bonus state occurs in a first section, a shift to a pseudo bonus state may occur in a second section. While a shift to a pseudo bonus state occurs when a bet number in a game after a game set to a second section is "3", a situation in the second section and in a normal game state continues when a bet number in a game after a game set to the second section is "2". A shift to a pseudo bonus state does not occur in a situation in the second section and in a normal game state. The second section is completed and a first section is set when the number of remaining release games reaches "0" in a situation of the second section and a normal game state, or release winning occurs in release lottery processing.SELECTED DRAWING: Figure 9
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Description

Technical Field

[0001] The present invention relates to a gaming machine.

Background Art

[0002] Pachinko machines and slot machines are known as gaming machines. For example, in a pachinko machine, a dish storage unit for storing game balls given to a player is provided on the front surface of the gaming machine, and the game balls stored in the dish storage unit are guided to a game ball launching device and launched toward the game area according to the player's launching operation. Then, for example, when a game ball enters a ball entry unit provided in the game area, for example, a lottery process is executed, or for example, game balls are paid out from a payout device to the dish storage unit. In addition, in a pachinko machine, a configuration including an upper dish storage unit and a lower dish storage unit as dish storage units is also known. In this case, the game balls stored in the upper dish storage unit are guided to the game ball launching device, and the game balls that become surplus in the upper dish storage unit are discharged to the lower dish storage unit.

[0003] In addition, in a slot machine, when a start lever is operated in a situation where medals are bet and a new game is started, a lottery process is executed by control means. Further, when the lottery process is executed, rotation start control is executed by the control means to start the rotation of the reel. When a stop button is operated during the rotation of the reel, rotation stop control is executed by the control means to stop the rotation of the reel. Then, when the stop result after the rotation stop of the reel corresponds to the winning combination of the lottery process, a privilege corresponding to the winning combination is given to the player (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] In this regard, it is necessary to improve the enjoyment of gaming machines like those exemplified above, and there is still room for improvement in this area.

[0006] This invention has been made in view of the circumstances illustrated above, and aims to provide a gaming machine that can enhance the enjoyment of gaming. [Means for solving the problem]

[0007] To solve the above problems, the invention described in claim 1 includes a situation setting means for setting a specific situation, In the aforementioned specific circumstances, a means for transitioning the game state to a favorable game state that is advantageous to the player, A means for terminating the advantageous game state when the advantageous termination condition is met in the aforementioned advantageous game state, When the advantageous game state ends, the system sets the expected state at the end, and An information storage means for storing value information that changes according to the total number of game values ​​assigned to the player in the aforementioned specific circumstances, A predetermined determination means that performs a predetermined determination process to determine whether or not an ending condition is met in which the value number information stored in the information storage means corresponds to a predetermined number of pieces of information, If the predetermined determination process determines that the ending condition is met, the advantageous game state and the specific situation are terminated even if the advantageous termination condition is not met. The predetermined situation means and A means for setting predetermined information in a predetermined storage area when the aforementioned ending conditions can be met, A means for causing an ending sequence to be executed when the predetermined information is set in the predetermined storage area, Equipped with, The aforementioned expected end state is configured to be more likely to transition to the advantageous game state than a predetermined game state which is a specific situation but not the aforementioned expected end state. When the advantageous gaming state ends in a situation where the predetermined information is set in the predetermined storage area, the end-time expected state setting means is configured not to set the end-time expected state. When a replay winning is established, a new game can be started in a state where the same number of game values as the number of game values bet in the game in which the replay winning is established are bet. The predetermined determination means executes the predetermined determination process even in the game in which the replay winning is established in the specific situation. the law of nature, This gaming machine is A means for executing the lottery process for roles, A means for granting a prize to a player when a prize corresponding to a winning role is achieved in the aforementioned role lottery process, A target storage area capable of storing information to be stored when a predetermined win occurs in the lottery process for the aforementioned role, Means capable of executing predetermined processing when the supply of operating power is started, A means to enable the transition to the advantageous game state to be more advantageous for the player when the specific state is set by the state setting means while the storage target information is stored in the target storage area, compared to when the specific state is set by the state setting means while the storage target information is not stored in the target storage area, Equipped with, In the configuration where, when the predetermined process is executed when the supply of operating power is started, the game starts with the storage target information not stored in the target storage area, and when the specific situation ends with the storage target information stored in the target storage area, the game in the subsequent predetermined situation starts with the state in which the storage target information is stored in the target storage area maintained. It is characterized by this.

Effect of the Invention

[0008] According to the present invention, it becomes possible to improve the interest of the game.

Brief Description of the Drawings

[0009] [Figure 1] It is a front view of the slot machine in the first embodiment. [Figure 2] It is a perspective view of the slot machine showing the state where the front door is opened. [Figure 3] It is a front view of the housing. [Figure 4] It is a diagram showing the symbol arrangement of each reel. [Figure 5] It is an explanatory diagram showing the relationship between the symbol visible from the display window part and the combination line. [Figure 6] It is an explanatory diagram showing the relationship between the winning mode and the privilege given. [Figure 7](a) is a front view of a common display area, and (b) is an explanatory diagram for explaining the content of information corresponding to the stop order displayed on the combined display unit. [Figure 8] (a) and (b) are explanatory diagrams for explaining the relationship between the notification content of the stop order in the image display device and the display content of the stop order in the combined display unit. [Figure 9] It is an electrical configuration diagram of a slot machine. [Figure 10] It is a flowchart showing the main processing executed by the main MPU. [Figure 11] It is a flowchart showing the timer interrupt processing executed by the main MPU. [Figure 12] It is a flowchart showing the normal processing executed by the main MPU. [Figure 13] It is a flowchart showing the start waiting processing executed by the main MPU. [Figure 14] It is a flowchart showing the bet corresponding processing executed by the main MPU. [Figure 15] It is a flowchart showing the setting processing at the start executed by the main MPU. [Figure 16] It is a flowchart showing the winning combination lottery processing executed by the main MPU. [Figure 17] It is an explanatory diagram for explaining the winning combination lottery table at the time of 3 bets. [Figure 18] It is an explanatory diagram for explaining the winning combination lottery table at the time of 2 bets. [Figure 19] It is an explanatory diagram for explaining the relationship between the stop order of the reels and the winning modes established. [Figure 20] It is a flowchart showing the reel control processing executed by the main MPU. [Figure 21] It is a flowchart showing the corresponding processing at the end of the game executed by the main MPU. [Figure 22] It is an explanatory diagram for explaining the game states and game intervals existing in the slot machine. [Figure 23](a) This is an explanatory diagram for explaining the first and second sections, and (b) This is an explanatory diagram for explaining the contents of each game state in the second section. [Figure 24] (a) An explanatory diagram for explaining the first CB role and the second CB role, and (b) An explanatory diagram for explaining the first CB state and the second CB state. [Figure 25] This flowchart shows the CB processing performed on the main MPU. [Figure 26] (a)~(h) This is a time chart showing how the game state transitions to the CB state and how the transition to the CB state is restricted. [Figure 27] (a) to (c) are explanatory diagrams for explaining the content of notifications related to the winning status of the 1st CB role and the 2nd CB role. [Figure 28] (a)~(j) This is a time chart showing how various notifications are executed in relation to the winning status of the CB role and the number of bets on the game medium. [Figure 29] This flowchart shows the internal notification control process executed by the production-side MPU. [Figure 30] This flowchart shows the control process executed by the MPU on the production side when power supply starts. [Figure 31] This flowchart shows the non-internal notification processing performed on the production-side MPU. [Figure 32] This flowchart shows the process for internal notification of the first CB, which is executed on the production-side MPU. [Figure 33] This flowchart shows the process for internal notification of the second control band, which is executed on the production-side MPU. [Figure 34] This is an explanatory diagram illustrating the contents of the memory area of ​​the main RAM. [Figure 35] (a) A flowchart showing the complete clear process performed by the main MPU, and (b) A flowchart showing the partial clear process performed by the main MPU. [Figure 36] (a)~(h) This is a time chart showing how partial and full clear processes are executed on the main MPU. [Figure 37] This is a flowchart showing the first control process for the game section, which is executed by the main MPU. [Figure 38] This flowchart shows the second control process for the game section, which is executed by the main MPU. [Figure 39] This flowchart shows the ending processing performed on the main MPU. [Figure 40] This flowchart shows the advantage lottery process performed by the main MPU at the start of the game. [Figure 41] This flowchart shows the normal processing performed on the primary MPU. [Figure 42] (a) This is an explanatory diagram for explaining the content displayed on the image display device when a first start command is received, and (b) This is an explanatory diagram for explaining the content displayed on the image display device when a second start command is received. [Figure 43] (a) to (g) are time charts showing how the transition to the pseudo-bonus state occurs. [Figure 44] (a) This is an explanatory diagram illustrating the situation when a win occurs with index value IV=10 and it is announced that the first stop is the left reel, and (b) This is an explanatory diagram illustrating the situation when a win occurs with index value IV=10 and it is announced that the first stop is the right reel. [Figure 45] (a) A flowchart showing the stop sequence notification control process executed by the main MPU, and (b) A flowchart showing the prize determination process executed by the main MPU. [Figure 46] This flowchart shows the normal performance control process executed by the performance-side MPU. [Figure 47] (a)~(i) This is a time chart showing how various effects are executed during the transition waiting period. [Figure 48] This flowchart shows the processing for the pseudo-bonus at the start of the game, which is executed on the main MPU. [Figure 49]This flowchart shows the processing for the pseudo-bonus that is executed on the main MPU. [Figure 50] This flowchart shows the animation control process for pseudo-bonuses, which is executed by the MPU on the animation side. [Figure 51] This flowchart shows the addition process executed on the MPU on the production side. [Figure 52] This is a flowchart showing the processing for the bonus period on the production side, which is executed on the production side's MPU. [Figure 53] (a)~(g) This is a time chart showing how the pseudo-bonus state progresses. [Figure 54] (a) This is an explanatory diagram for explaining the execution of the ending sequence in an image display device, and this is an explanatory diagram for explaining the execution of the revival sequence in an image display device. [Figure 55] (a) to (g) are time charts showing how the number of games increases during the bonus period and how the increase in the number of games is announced. [Figure 56] (a) An explanatory diagram illustrating the combinations of symbols that result in a first CB win and the combinations of symbols that result in a second CB win in the second embodiment; and (b) A time chart showing the flow of the game when a first CB win or a second CB win is achieved. [Figure 57] This is a flowchart showing the first control process of the game section executed by the main MPU in the third embodiment. [Figure 58] This flowchart shows the normal processing performed on the primary MPU. [Figure 59] This flowchart shows the processing for the pseudo-bonus that is executed on the main MPU. [Figure 60] (a)~(g) This is a time chart showing the progress of the second section. [Figure 61] This flowchart shows the role lottery process executed by the main MPU in the fourth embodiment. [Figure 62](a) This is an explanatory diagram for explaining the draw table when betting 3 coins, and (b) This is an explanatory diagram for explaining the combination of symbols that result in the 10th compensation win. [Figure 63] This is an explanatory diagram for describing the hand lottery table when betting two cards. [Figure 64] This is an explanatory diagram illustrating the relationship between the stopping order of the reels and the resulting winning combinations. [Figure 65] This is a flowchart showing the first control process for the game section, which is executed by the main MPU. [Figure 66] (a) to (h) are time charts showing how the transition to the second section occurs. [Figure 67] This is an explanatory diagram illustrating the types of game states and the transition patterns between game states in the fifth embodiment. [Figure 68] This is a flowchart showing the first control process for the game section, which is executed by the main MPU. [Figure 69] This flowchart shows the advantage lottery process performed by the main MPU at the start of the game. [Figure 70] This flowchart shows the normal processing performed on the primary MPU. [Figure 71] This flowchart shows the processing for the pseudo-bonus that is executed on the main MPU. [Figure 72] (a) to (f) are time charts showing the transition patterns between game states. [Figure 73] (a) to (c) These are explanatory diagrams illustrating the operation of the reels when a special bell win occurs in the sixth embodiment. [Modes for carrying out the invention]

[0010] <First Embodiment> Hereinafter, a first embodiment in which the present invention is applied to a slot machine 10, a type of amusement machine, will be described in detail with reference to the drawings. Figure 1 is a front view of the slot machine 10, Figure 2 is a perspective view of the slot machine 10 with the front door 12 open, and Figure 3 is a front view of the housing 11.

[0011] As shown in Figures 2 and 3, the slot machine 10 includes a housing 11 that forms its outer shell. The housing 11 is formed as a box shape that is open to the front by fixing a plurality of wooden panels together.

[0012] As shown in Figures 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, with a shaft portion 15 located on the left side of the housing 11 as its pivot axis, allowing the internal space of the housing 11 to be opened and closed. The front door 12 is locked in a non-opening state by a locking device 13 located on its back surface, and this locked state is released by unlocking it with a predetermined key on the key cylinder 14.

[0013] As shown in Figure 1, a game panel 20 is provided near the upper center of the front door 12. The game panel 20 has three vertically elongated display windows 21L, 21M, and 21R arranged horizontally. The display windows 21L, 21M, and 21R are made of transparent or translucent material, and the inside of the slot machine 10 can be seen through each of the display windows 21L, 21M, and 21R.

[0014] As shown in Figures 2 and 3, the housing 11 is divided into upper and lower sections 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 comprises a left reel 32L, a middle reel 32M, and a right reel 32R, each formed in a cylindrical shape. Each reel 32L, 32M, and 32R is rotatably supported such that its central axis is the axis of rotation of the reel 32L, 32M, and 32R. The axes of rotation of each reel 32L, 32M, and 32R are arranged on the same axis extending in a substantially horizontal direction, and each reel 32L, 32M, and 32R corresponds one-to-one with each display window section 21L, 21M, and 21R. Therefore, a portion of the surface of each reel 32L, 32M, and 32R is visible through the corresponding display window section 21L, 21M, and 21R. Furthermore, when reels 32L, 32M, and 32R rotate in the forward direction, the surfaces of reels 32L, 32M, and 32R are displayed through the respective display windows 21L, 21M, and 21R, appearing as if they are moving from top to bottom.

[0015] As shown in Figure 1, a start lever 41 is provided on the lower left side of the game panel 20, which is operated to start the rotation of each reel 32L, 32M, and 32R. When a predetermined number or more of game media, either tokens or virtual tokens, are bet, and this start lever 41 is operated, each reel 32L, 32M, and 32R starts rotating simultaneously.

[0016] To the right of the start lever 41 are stop buttons 42, 43, and 44, which are operated to individually stop each of the rotating reels 32L, 32M, and 32R. Each stop button 42, 43, and 44 is located directly below the display windows 21L, 21M, and 21R corresponding to the reels 32L, 32M, and 32R that are to be stopped. Each stop button 42, 43, and 44 becomes ready to be stopped after a predetermined amount of time has elapsed since the left reel 32L began to rotate.

[0017] In addition, one game (game round) is considered to begin when the rotation of each reel 32L, 32M, and 32R starts based on the operation of the start lever 41, and when the rotation of each reel 32L, 32M, and 32R stops based on the operation of each stop button 42, 43, and 44, and when various processes such as dispensing game media and managing the game state are completed.

[0018] A coin slot 45 for inserting coins is provided on the lower right side of the display windows 21L, 21M, and 21R. Coins inserted through the coin slot 45 are guided to the hopper device 53 if acceptance is permitted, as shown in Figure 2, by a selector 52 located on the back of the front door 12, or guided to the coin tray 59 through a coin discharge port 58 located on the lower front of the front door 12 if acceptance is prohibited (see Figure 1). The hopper device 53 has the function of dispensing coins stored in the storage tank to the coin tray 59 through the coin discharge port 58 when a winning combination corresponding to the provision of a game medium is achieved on the main line ML, which will be described later. Below the coin slot 45, as shown in Figure 1, a return button 46 is provided, which is pressed when coins inserted into the coin slot 45 become jammed in the selector 52.

[0019] Lower left of the display windows 21L, 21M, and 21R, there is a first credit insertion button 47 for inserting the maximum amount of credited virtual tokens that can be bet at once, and a second credit insertion button 48 for inserting two virtual tokens at once. In this slot machine 10, there are situations where the number of game tokens (medals or virtual tokens) that can be bet (i.e., set as a bet) at once is "3" and situations where it is "2".

[0020] If the number of bets that can be placed at once is "3", and the current bet count is "0", and there are 3 or more virtual medals stored, and the first credit insertion button 47 is operated, the number of virtual medals will decrease by 3, but the number of bets will become "3". If the number of bets that can be placed at once is "3", and the current bet count is "1", and there are 2 or more virtual medals stored, and the first credit insertion button 47 is operated, the number of virtual medals will decrease by 2, but the number of bets will become "3". If the number of bets that can be placed at once is "3", and the current bet count is "2", and there are 1 or more virtual medals stored, and the first credit insertion button 47 is operated, the number of virtual medals will decrease by 1, but the number of bets will become "3". If the number of bets that can be placed at once is "2", and the current bet count is "0", and there are 2 or more virtual medals stored, and the first credit insertion button 47 is operated, the number of virtual medals will decrease by 2, but the number of bets will become "2". If the number of bets that can be placed at once is "2", and the current bet is "1", and one or more virtual tokens are stored, then pressing the first credit insertion button 47 will decrease the number of virtual tokens by one, but the bet will become "2".

[0021] Furthermore, if the first credit insertion button 47 is pressed when the number of stored virtual medals is less than the difference between the current number of bets and the number of bets that can be placed, the number of bets will increase by the amount of those virtual medals, and the number of virtual medals will become 0.

[0022] If the number of bets that can be placed at once is "3", and the current bet count is "0", and two or more virtual medals are stored, and the second credit insertion button 48 is operated, the number of bets will decrease by two instead of the number of virtual medals decreasing. If the number of bets that can be placed at once is "3", and the current bet count is "1", and one or more virtual medals are stored, and the second credit insertion button 48 is operated, the number of bets will decrease by one instead of the number of virtual medals decreasing. If the number of bets that can be placed at once is "2", and the current bet count is "0", and two or more virtual medals are stored, and the second credit insertion button 48 is operated, the number of bets will decrease by two instead of the number of virtual medals decreasing. If the number of bets that can be placed at once is "2", and the current bet count is "1", and one or more virtual medals are stored, and the second credit insertion button 48 is operated, the number of bets will decrease by one instead of the number of virtual medals decreasing.

[0023] Furthermore, if the second credit insertion button 48 is pressed while the number of stored virtual medals is 1 and the current bet is "0", the bet will become "1" and the number of virtual medals will become 0.

[0024] The first credit insertion button 47 has a wider pressing surface than the second credit insertion button 48, which is pressed when the player operates the button. This improves the operability of the first credit insertion button 47.

[0025] A payout button 51 is located to the left of the start lever 41. This slot machine 10 has a credit function that stores any surplus inserted medals or medals paid out upon winning as virtual medals until a predetermined maximum value (equivalent to 50 medals) is reached. When the payout button 51 is operated while virtual medals are stored, the virtual medals are dispensed as real medals from the medal dispenser 58.

[0026] Inside the housing 11, to the left of the hopper device 53, a power supply unit 54 is provided, as shown in Figures 2 and 3. The power supply unit 54 is equipped with a power switch 55 that is operated when the power is turned 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 manager of the gaming hall is inserted and operated to change the setting value of the slot machine 10 within the range of "1" to "6".

[0027] Next, we will explain the designs on each reel, 32L, 32M, and 32R.

[0028] Figure 4 shows the symbol arrangements for the left reel 32L, the middle reel 32M, and the right reel 32R. As shown in the figure, each reel 32L, 32M, and 32R has 21 symbols arranged in a single row. In addition, each reel 32L, 32M, and 32R is numbered from "0" to "20". These numbers are used by the main control device 70, which will be described later, to recognize the symbols that are visible from 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: the "bell" symbol (for example, the 20th position on the left reel 32L), the "replay" symbol (for example, the 19th position on the left reel 32L), the "watermelon" symbol (for example, the 18th position on the left reel 32L), the "red 7" symbol (for example, the 15th position on the left reel 32L), the "BAR" symbol (for example, the 10th position on the left reel 32L), the "cherry" symbol (for example, the 9th position on the left reel 32L), and the "white 7" symbol (for example, the 5th position on the left reel 32L). The number and order of each symbol differ for each reel (32L, 32M, 32R).

[0030] Figure 5 is a front view of the display window sections 21L, 21M, and 21R. Each display window section 21L, 21M, and 21R is formed such that three of the 21 symbols attached to the corresponding reels 32L, 32M, and 32R are fully visible. Therefore, when all reels 32L, 32M, and 32R are stopped, 3 x 3 = 9 symbols are visible through the display window sections 21L, 21M, and 21R.

[0031] In this slot machine 10, a single main line ML is set up, connecting the positions where the symbols on each reel 32L, 32M, and 32R are visible. The main line ML is the 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 amount of game currency has been bet and the rotation of each reel 32L, 32M, and 32R begins, if a winning combination is achieved on the main line ML, the player will receive one of the following benefits: additional game currency, the opportunity to play again, or a change in the game state.

[0032] In other words, in this slot machine 10, only one main line ML is set as the line where a win can occur. Furthermore, this main line ML is set as a line that extends in a straight line. Therefore, even if a combination of winning symbols is formed on a straight line such as sub-line SL1 connecting the upper symbol of the left reel 32L, the middle symbol of the middle reel 32M, and the lower symbol of the right reel 32R, sub-line SL2 connecting the upper symbol of the left reel 32L, the upper symbol of the middle reel 32M, and the upper symbol of the right reel 32R, sub-line SL3 connecting the lower symbol of the left reel 32L, the lower symbol of the middle reel 32M, and the lower symbol of the right reel 32R, and sub-line SL4 connecting the lower symbol of the left reel 32L, the middle symbol of the middle reel 32M, and the upper symbol of the right reel 32R, a win will not occur.

[0033] The following explains the relationship between the winning combinations of symbols and the prizes awarded to winners, referring to Figure 6. Figure 6 is an explanatory diagram illustrating the relationship between the winning combinations of symbols and the prizes awarded to winners.

[0034] The types of small wins that award game tokens include the 1st compensation win, 2nd compensation win, 3rd compensation win, 4th compensation win, 5th compensation win, 6th compensation win, 7th compensation win, 8th compensation win, 9th compensation win, 1st bell win, 2nd bell win, special bell win, 1st watermelon win, 2nd watermelon win, and cherry win. Specifically, in the main line ML, 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 "red 7" symbol, it is considered a 1st compensation win. In the main line ML, if the stopping symbol on the left reel 32L is a "bell" 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, it is a second compensation win. In the main line ML, 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, it is a third compensation win. In the main line ML, 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, it is a fourth compensation win. In the main line ML, 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, it is a 5th compensation win. In the main line ML, if the stopping symbol on the left reel 32L is a "BAR" symbol, the stopping symbol on the middle reel 32M is a "bell" symbol, and the stopping symbol on the right reel 32R is a "bell" symbol, it is a 6th compensation win. In the main line ML, 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 "white 7" symbol, it is a 7th compensation win. In the main line ML, if the stopping symbol on the left reel 32L 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, it is the 8th compensation win. In the main line ML, if the stopping symbol on the left reel 32L is a "white 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, it is the 9th compensation win.If you win any of the 1st to 9th compensation prizes, the number of game tokens you are eligible to receive will be "1".

[0035] If, on the main line ML, the stopping symbol on the left reel 32L is a "bell" symbol, the stopping symbol on the middle reel 32M is a "bell" symbol, and the stopping symbol on the right reel 32R is a "bell" symbol, if, on the main line ML, the stopping symbol on the left reel 32L is a "bell" symbol, the stopping symbol on the middle reel 32M is a "replay" symbol, and the stopping symbol on the right reel 32R is a "red 7" symbol, if, on the main line ML, the stopping symbol on the left reel 32L 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 "red 7" symbol, or if, on the main line ML, the stopping symbol on the left reel 32L 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 "replay" symbol, then the first bell is awarded. If, on the main line ML, 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 "replay" symbol, then a second bell win occurs. If, on the main line ML, the stopping symbol on the left reel 32L is a "white 7" symbol, the stopping symbol on the middle reel 32M is a "white 7" symbol, and the stopping symbol on the right reel 32R is a "red 7" symbol, then a special bell win occurs. If a first bell win, a second bell win, or a special bell win occurs, the number of game tokens awarded will be "15".

[0036] 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 "watermelon" symbol, and the stopping symbol on the right reel 32R is a "watermelon" symbol, then the first watermelon is awarded. 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 "watermelon" symbol, and the stopping symbol on the right reel 32R is a "BAR" symbol, then the second watermelon is awarded. If either the first or second watermelon is awarded, the number of game tokens awarded will be "5". If the stopping symbol on the left reel 32L on the main line ML is a "cherry" symbol, then regardless of the stopping symbols on the middle reel 32M and the right reel 32R, a cherry is awarded. If a cherry is awarded, the number of game tokens awarded will be "2".

[0037] There are three types of wins that grant the bonus of being able to play the next game without betting any more betting tokens: regular replay win, 1st chance replay win, and 2nd chance replay win. Specifically, a regular replay win occurs when the stopping symbols on the left reel 32L, the middle reel 32M, and the right reel 32R on the main line ML are all "replay" symbols. A 1st chance replay win occurs when the stopping symbols on the left reel 32L, the middle reel 32M, and the right reel 32R on the main line ML are all "replay" symbols, all "cherry" symbols, and all "bell" symbols. If, on the main line ML, 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, then a second chance replay is awarded.

[0038] If any of the above replays are achieved, a special bonus is granted that allows you to play the next game without having to bet on any game currency. Specifically, if you achieve any of the replays in a game where you bet on game currency "3", you will be able to start the next game with game currency "3" already bet, without having to bet on any game currency. Also, if you achieve any of the replays in a game where you bet on game currency "2", you will be able to start the next game with game currency "2" already bet, without having to bet on any game currency.

[0039] There are two types of state transition wins: the 1st CB win and the 2nd CB win. Specifically, the 1st CB win occurs when the stopping symbol on the left reel 32L on the main line ML is a "red 7", the stopping symbol on the middle reel 32M is a "red 7", and the stopping symbol on the right reel 32R is a "BAR". The 2nd CB win occurs when the stopping symbol on the left reel 32L on the main line ML is a "white 7", the stopping symbol on the middle reel 32M is a "white 7", and the stopping symbol on the right reel 32R is a "BAR". When the 1st CB win occurs, the game state transitions to the 1st CB state, and when the 2nd CB win occurs, the game state transitions to the 2nd CB state.

[0040] The 1st CB state and the 2nd CB state are game states in which, when a combination of symbols corresponding to a small win stops on the main line ML, a win is considered confirmed and medals are paid out regardless of whether a winning combination has been achieved. For example, even if the winning flag corresponding to the 1st bell win is not set to "1", if a combination of symbols corresponding to the 1st bell win stops on the main line ML, game tokens will be awarded to the player. On the other hand, a replay win is confirmed only if the corresponding winning combination has been won in the lottery.

[0041] In the first and second CB states, reel control is performed differently from the non-CB state. In the non-CB state, reel control is performed for each reel 32L, 32M, and 32R, allowing them to slide up to four symbol positions after stop buttons 42-44 are pressed. In other words, in the non-CB state, reel control is performed for each reel 32L, 32M, and 32R to stop within a specified time (190 msec) after stop buttons 42-44 are pressed. On the other hand, in the first and second CB states, the above reel control, i.e., the same reel control as in normal gameplay, is performed for the middle reel 32M and the right reel 32R, but the above reel control is not performed for the left reel 32L. For the left reel 32L, reel control is performed so that it slides only up to one symbol position after the left stop button 42 is pressed. In other words, in the first CB state and the second CB state, 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] Furthermore, in the first and second CB states, the reel control that limits the reel slippage to a maximum of one symbol width is not limited to the left reel 32L. The control may also be applied to the reel corresponding to the first stop button operated, or to only a predetermined number of reels. Moreover, the reel control may be applied to the reels corresponding to the stop buttons operated in a certain order, such as the reel corresponding to the second or last stop button operated, which slips to a maximum of one symbol width.

[0043] In the 1st CB state and the 2nd CB state, if a winning combination corresponding to a replay win is achieved, the replay win takes priority. If a replay win is not possible, the 1st bell win may occur. Also, the 1st bell win may occur even if a winning combination corresponding to a replay win is not achieved.

[0044] Both the first and second CB states are game states in which the number of game tokens owned by the player does not increase. More specifically, both the first and second CB states are game states in which the number of game tokens owned by the player at the end of the game state is less than the number owned by the player at the start of the game state. Details of these first and second CB states will be explained later.

[0045] Next, we will describe the devices used to perform various notifications and various effects.

[0046] As shown in Figure 1, an upper lamp 61 and a speaker 62 are provided above the front door 12, along with an image display device 63. The upper lamp 61 is controlled to emit light in a manner corresponding to an abnormality that occurs in the slot machine 10, and also in a manner corresponding to the winning result. The upper lamp 61 is also controlled to emit light in a manner corresponding to the display effects on the image display device 63. The speakers 62 are provided as a pair, left and right, and are controlled to output sound or voice corresponding to an abnormality that occurs in the slot machine 10, and also to output sound or voice corresponding to the winning result. The speakers 62 are also controlled to output sound in a manner corresponding to the display effects 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. It may be other display devices having a display surface, such as a plasma display device, an organic EL display device, or a CRT, or it may be a dot matrix display device. When an abnormality occurs in the slot machine 10, the display control is performed so that an image corresponding to the abnormality is displayed on the display surface. In addition, the image display device 63 is controlled so that images corresponding to the winning results of the internal lottery and the winning results in each game are displayed on the display surface. In other words, the image display device 63 performs display effects.

[0048] The game panel 20 on the front door 12 is equipped with a credit display unit 65 located below the display windows 21L, 21M, and 21R, which displays the number of stored virtual medals; a multi-purpose display unit 66 which displays the number of game media awarded when a small win occurs, and also displays information corresponding to the information provided by the image display device 63 when the stopping order of reels 32L, 32M, and 32R is announced, as well as a display for announcing the results of game history management; and a section display unit 67 which displays information corresponding to the fact that the game section is the second section. The credit display unit 65 is composed of a 7-segment display, and each segment uses a single-color emitting LED such as green.

[0049] Figure 7(a) is a front view of the common display area 68, which is provided with a dual-purpose display unit 66 and a section display unit 67. As shown in Figure 7(a), the common display area 68 integrates a dual-purpose display unit 66, which has two 7-segment displays 66a and 66b arranged side by side in the horizontal direction, and a section display unit 67, which consists of one light-emitting unit.

[0050] When any of the following minor wins (1st to 9th compensation wins, 1st bell win, 2nd bell win, special bell win, 1st watermelon win, 2nd watermelon win, or cherry win) corresponding to the granting of game media are achieved, the number of game media granted corresponding to that win is displayed on the combined display unit 66 at the end of the game in which the minor win occurred. Specifically, when any of the 1st to 9th compensation wins occur in a non-CB state, the left 7-segment display unit 66a is turned off and "1" is displayed on the right 7-segment display unit 66b, indicating that "1" game media has been granted. When any of the 1st bell win, 2nd bell win, or special bell win occurs in a non-CB state, "1" is displayed on the left 7-segment display unit 66a and "5" is displayed on the right 7-segment display unit 66b, indicating that "15" game media have been granted. Furthermore, if either the first watermelon or the second watermelon is won while the game is not in a CB state, the left 7-segment display 66a will be hidden and the number "5" will be displayed on the right 7-segment display 66b to indicate that a game token of "5" has been awarded. Also, if a cherry is won while the game is not in a CB state, the left 7-segment display 66a will be hidden and the number "2" will be displayed on the right 7-segment display 66b to indicate that a game token of "2" has been awarded.

[0051] In the first CB state and the second CB state, as will be explained in detail later, the number of game tokens awarded upon winning a minor role is "1". Therefore, when a minor role is won in the first CB state or the second CB state, the left 7-segment display 66a will be turned off and "1" will be displayed on the right 7-segment display 66b, indicating that "1" game token has been awarded.

[0052] On the other hand, even if a win occurs that does not award any game medium, such as a replay win or a CB win, the combined display unit 66 will not display anything corresponding to that win, and in this case, the 7-segment displays 66a and 66b will remain hidden. The display of the number of game mediums awarded on the combined display unit 66 ends when game mediums are bet to start the next game after the game in which the display was made, and at the moment of this bet, the 7-segment displays 66a and 66b will remain hidden.

[0053] When the stopping order of reels 32L, 32M, and 32R is announced on the image display device 63, information corresponding to the announced stopping order is displayed on the multi-purpose display unit 66. Figure 7(b) is an explanatory diagram for explaining the content of the information corresponding to the stopping order displayed on the multi-purpose display unit 66. As shown in Figure 7(b), in this slot machine 10, the stopping order of reels 32L, 32M, and 32R announced on the image display device 63 is a stopping order in which the first stop is the left reel 32L, the second stop is the middle reel 32M, and the third stop is the right reel 32R; a stopping order in which the first stop is the left reel 32L, the second stop is the right reel 32R, and the third stop is the middle reel 32M; a stopping order in which the first stop is the middle reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R; and a stopping order in which the first stop is the middle reel 32M and the third stop is the There are several possible stopping sequences: one where the second stop is the right reel 32R and the third stop is the left reel 32L; one where the first stop is the right reel 32R, the second stop is the left reel 32L, and the third stop is the middle reel 32M; one where 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; one where the first stop is the left reel 32L and the remaining reels are arbitrary; one where the first stop is the middle reel 32M and the remaining reels are arbitrary; and one where the first stop is the right reel 32R and the remaining reels are arbitrary.

[0054] The notification of the stopping order on the image display device 63 may be performed in the non-CB state when, during the lottery process for winning a role, a role is won that includes the first bell winning data and one of the first to sixth compensation winning data, a role is won that includes the second bell winning data and one of the seventh to ninth compensation winning data, or a role is won that includes the first bell winning data and a special bell winning data. Specifically, when a role is won that includes the first bell winning data and one of the first to sixth compensation winning data, if reels 32L, 32M, and 32R stop in the stopping order corresponding to the winning role among the above stopping orders, a first bell win is achieved, and if reels 32L, 32M, and 32R do not stop in the stopping order corresponding to the winning role, one of the first to sixth compensation wins may be achieved. As previously explained, if the first bell win is achieved, the player will be given a game token of "15", and if any of the first to sixth compensation wins are achieved, the player will be given a game token of "1", as previously explained.

[0055] If a winning combination includes data for the 2nd bell win and also includes data for the 7th to 9th compensation wins, a 2nd bell win is achieved if reels 32L, 32M, and 32R stop in the order corresponding to the winning combination from the above stopping sequences. If reels 32L, 32M, and 32R do not stop in the order corresponding to the winning combination, one of the 7th to 9th compensation wins may be achieved. If a 2nd bell win is achieved, the player will be awarded a game token of "15" as previously explained. If one of the 7th to 9th compensation wins is achieved, the player will be awarded a game token of "1" as previously explained.

[0056] If a winning combination includes both the data for the first bell win and the data for the special bell win, a first bell win is achieved if reels 32L, 32M, and 32R stop in the order in which the left reel 32L is the first to stop, and if reels 32L, 32M, and 32R stop in the order in which the middle reel 32M or the right reel 32R is the first to stop, a first bell win or a special bell win is achieved. If a first bell win or a special bell win is achieved, the player will be awarded "15" game tokens as previously explained.

[0057] When any of the above stop sequences are announced by the image display device 63, the left 7-segment display 66a of the dual-purpose display unit 66 remains blank, while the right 7-segment display 66b displays the stop sequence corresponding to the announced sequence. The content of this display is as shown in Figure 7(b), and the content of the stop sequence display on the dual-purpose display unit 66 is set to correspond one-to-one with the content of the stop sequence announcement on the image display device 63. However, this is not the only option, and the dual-purpose display unit 66 may be configured to correspond to some or all of the content of the stop sequence announcement on the image display device 63 with multiple types of display content.

[0058] The content of the stop order displayed in the dual-purpose display unit 66 differs from the content of the display that is shown when the dual-purpose display unit 66 displays information corresponding to the distribution of game media. This makes it easier to distinguish whether the content displayed in the dual-purpose display unit 66 corresponds to the number of game media distributed or to the stop order of reels 32L, 32M, and 32R.

[0059] Figures 8(a) and 8(b) are explanatory diagrams illustrating the relationship between the notification content of the stop order in the image display device 63 and the display content of the stop order in the combined display unit 66.

[0060] When the stopping order of reels 32L, 32M, and 32R is announced on the image display device 63, as shown in Figure 8(a), the image display device 63 displays the same number of unit display images G1 to G3 as the number of stop operations required to end the game, and each unit display image G1 to G3 displays an image corresponding to the stopping order of reels 32L, 32M, and 32R. Specifically, the left unit display image G1 corresponding to the left reel 32L, the middle unit display image G2 corresponding to the middle reel 32M, and the right unit display image G3 corresponding to the right reel 32R are displayed. In Figure 8(a), the stopping order is shown when the first stop is the middle reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R. Therefore, the left unit display image G1 shows the image "2" corresponding to the stopping order of the left reel 32L, the middle unit display image G2 shows the image "1" corresponding to the stopping order of the middle reel 32M, and the right unit display image G3 shows the image "3" corresponding to the stopping order of the right reel 32R.

[0061] In the image display device 63, as described above, an image is displayed that indicates the stopping order of the reels 32L, 32M, and 32R, whereas in the multi-purpose display unit 66, as shown in Figure 8(b), the letter "L" is displayed, corresponding to the stopping order of the reels 32L, 32M, and 32R. In other words, in the image display device 63, unit display images G1 to G3 corresponding to the number of reels 32L, 32M, and 32R are displayed, and each unit display image G1 to G3 displays an image corresponding to the stopping order of the corresponding reels 32L, 32M, and 32R, whereas in the multi-purpose display unit 66, a display unrelated to the number of reels 32L, 32M, and 32R is displayed. As a result, even if the multi-purpose display unit 66 displays information corresponding to the notification of the stopping order of the reels 32L, 32M, and 32R, it is possible to draw the player's attention to the display content in the image display device 63.

[0062] The display range of the dual-purpose display unit 66 is narrower than that of the image display device 63. This also makes it possible to reduce the amount of attention players pay to the dual-purpose display unit 66 compared to the image display device 63. Furthermore, the dual-purpose display unit 66 is located on the opposite side from the image display device 63, with the display windows 21L, 21M, and 21R that allow the reels 32L, 32M, and 32R to be visible in between. As a result, the dual-purpose display unit 66 is positioned at a distance from the image display device 63, which also makes it possible to reduce the amount of attention players pay to the dual-purpose display unit 66.

[0063] When the stopping order of reels 32L, 32M, and 32R is announced, the display on the combined display unit 66 corresponding to the stopping order of reels 32L, 32M, and 32R, and the display on the image display device 63 corresponding to the stopping order of reels 32L, 32M, and 32R, start after the prize draw process has been performed and before the stopping operations of reels 32L, 32M, and 32R are activated. In this case, the display on the combined display unit 66 corresponding to the stopping order of reels 32L, 32M, and 32R starts before the display on the image display device 63 corresponding to the stopping order of reels 32L, 32M, and 32R, but these displays may start simultaneously or almost simultaneously, and the order of display start may be reversed. Furthermore, the displays on the combined display unit 66 and the image display device 63 corresponding to the stopping order of reels 32L, 32M, and 32R end when a stop command is issued for all reels 32L, 32M, and 32R in the game to which the display was executed.

[0064] The dual-purpose display unit 66 is located in the center of the common display area 68, while the section display unit 67 is located in the corner of the common display area 68. The section display unit 67 is a display unit for informing the player that the game section is the second section out of the first and second sections. The second section is a section in which a favorable game state (specifically a pseudo-bonus state) can be started, where the expected value of game media acquired in one game (the value obtained by subtracting the number of game media bet in one game from the expected number of game media given in one game) can be 1 or more, and this favorable game state can be continued. On the other hand, the first section is a section in which the above-mentioned favorable game state is not started and does not continue.

[0065] The section display unit 67 lights up when the player wins a role where the winning combinations that can be achieved differ depending on the stopping order of reels 32L, 32M, and 32R, or a role where the possibility of winning differs depending on the stopping order of reels 32L, 32M, and 32R, and the stopping order of reels 32L, 32M, and 32R is announced, resulting in a favorable game state where the expected value of winnings on the game medium is 1 or more. In this case, the pseudo-bonus state falls under the above favorable game state, while the second section, which is not the pseudo-bonus state, does not. Therefore, when transitioning from the first section to the second section, the section display unit 67 may or may not switch from the off state to the on state. If the section display unit 67 remains off when transitioning to the second section, the section display unit 67 will switch from the off state to the on state when the pseudo-bonus state starts in the second section.

[0066] When the section indicator 67 is lit, it remains lit until the second section ends, and turns off when the second section ends and the game transitions to the first section. Therefore, even if the pseudo-bonus state ends and the game returns to normal gameplay, the second section may be maintained. In this case, even if the pseudo-bonus state ends, the section indicator 67 remains lit, and turns off when the second section ends.

[0067] As described above, the section display unit 67 is configured to remain lit once it is turned on in the second section until the second section ends. The shared display unit 66, which is consolidated in the common display area 68, is turned on when a game medium is dispensed and turned off at the start of the next game. It is also turned on when the stopping order of reels 32L, 32M, and 32R is displayed on the image display device 63 and turned off at the end of that game. Therefore, in a configuration where the section display unit 67 is placed within the common display area 68 so as not to be too conspicuous to the player, it is possible to actively create a situation where only the section display unit 67 is lit in the common display area 68 when it is the second section, making it easier for the manager of the gaming hall to check the section display unit 67.

[0068] In addition, instead of maintaining the illuminated state of the section display unit 67 in the second section, the section display unit 67 may be configured to blink at a predetermined interval in the second section. Furthermore, other displays such as liquid crystal displays may be used as the combined display unit 66 and the section display unit 67.

[0069] The slot machine 10 is equipped with various control devices. Specifically, as shown in Figure 3, a main control device 70 is provided above the reel unit 31. The main control device 70 is attached to the back plate 11b that forms the rear of the housing 11. The main control device 70 is composed of a main control board 71 housed in a board box 81. An MPU 72 is mounted on one of the board surfaces of the main control board 71, which is the element mounting surface. The board box 81 is made transparent so that the MPU 72 housed inside the board box 81 can be seen from the outside. The board box 81 is made transparent and colorless, but it may be made transparent with a color if it is possible to see the MPU 72 housed inside the board box 81 from the outside. The main control device 70 is mounted on the back plate 11b of the housing 11 such that the opposing wall portion 82 facing the element mounting surface of the main control board 71 faces forward towards the slot machine 10. Therefore, by opening the front door 12 toward the front of the slot machine 10 relative to the housing 11 and exposing the internal space of the housing 11, it becomes possible to visually inspect the opposing wall portion 82 of the circuit board box 81, and to visually inspect the MPU 72 through the opposing wall portion 82.

[0070] The circuit board box 81 is formed by combining multiple case bodies front to back, and these case bodies are provided with connecting parts 83 to prevent separation of the case bodies and to leave a trace when they are separated. Multiple connecting parts 83 are arranged in parallel on one side of the roughly rectangular circuit board box 81. This allows for the separation of the case bodies to be prevented by using some of the connecting parts 83, and even if some of the connecting parts 83 are destroyed to separate the case bodies, it is possible to prevent separation again by connecting other connecting parts 83 afterward. Furthermore, because the connecting parts 83 are destroyed and a trace is left when the case bodies are separated, it is possible to determine whether the separation of the case bodies has been done improperly by visually checking the connecting parts 83. In addition, a sealing seal 84 is attached to the side of the circuit board box 81 other than the side on which the connecting parts 83 are arranged, straddling the boundary between the case bodies. When the sealing seal 84 is peeled off, the adhesive layer remains on the case bodies. This makes it possible to leave a trace if the sealing sticker 84 is removed when separating the case.

[0071] As shown in Figure 2, the slot machine 10 is equipped with a performance control device 90 in addition to the main control device 70. The performance control device 90 is positioned behind the image display device 63 at the front door 12. Based on commands received from the main control device 70, the performance control device 90 controls the upper lamp 61, speaker 62, and image display device 63. The performance control device 90, like the main control device 70, has a control board housed in a circuit board box.

[0072] Next, the electrical configuration of this slot machine 10 will be explained based on the block diagram in Figure 9.

[0073] As previously described, the main control board 71 of the main control unit 70 is equipped with an MPU 72. The MPU 72 includes a ROM 73 that stores various control programs and fixed value data executed by the MPU 72, a RAM 74 which is a memory for temporarily storing various data when executing the control programs stored in the ROM 73, a random number circuit 75 that sequentially updates random numbers within a predetermined numerical range based on a clock signal output from a clock circuit, and a clock circuit that outputs a square wave of a predetermined frequency. In addition, the MPU 72 also incorporates interrupt circuits, data input / output circuits, etc. It should be noted that it is not a mandatory configuration for the ROM 73 and RAM 74 to be integrated into a single chip for the MPU 72; they may be configured as separate chips.

[0074] The MPU72 is equipped with input and output ports. Various sensors are connected to the input side of the MPU72, including a start detection sensor 41a that detects the operation of the reel unit 31 and the start lever 41, stop detection sensors 42a, 43a, and 44a that individually detect the operation of each stop button 42, 43, and 44, a coin insertion detection sensor 45a that detects coins inserted from the coin slot 45, credit insertion detection sensors 47a and 48a that individually detect the operation of each credit insertion button 47 and 48, a settlement detection sensor 51a that detects the operation of the settlement button 51, a payout detection sensor for the hopper device 53, and a reset detection sensor and a setting key detection sensor that detect the operation of the reset button 56 and setting key insertion hole 57 of the power supply device 54. Signals from these sensors are input to the MPU72.

[0075] The output side of the MPU 72 is connected to the reel unit 31, the selector drive unit 52a provided on the selector 52, the payout motor of the hopper device 53, the multi-purpose display unit 66, the section display unit 67, and the performance control device 90, etc. In each game, the rotational drive control of each reel 32L, 32M, and 32R of the reel unit 31 is performed by the MPU 72. The selector 52 has the function of detecting the inserted medals into the medal slot 45 with the inserted medal detection sensor 45a if acceptance is permitted, and then guiding them to the hopper device 53, or discharging them into the medal tray 59 without detection by the inserted medal detection sensor 45a if acceptance is prohibited. The selector drive unit 52a has the function of switching the state of the selector 52 between an acceptance permitted state and an acceptance prohibited state, and specifically operates the passage switching piece provided on the selector 52 between an acceptance permitted position and an acceptance prohibited position. The MPU72 switches the state of the selector 52 between an acceptance-allowed state and an acceptance-prohibited state by switching the output state and stop state of the drive signal to the selector drive unit 52a.

[0076] The MPU 72 controls the drive of the hopper device 53 when a small win occurs and medals are dispensed. The MPU 72 also controls the display of the combined display unit 66 so that the number of game media to be dispensed is displayed when game media is dispensed. The MPU 72 also controls the display of the section display unit 67 so that when a notification start trigger occurs in the second section, notification that it is the second section is displayed. The MPU 72 also controls the display of the combined display unit 66 so that a display corresponding to the game management result is shown. The MPU 72 also sends commands to the performance control device 90 at each timing of each game, and when it sends a command to the performance control device 90 to notify the stopping order of reels 32L, 32M, and 32R on the image display device 63, it controls the display of the combined display unit 66 so that a display corresponding to the content to be notified is shown. In this case, the direct display control of the image display device 63 is performed by the performance control device 90, while the direct display control of the combined display unit 66 is performed by the MPU 72. In other words, for the image display device 63, which is subject to relatively complex display control, direct display control is performed by the performance control device 90, while for the multi-purpose display unit 66, which is subject to relatively simpler display control, direct display control is performed by the MPU 72. This makes it possible to perform both displays that prioritize increasing attention to the performance and displays that prioritize reliability, while reducing the processing load on the MPU 72.

[0077] A power outage monitoring circuit provided in the power supply unit 54 is connected to the input side of the MPU 72 (not shown). The power supply unit 54 is equipped with a power supply unit that supplies driving power to each electronic device of the slot machine 10, including the main control unit 70, and a power outage monitoring circuit. 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 falls below a reference voltage. Upon receiving the power outage signal, the MPU 72 performs power outage processing and enables the system to return to the processing state before the power outage after power is restored. The power supply unit 54 is also equipped with a power outage power supply unit that supplies backup power to the RAM 74 as power outage power when the supply of operating power from the external power source is cut off. As a result, even when the supply of operating power from the external power source is cut off, data can be stored in the RAM 74 as long as the power outage power supply unit can supply backup power (for example, for one or two days).

[0078] The performance control device 90 includes a performance control board 91 for controlling the execution of various notifications and various performances. The performance control board 91 is equipped with an MPU 92. The MPU 92 has a built-in ROM 93 that stores various control programs and fixed value data executed by the MPU 92, and a RAM 94 which is a memory for temporarily storing various data when executing the control programs stored in the ROM 93. It also has a built-in clock circuit that outputs a square wave of a predetermined frequency, an interrupt circuit, a data input / output circuit, and a random number generation circuit.

[0079] It is not mandatory for the ROM 93 and RAM 94 to be integrated into a single chip for the MPU 92; they may be configured as separate chips. Furthermore, while the RAM 94 does not receive backup power from the power supply unit of the power supply device 54 when the power supply from the external power source is interrupted, it may be configured to receive backup power.

[0080] The MPU92 is equipped with both an input port and an output port. As previously explained, the MPU72 of the main control unit 70 is connected to the input side of the MPU92, and receives various commands from the MPU72. The upper lamp 61, speaker 62, and image display device 63 are connected to the output side of the MPU92. Based on the commands received from the MPU72 of the main control unit 70, the MPU92 controls the illumination 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 effects to be displayed.

[0081] The performance control board 91, although not shown in the diagram, is equipped with a video display processor (VDP), character ROM, and video RAM in addition to the MPU 92. The VDP is a type of drawing circuit that directly operates the image processing device, which acts as a liquid crystal display driver for the image display device 63. The VDP intervenes in the reading and writing of data to the video RAM and reads image data to be stored in the video RAM from the character ROM at predetermined timings to display on the image display device 63. The character ROM serves as an image data library for storing character data such as patterns displayed on the image display device 63. This character ROM holds bitmap image data of various display patterns, a color palette table referenced when determining the expression color of each dot in the bitmap image, and so on. 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 content of the performance based on a command received from the MPU 72 of the main control device 70, it outputs a drawing list to the VDP that instructs the content of the image corresponding to each update timing according to the determined performance content. The VDP reads image data from the character ROM according to the drawing list and uses the read image data to create display data in the video RAM. 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 the image corresponding to the display data.

[0082] For the purposes of the following explanation, the MPU 72, ROM 73, and RAM 74 of the main control device 70 will be referred to as the main MPU 72, main ROM 73, and main RAM 74, respectively, and the MPU 92, ROM 93, and RAM 94 of the performance control device 90 will be referred to as the performance-side MPU 92, performance-side ROM 93, and performance-side RAM 94, respectively.

[0083] Next, we will explain the processes performed by the main MPU72. First, we will explain the main processes performed by the main MPU72 when the supply of operating power to the main MPU72 begins, referring to the flowchart in Figure 10.

[0084] In the main process, initialization is performed first (step S101). During initialization, interrupts are enabled by timer interrupt processing, and various initial settings are performed for the registers and I / O devices in the main MPU 72. After that, it is determined whether the power is turned on with the setting key inserted into the setting key insertion hole 57 and turned ON (step S102). If the power is turned on with the setting key turned ON (step S102: YES), and the reset button 56 was not pressed when the power was turned on (step S103: NO), a partial clear process is performed (step S104), followed by a setting value update process (step S106). On the other hand, if the reset button 56 was pressed when the power was turned on (step S103: YES), a full clear process is performed (step S105), followed by a setting value update process (step S106). In the partial clear process (step S104) and the full clear process (step S105), some or all areas of the main RAM 74 are initialized. The details of these partial clearing processes (step S104) and full clearing processes (step S105) will be explained later.

[0085] In the setting value update process, the current setting value is read and displayed on the credit display unit 65, provided that the setting key is inserted and turned ON. When the setting value update process is executed, either a partial clear process (step S104) or a full clear process (step S105) has been performed beforehand, so when the setting value update process starts, the credit display unit 65 displays a message corresponding to the setting value being "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. If the reset button 56 is operated while 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 has been 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. After that, the process moves to normal processing (step S107). Normal processing will be explained in detail later.

[0086] If the setting key is not turned ON during the main process (step S102: NO), the power restoration process from step S108 onwards is executed. The power restoration process is the process of restoring the state of the slot machine 10 to the state it was in before the power was cut off. In the power restoration process, the setting value of the slot machine 10 is checked by the main RAM 74 to determine whether it is normal or not (step S108). Specifically, if the setting value is any of "1" to "6", it is determined to be normal, and if it is "0" or "7" or higher, it is determined to be abnormal. If the setting value is normal, it is determined whether the power outage flag is set to "1" (step S109). The power outage flag is set in the main RAM 74, and if the predetermined power outage process is executed normally when the supply of operating power to the main MPU 72 is stopped, the power outage flag will be set to "1". If the power outage flag is set to "1", it is checked whether the RAM judgment value is normal or not (step S110). Specifically, the checksum value of the main RAM 74 is checked to determine whether the value is normal or not.

[0087] If a positive result is obtained in all of steps S108 to S110, it means that the power outage processing during the previous power outage was executed successfully. In this case, the value of the stack pointer stored 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 registers of the main MPU 72, thereby restoring the state of the registers of the main MPU 72 to the state before the power was cut off (step S111). In addition, the power outage flag in the main RAM 74 is cleared to "0" (step S112). After that, a power restoration command is sent to the production side MPU 92 to recognize the execution of the power restoration process (step S113), and then the address returns to the address before the power was cut off (step S114).

[0088] The recovery command is set with information indicating whether or not either the first CB winning data or the second CB winning data, as described later, is stored in the main RAM 74. In other words, in step S113, it is determined whether or not the first CB winning data is stored in the main RAM 74, and if the first CB winning data is stored, a recovery command with information indicating that the first CB winning data is stored is sent to the performance-side MPU 92. Also in step S113, it is determined whether or not the second CB winning data is stored in the main RAM 74, and if the second CB winning data is stored, a recovery command with information indicating that the second CB winning data is stored is sent to the performance-side MPU 92. Also in step S113, if it is determined that neither the first CB winning data nor the second CB winning data is stored in the main RAM 74, a recovery command with information indicating that neither the first CB winning data nor the second CB winning data is stored is sent to the performance-side MPU 92.

[0089] On the other hand, if a negative determination is made in any of steps S108 to S110, an operation prohibition process is executed. In the operation prohibition process, the execution of the next timer interrupt process (Figure 11) is prohibited (step S115), all output ports of the main MPU 72 are cleared to "0" to turn off all actuators connected to those output ports (step S116), and an error notification process is executed to notify the hall manager, etc., of the occurrence of an error (step S117). Then, an infinite loop is created. This operation prohibition process is released by executing a partial clear process (step S104) or a full clear process (step S105).

[0090] Next, the timer interrupt processing performed on the main MPU72 will be explained with reference to the flowchart in Figure 11. Note that the timer interrupt processing is triggered, for example, every 1.49 milliseconds.

[0091] In the register saving process (step S201), the values ​​of all registers in the main MPU 72 used in the normal processing described later are saved to the main RAM 74. In step S202, it is checked whether the power outage flag is set to "1". If the power outage flag is set to "1", the process proceeds to step S203 to execute the power outage processing.

[0092] The power outage flag is set when a power outage signal from the power outage monitoring circuit of the power supply unit 54 is input to the main MPU 72. During power outage processing, it is first determined whether the command transmission has finished. If the transmission has not finished, this process is terminated and the system returns to the timer interrupt process to terminate the command transmission. If the command transmission has finished, the value of the stack pointer of the main MPU 72 is saved to the main RAM 74. After that, the output status of the output ports of the main MPU 72 is cleared and all actuators (not shown) are turned off. Then, a determination value is calculated to determine whether the data in the main RAM 74 is normal when the power outage is resolved, and this value is saved to the main RAM 74, and further RAM access is prohibited. After the above processing is completed, an infinite loop is entered in preparation for the possibility that the power supply will be completely cut off and processing will not be possible.

[0093] If the power outage flag is not set to "1" in step S202, various processes from step S204 onwards are performed. In step S204, a watchdog timer clear process is performed to initialize the value of the watchdog timer used to monitor for malfunctions. In step S205, an interrupt termination declaration process is performed to enable the main MPU 72 itself to set the next timer interrupt. In step S206, a stepping motor control process is performed to drive the stepping motors provided on each of the reels 32L, 32M, and 32R in order to rotate each reel 32L, 32M, and 32R.

[0094] In step S207, the system reads the status of various sensors connected to the input ports and performs sensor monitoring to check whether the reading results are normal or not. Here, the slot machine 10 is equipped with a detection sensor to detect any fraudulent activity on the hopper device 53. As previously explained, the hopper device 53 has the function of dispensing medals stored in the storage tank to the medal tray 59 when a winning combination corresponding to the placement of a game medium is achieved on the main line ML. The hopper device 53 is equipped with a dispensing device for dispensing medals stored in the storage tank toward the medal discharge port 58, and a dispensing detection sensor for detecting the medals dispensed from the dispensing device. When it becomes necessary to dispense medals, the dispensing device is driven and medals are dispensed, and the dispensed medals are detected by the dispensing detection sensor. When the number of medals detected by the dispensing detection sensor reaches the number of medals that should be dispensed, the dispensing of medals from the dispensing device is stopped. In this case, it is conceivable that a fraudulent act could be committed by inserting a fraudulent tool from the front of the slot machine 10 through the medal dispensing port 58, thereby preventing the payout detection sensor from detecting medals, and causing more medals to be dispensed than the actual number that should be dispensed. In this slot machine 10, although the payout device is driven and controlled to dispense medals, if the payout detection sensor does not detect medals for a predetermined period (for example, 10 seconds), the drive control of the payout device will be stopped as a payout abnormality. However, if the fraudulent act described above is committed, a large number of medals will be dispensed during the predetermined period. When a payout abnormality occurs, an abnormality notification is issued, but this abnormality notification can be canceled by performing an abnormality release operation on the key cylinder 14 after replenishing the medals.

[0095] To counter the fraudulent activities described above, the slot machine 10 is equipped with object detection sensors to detect objects moving from the medal dispensing port 58 towards the payout detection sensor. Multiple object detection sensors are provided along the path from the medal dispensing port 58 to the payout detection sensor. In the sensor monitoring process of step S207, if each object detection sensor detects an object in the order of the object detection sensor on the payout detection sensor side → object detection sensor on the medal dispensing port 58 side within the abnormality detection period (e.g., 5 seconds), it is determined to be normal. However, if each object detection sensor detects an object in the order of the object detection sensor on the medal dispensing port 58 side → object detection sensor on the payout detection sensor side within the abnormality detection period, it is determined to be an intrusion abnormality. If an intrusion abnormality is determined, the intrusion abnormality flag provided in the main RAM 74 is set to "1", and an intrusion abnormality command corresponding to the intrusion abnormality is sent to the performance side MPU 92. As a result, the performance side MPU 92 controls the upper lamp 61, speaker 62, and image display device 63 so that an intrusion abnormality notification is executed. The intrusion anomaly notification is temporarily stopped by cutting off the power supply to the slot machine 10. However, if the intrusion anomaly flag in the main RAM 74 is set to "1" after the power supply is restored, the intrusion anomaly command is sent again to the performance MPU 92, and the intrusion anomaly notification is resumed. In order to clear the intrusion anomaly flag from being set to "1", it is necessary to perform a partial clear process (step S104) or a full clear process (step S105).

[0096] Step S208 performs timer subtraction processing, which subtracts the values ​​of each counter and timer. Step S209 performs counter processing, which outputs the results of counting the number of medals bet and the number of medals paid out to the outside. Step S210 performs command output processing, which sends various commands to the performance-side MPU92. Step S211 performs port output processing, which outputs data corresponding to the I / O device from the input / output port. Step S212 restores the values ​​of each register that were saved in the main-side RAM74 in the previous step S201 to the corresponding registers in the main-side MPU72.

[0097] In step S213, management processing is performed to manage the game history and display the corresponding information on the dual-purpose display unit 66. Specifically, the ratio of the total number of games in the second section (described later) to the total number of games is calculated, and the resulting ratio is displayed on the dual-purpose display unit 66. In this case, the calculation of the ratio of the total number of games in the second section to the total number of games may be performed for each set value. In this configuration, even if the set value is changed, the above ratio information, which is performed for each set value, may be kept from being initialized and the calculation may continue. After that, in step S214, interrupt permission processing is performed to allow the next timer interrupt, and this series of timer interrupt processing is terminated.

[0098] Next, the normal processing performed on the main MPU72 will be explained based on the flowchart in Figure 12.

[0099] First, an interrupt enable process is performed to allow the next timer interrupt (step S301). Then, a start-wait process is executed (step S302). Figure 13 is a flowchart of the start-wait process.

[0100] First, it is determined whether the "Replay Bet Set Flag" in the main RAM 74 is set to "1" (step S401). The Replay Bet Set Flag is a flag used by the main MPU 72 to determine whether the same number of bets as the previous game have already been set, in the case that any replay win occurred in the previous game. If the determination in step S401 is negative, and provided that any replay win occurred in the previous game (step S402: YES), the value of the bet history counter, also provided in the main RAM 74, is set to the bet setting counter 74a (see Figure 9) in the main RAM 74 (step S403). The bet setting counter 74a is a counter used by the main MPU 72 to determine the number of bets for the game to be executed, and the bet history counter is a counter used by the main MPU 72 to determine the number of bets for the previous game. After that, the "Replay Bet Set Flag" is set to "1" (step S404).

[0101] If a positive result is obtained in step S401, if a negative result is obtained in step S402, or if the process in step S404 is executed, the bet response process is executed (step S405). Figure 14 is a flowchart of the bet response process.

[0102] If the current game state is not the 2nd CB state (Step S501: NO), the maximum bet amount, which is the maximum number of game tokens that can be bet in this game, is set to "3" (Step S502). If the current game state is the 2nd CB state (Step S501: YES), the maximum bet amount, which is the maximum number of game tokens that can be bet in this game, is set to "2" (Step S503). In other words, in this slot machine 10, the maximum bet amount is set to "2" when in the 2nd CB state, and to "3" when not in the 2nd CB state.

[0103] If the process in step S502 or step S503 is executed, it is determined whether a valid bet operation has been performed, provided that the value of the bet count setting counter 74a in the main RAM 74 is not the maximum bet limit for the current bet (step S504: NO). (step S505) The main RAM 74 is provided with a credit counter 74b (see Figure 9) as an area for storing the number of virtual medals stored. In step S505, it is determined whether there is one or more virtual medals stored by checking whether the value of the credit counter 74b is 1 or more. In addition, if the first credit insertion button 47 is operated, it is determined that a valid bet operation has been performed, and if the second credit insertion button 48 is operated, it is determined that a valid bet operation has been performed, provided that the value of the bet count setting counter 74a is 1 or less.

[0104] If a positive result is obtained in step S505, the bet setting process is executed (step S506). In the bet setting process, if the first credit insertion button 47 is operated, if the sum of the value of the bet number setting counter 74a and the value of the credit counter 74b is equal to or greater than the maximum bet, the value of the bet number setting counter 74a is set to the maximum bet, and the value of the virtual medals used in the setting is subtracted from the credit counter 74b. If the sum of the value of the bet number setting counter 74a and the value of the credit counter 74b is less than the maximum bet, the value of the credit counter 74b is added to the bet number setting counter 74a, and then the value of the credit counter 74b is cleared to "0". Furthermore, during the bet setting process, if the second credit insertion button 48 is operated, and the sum of the value of the bet setting counter 74a and the value of the credit counter 74b is 2 or more, the value of the bet setting counter 74a is set to "2", and the number of virtual medals used in the setting is subtracted from the credit counter 74b. If the sum of the value of the bet setting counter 74a and the value of the credit counter 74b is less than 2, the value of the credit counter 74b is added to the bet setting counter 74a, and then the value of the credit counter 74b is cleared to "0".

[0105] If a positive determination is made in step S504, if a negative determination is made in step S505, or if the process in step S506 is executed, it is determined whether or not one medal has been detected by the inserted medal detection sensor 45a due to a medal being inserted into the medal slot 45 (step S507). If a positive determination is made in step S507, if the value of the bet count setting counter 74a in the main RAM 74 is less than the maximum bet (step S508: NO), the value of the bet count setting counter 74a is incremented by 1 (step S509), and if the value of the bet count setting counter 74a is equal to or greater than the maximum bet (step S508: YES), the value of the credit counter 74b in the main RAM 74 is incremented by 1 (step S510). If the process in step S509 or step S510 is executed, the acceptance prohibition process is executed (step S512) on the condition that the value of the bet number setting counter 74a is equal to or greater than the maximum bet number and the value of the credit counter 74b is equal to or greater than the maximum storage memory (specifically "50"). As a result of the acceptance prohibition process being executed, even if a medal is inserted into the medal slot 45, the medal will not be detected by the inserted medal detection sensor 45a and will be discharged into the medal tray 59.

[0106] If a negative determination is made in step S507, if a negative determination is made in step S511, or if the process in step S512 is executed, it is determined whether the current game state is the first CB state (step S513). If the current game state is the first CB state (step S513: YES), and provided that the value of the bet number setting counter 74a is "3" (step S514: YES), the bet setting flag at the time of acceptance, which is set in the main RAM 74, is set to "1" (step S515). On the other hand, if the current game state is not the first CB state (step S513: NO), and provided that the value of the bet number setting counter 74a is 2 or more (step S516: YES), the bet setting flag at the time of acceptance is set to "1" (step S515).

[0107] The bet setting flag at acceptance is a flag used by the main MPU72 to determine whether the number of game tokens required to start one game have been bet. If the game state is the first CB state, a game cannot be started unless "3" game tokens are bet, and a game can be started once "3" game tokens are bet. If the game state is not the first CB state, a game cannot be started unless two or more game tokens are bet, and a game can be started once two or more game tokens are bet.

[0108] Returning to the explanation of the start waiting process (Figure 13), after executing the bet response process in step S405, it is determined whether or not the settlement button 51 has been operated (step S406). If the settlement button 51 has been operated (step S406: YES), after executing the settlement process (step S407), the bet setting flag in the main RAM 74 at the time of receipt is cleared to "0" (step S408). In the settlement process of step S407, if the bet setting flag in the main RAM 74 at the time of replay is not set to "1", the hopper device 53 is driven and controlled so that a number of medals corresponding to the sum of the value of the bet number setting counter 74a and the value of the credit counter 74b are discharged into the medal tray 59. In this case, both the bet number setting counter 74a and the credit counter 74b are 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 driven and controlled so that the number of medals corresponding to the value of the credit counter 74b is dispensed into the medal tray 59. In this case, the credit counter 74b is reset to "0".

[0109] Returning to the explanation of the normal process (Figure 12), after executing the start waiting process in step S302, it is determined whether "1" is set in either the bet setting flag for replay or the bet setting flag for acceptance in the main RAM 74 (step S303). If the determination in step S303 is negative, the process returns to step S302. If the determination in step S303 is positive, it is determined whether the start lever 41 has been operated (step S304). If the start lever 41 has not been operated, the process returns to step S302.

[0110] If the start lever 41 is operated (step S304: YES), the main line ML is activated and then the acceptance prohibition process is executed (step S305). Because the acceptance prohibition process is executed, even if a medal is inserted into the medal slot 45, the medal will not be detected by the inserted medal detection sensor 45a and will be ejected into the medal tray 59.

[0111] Subsequently, in step S306, a startup setup process is executed to perform various settings when the game is started. In step S307, a winning combination lottery process is executed to determine the winning combinations for the current game. In step S308, a reel control process is executed to drive and control each reel 32L, 32M, and 32R in a manner corresponding to the results of the winning combination lottery process.

[0112] Subsequently, the media allocation process is executed (step S309). In the media allocation process, if a minor win has occurred in the current game, the process is executed to allocate a number of game media corresponding to the minor win to the player. Specifically, when virtual medals are allocated, a value corresponding to the minor win is added to the credit counter 74b of the main RAM 74, and if the value of the credit counter 74b has reached the upper limit of the stored memory, the hopper device 53 is driven and controlled so that the number of medals exceeding the upper limit of the stored memory is dispensed into the medal tray 59. In addition, the media allocation process controls the display of the multi-purpose display unit 66 so that a display corresponding to the number of game media allocated this time is shown. This display corresponding to the number of game media on the multi-purpose display unit 66 continues until a new bet of game media is made.

[0113] Subsequently, a processing step is performed to enable the setting of the game state and game section corresponding to the result of the game (step S310). In addition, an external output setting process is performed to output the status of the slot machine 10 to the management computer of the gaming hall (step S311). After that, a reception permission process is performed (step S312). Once the reception permission process is performed, the tokens inserted from the token slot 45 are detected by the inserted token detection sensor 45a and then collected by the hopper device 53.

[0114] Next, the initial setup process, which is performed in step S306 of the normal process (Figure 12), will be explained with reference to the flowchart in Figure 15.

[0115] First, both the bet setting flag for replay and the bet setting flag for acceptance in the main RAM 74 are cleared to "0" (step S601). Then, if the value of the bet setting counter 74a in the main RAM 74 is "3" (step S602: NO), the first bet command is sent to the performance side MPU 92 (step S603), and if the value of the bet setting counter 74a in the main RAM 74 is "2" (step S602: YES), the second bet command is sent to the performance side MPU 92 (step S604). The first bet command is a command to make the performance side MPU 92 recognize that the number of bets in the game that has just started is "3", and the second bet command is a command to make the performance side MPU 92 recognize that the number of bets in the game that has just started is "2".

[0116] If the process in step S603 or step S604 is executed, the value of the bet count setting counter 74a in the main RAM 74 is set to the bet count history counter in the main RAM 74 (step S605). Note that the value of the bet count setting counter 74a is cleared to "0" when the current game ends.

[0117] Next, we will explain the role selection process, which is performed in step S307 of the normal process (Figure 12), with reference to the flowchart in Figure 16.

[0118] In step S701, a random number is obtained to determine whether a winning combination is achieved. In this slot machine 10, when the start lever 41 is operated, the random number at that moment is latched from the random number circuit 75. The random number circuit 75 generates random numbers between "0" and "65535", and when the main MPU 72 confirms that the start lever 41 has been operated, it stores the value latched by the random number circuit 75 in the main RAM 74. This configuration makes it possible to quickly obtain a random number when the start lever 41 is operated, thus avoiding synchronization problems. The random number circuit 75 is configured to latch the value of the free-run counter each time the start lever 41 is operated.

[0119] After obtaining a random number, the lottery table for determining whether a winning combination is achieved is read from the main ROM 73 (step S702). In this slot machine 10, six setting values ​​from "1" to "6" are pre-set, and by inserting the setting key into the setting key insertion hole 57 and performing the ON operation, it is possible to set which setting value corresponds to the winning probability on which the winning combination lottery process will be executed. A setting value of "n+1" is more advantageous for the player than "n". Specifically, a setting value of "n+1" is more advantageous for the player than "n" because the probability of winning a certain combination is higher when the setting value is "n+1" than when it is "n". Also, even with the same setting value, it is more advantageous for the player when the number of bets on game media is "3" than when it is "2". In addition, there are two game states: the 1st CB state and the 2nd CB state. In step S702, the lottery table corresponding to the combination of the current setting value, the current number of bets, and the current game state is selected.

[0120] The lottery table in a non-CB state will be explained using the case where the setting value is "3" as an example. Figure 17 is an explanatory diagram for the lottery table for a 3-coin bet selected when the number of bets is "3", and Figure 18 is an explanatory diagram for the lottery table for a 2-coin bet selected when the number of bets is "2". In the following explanation, the explanatory diagram in Figure 19 will be referred to as appropriate.

[0121] The role lottery table has an index value IV set, regardless of whether a 3-coin bet or a 2-coin bet is made, as shown in Figures 17 and 18. Each index value IV is associated with a winning data (i.e., a role) and also has a point value PV set. The point value PV determines the probability of winning for the corresponding index value IV in relation to the maximum value of the random number circuit 75 ("65535"). Furthermore, the number of index values ​​IV is the same for both 3-coin and 2-coin bets, and the types of winning data set for each index value IV are the same for both 3-coin and 2-coin bets, except for index value IV=17.

[0122] Specifically, for index values ​​IV=1 to 6, the first bell winning data is set, as well as one of the first to sixth compensation winning data. When a win occurs with index value IV=1, as shown in Figure 19, if the first stop (the reel where the first stop command was issued) is the left reel 32L, the second stop (the reel where the second stop command was issued) is the middle reel 32M, and the third stop (the reel where the last stop command was issued) is the right reel 32R, a first bell win is guaranteed regardless of the timing of operation of each stop button 42 to 44, and in all other cases, a first compensation win may occur. 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 middle reel 32M, a first bell win is guaranteed regardless of the timing of operation of each stop button 42 to 44, and in all other cases, a fourth compensation win may occur. If the win occurs with index value IV=3, and the first stop is the middle reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R, then regardless of the timing of operation of stop buttons 42-44, the first bell win is guaranteed, and in other cases, the third compensation win may occur. If the win occurs with index value IV=4, and the first stop is the middle reel 32M, the second stop is the right reel 32R, and the third stop is the left reel 32L, then regardless of the timing of operation of stop buttons 42-44, the first bell win is guaranteed, and in other cases, the sixth compensation win may occur. If the win occurs with 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 middle reel 32M, then regardless of the timing of operation of stop buttons 42-44, the first bell win is guaranteed, and in other cases, the second compensation win may occur. If the win occurs with an index value of 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, then regardless of the timing of operation of each stop button 42-44, the first bell win is guaranteed, and in all other cases, the fifth compensation win may occur.

[0123] As previously explained, in this slot machine 10, when not in a CB state, reel control is performed on each reel 32L, 32M, and 32R that allows the reels to slide up to 4 symbols after stop buttons 42-44 are pressed. In other words, reel control is performed on each reel 32L, 32M, and 32R that stops the reels within a specified time (190 milliseconds) after stop buttons 42-44 are pressed. This type of reel control makes it easier to achieve winning combinations and prevents winning combinations that do not correspond to winning combinations from occurring. 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 between the symbols that make up the combination of symbols necessary to achieve a win on a single reel 32L, 32M, or 32R, depending on the timing of the operation of the corresponding stop buttons 42 to 44, it is possible that the symbols in question will not stop on the main line ML (this phenomenon is also called a "missed win"). Winning the first bell, second bell, and various replays are winning patterns in which no missed wins occur if the reels 32L, 32M, and 32R are stopped in the corresponding order, while winning the first to ninth compensation wins, first watermelon win, second watermelon win, cherry win, first CB win, and second CB win are winning patterns in which missed wins may occur depending on the timing of the stop operation of the stop buttons 42 to 44 relative to the rotation position of the reels 32L, 32M, and 32R.

[0124] For index values ​​IV=7 to 9, the data for the second bell win is set, as well as the data for the seventh to ninth compensation win. When a win occurs with index value IV=7, as shown in Figure 19, if the first stop is the left reel 32L, a second bell win is guaranteed regardless of the type of reels 32L, 32M, and 32R targeted for the second and third stops, and the timing of operation of each stop button 42 to 44. Otherwise, a seventh compensation win may occur. When a win occurs with index value IV=8, if the first stop is the middle reel 32M, a second bell win is guaranteed regardless of the type of reels 32L, 32M, and 32R targeted for the second and third stops, and the timing of operation of each stop button 42 to 44. Otherwise, a ninth compensation win may occur. If a win occurs with index value IV=9, and the first stop is the right reel 32R, a second bell win is guaranteed regardless of the type of the second and third stop target reels 32L, 32M, and 32R, or the timing of operation of each stop button 42-44. Otherwise, an eighth compensation win may occur.

[0125] As shown in Figures 17 and 18, the index value IV=10 is set to the first bell winning data and the special bell winning data. When a win occurs with index value IV=10, as shown in Figure 19, if the first stop is the left reel 32L, the first bell win is guaranteed regardless of the type of reels 32L, 32M, and 32R targeted for the second and third stops, and the timing of operation of each stop button 42 to 44. On the other hand, if the first stop is either the middle reel 32M or the right reel 32R, a special bell win may occur regardless of the type of reels 32L, 32M, and 32R targeted for the second and third stops. However, a special bell win may not occur depending on the timing of operation of stop buttons 42 to 44 relative to the rotation position of reels 32L, 32M, and 32R. In this case, the first bell win will occur regardless of the type of reels 32L, 32M, and 32R targeted for the second and third stops, and the timing of operation of stop buttons 42 to 44. In other words, if a win occurs with index value IV=10 and the middle reel 32M or the right reel 32R stops as the first stop, the establishment of a special bell win takes priority, and if it is not possible to establish a special bell win in relation to the timing of operation of each stop button 42~44, the first bell win is guaranteed to be established.

[0126] As shown in Figures 17 and 18, the index value IV=11 is set to only the data for the first watermelon win. If a win occurs with index value IV=11, the first watermelon can be awarded regardless of the stopping order of reels 32L, 32M, and 32R, as shown in Figure 19. However, depending on the timing of operation of each stop button 42 to 44, the first watermelon may not be awarded. As shown in Figures 17 and 18, the index value IV=12 is set to only the data for the second watermelon win. If a win occurs with index value IV=12, the second watermelon can be awarded regardless of the stopping order of reels 32L, 32M, and 32R, as shown in Figure 19. However, depending on the timing of operation of each stop button 42 to 44, the second watermelon may not be awarded.

[0127] As shown in Figures 17 and 18, only cherry winning data is set for index value IV=13. When a win occurs with index value IV=13, a cherry can be awarded regardless of the stopping order of reels 32L, 32M, and 32R, as shown in Figure 19. However, depending on the timing of the operation of the left stop button 42 in relation to the rotation position of the left reel 32L, a cherry may not be awarded.

[0128] As shown in Figures 17 and 18, the index value IV=14 is set to only the data for winning the first chance replay. When a win occurs with index value IV=14, as shown in Figure 19, the first chance replay is guaranteed to be awarded regardless of the stopping order of reels 32L, 32M, and 32R and the timing of operation of stop buttons 42 to 44. Similarly, as shown in Figures 17 and 18, the index value IV=15 is set to only the data for winning the second chance replay. When a win occurs with index value IV=15, as shown in Figure 19, the second chance replay is guaranteed to be awarded regardless of the stopping order of reels 32L, 32M, and 32R and the timing of operation of stop buttons 42 to 44. Furthermore, as shown in Figures 17 and 18, the index value IV=16 is set to only the data for winning a normal replay. If the index value IV=16 results in a win, as shown in Figure 19, a normal replay win is guaranteed regardless of the stopping order of reels 32L, 32M, and 32R and the timing of operation of each stop button 42-44.

[0129] For index value IV=17, if the winning combination table is set for a 3-coin bet, only the data for the 1st CB win is set, as shown in Figure 17. If the winning combination table is set for a 2-coin bet, only the data for the 2nd CB win is set, as shown in Figure 18. In other words, the data for the 1st CB win is set as a winning combination only when the number of bets on the game medium is "3", and the 1st CB win can only occur when the number of bets on the game medium is "3". Similarly, the data for the 2nd CB win is set as a winning combination only when the number of bets on the game medium is "2", and the 2nd CB win can only occur when the number of bets on the game medium is "2". If the 1st CB win data is set, and the number of bets on the game medium is "3", the 1st CB win can occur regardless of the stopping order of reels 32L, 32M, and 32R, as shown in Figure 19. However, depending on the timing of operation of each stop button 42~44, the 1st CB win may not occur. If the data for the second bonus round is set, and the number of bets on the game medium is "2", then, as shown in Figure 19, the second bonus round can be won regardless of the stopping order of reels 32L, 32M, and 32R. However, depending on the timing of operation of each stop button 42 to 44, the second bonus round may not be won.

[0130] Here, winning data other than the 1st CB winning data and the 2nd CB winning data is erased in the game in which it was won, regardless of whether the corresponding prize was achieved or not, and is not carried over to subsequent games. In contrast, the 1st CB winning data and the 2nd CB winning data are retained in memory until the corresponding prize is achieved, even in subsequent games, unless the main RAM 74 is cleared (partial clearing (step S104) or full clearing (step S105) for the 1st CB winning data, and full clearing (step S105) for the 2nd CB winning data). In this case, in games where either the 1st CB winning data or the 2nd CB winning data is carried over, the index value IV corresponding to the 1st CB winning data and the 2nd CB winning data is excluded from the lottery.

[0131] In other words, if the game is played with a bet of "3," and as a result the first CB winning data is set in the main RAM74 but the first CB win is not achieved, and the first CB winning data is carried over, then even if the game is played again with a bet of "3," the index value IV corresponding to the first CB winning data will be excluded from the draw, and even if the game is played again with a bet of "2," the index value IV corresponding to the second CB winning data will be excluded from the draw. This makes it possible to prevent either the first or second CB winning data from being newly stored even if either of them is already stored, thus preventing multiple CB winning data from being accumulated and stored.

[0132] When the hand lottery table for a 3-coin bet shown in Figure 17 is selected, the probability of winning when index value IV=1, IV=2, IV=3, IV=4, IV=5, and IV=6 is approximately 1 / 21.8 each. The probability of winning when index value IV=7, IV=8, and IV=9 is also approximately 1 / 21.8 each. The probability of winning when index value IV=10 is approximately 1 / 9.4. The probability of winning when index value IV=11 is approximately 1 / 164. The probability of winning when index value IV=12 is approximately 1 / 146. The probability of winning when index value IV=13 is approximately 1 / 423. The probability of winning when index value IV=14 is approximately 1 / 328. Furthermore, the probability of winning when the index value IV = 15 is approximately 1 / 164. The probability of winning when the index value IV = 16 is approximately 1 / 7.3. The probability of winning when the index value IV = 17 is approximately 1 / 3.3.

[0133] On the other hand, when the two-coin betting combination table shown in Figure 18 is selected, the probability of winning at each index value IV=1 to 16 is lower than when the three-coin betting combination table is selected. Specifically, when the two-coin betting combination table is selected, the probability of winning at each index value IV=1 to 16 is less than 2 / 3 of the probability when the three-coin betting combination table is selected. As a result, when the game is played with the "3" game medium bet, the probability of winning small prizes that grant game mediums and winning replays that grant replays is higher than when the game is played with the "2" game medium bet.

[0134] However, when the winning combination table for a 2-coin bet is selected, the probability of winning when the index value IV = 17 is approximately 1 / 2.2. In contrast, as described above, when the winning combination table for a 3-coin bet is selected, the probability of winning when the index value IV = 17 is approximately 1 / 3.3. This makes it possible to make the probability of the second CB winning data being stored in the main RAM 74 in a game played with the "2" game medium bet higher than the probability of the first CB winning data being stored in the main RAM 74 in a game played with the "3" game medium bet.

[0135] In addition to the winning combination tables for 3-coin bets and 2-coin bets, the main ROM 73 also stores a CB (Bonus Chance) lottery table that is referenced in the winning combination lottery process (Figure 16) for both the 1st CB state and the 2nd CB state. The CB lottery table has only one index value IV set, and this single index value IV has normal replay winning data set. The probability of winning with index value IV is 3 / 10, and if index value IV is won, a normal replay will be awarded regardless of the stopping order of reels 32L, 32M, and 32R, provided that the left stop button 42 is operated at the predetermined timing. If the left stop button 42 is not operated at the predetermined timing, a normal replay will not be awarded even if normal replay winning data is stored. On the other hand, if index value IV is won but the left stop button 42 is not operated at the predetermined timing, or if index value IV is not won, a 1st bell may be awarded.

[0136] Here, for index values ​​IV other than 12 and 15, the probability of winning is the same between the settings "1" and "6". This is true whether the number of bets on the game medium is "3" or "2". In contrast, the probability of winning for index values ​​IV=12 and 15 differs between the settings "1" and "6". Specifically, the probability of winning with index value IV=12 is lowest when the setting is "1", and the probability increases with higher setting values, with the highest probability being with setting "6". Similarly, the probability of winning with index value IV=15 is lowest when the setting is "1", and the probability increases with higher setting values, with the highest probability being with setting "6". This makes it possible to create a difference in the degree of advantage between setting values ​​"1" and "6".

[0137] Returning to the explanation of the role lottery process (Figure 16), after selecting the lottery table in step S702, the index value IV is set to 1 (step S703), and then the judgment value DV used to determine whether a role is correct or not is set (step S704). In this judgment value setting process, the current judgment value DV is set by adding the current index value IV and the corresponding point value PV. Note that in the initial judgment value setting process, the random number value obtained in step S701 is used as the current judgment value DV, and the current index value IV, which is index value IV=1, and the corresponding point value PV are added to this random number value to create a new judgment value DV.

[0138] Subsequently, the system determines whether the corresponding role is correct or incorrect based on the index value IV (step S705). In determining whether the role is correct or incorrect, it is determined whether the judgment value DV exceeds "65535". If it exceeds "65535" (step S705: YES), the system executes a process to acquire winning data in order to set the winning data corresponding to the index value IV at that time into the main RAM 74 (step S706).

[0139] If the judgment value DV does not exceed "65535" (step S705: NO), it means that the hand corresponding to the index value IV has not been determined. In this case, the index value IV is incremented by 1 (step S707), and then it is determined whether or not there is a hand corresponding to the index value IV, that is, whether or not there is a hand to be judged (step S708). Specifically, it is determined whether or not the incremented index value IV exceeds the maximum value of index value IV set in the lottery table. If there is a hand to be judged, the process returns to step S704 and the judgment of the hand continues. At this time, in step S704, the judgment value DV used in the previous judgment of the hand (i.e., the current judgment value DV) is increased by adding the point value PV corresponding to the current index value IV to create a new judgment value DV, and in step S705, the judgment of the hand is made based on this judgment value DV.

[0140] If the process in step S706 is executed, or if a negative result is made in step S708, it means that the determination of whether a role is won or lost has been completed. In this case, the first stop information setting process is performed to set stop information for reel stop control (step S709). After that, the advantageous lottery process at the start of the game is executed in step S710, the first control process for the game section is executed in step S711, and the stop order notification control process is executed in step S712. The contents of these processes from steps S710 to S712 will be explained in detail later.

[0141] Subsequently, the process of sending a game start command is executed (step S713). In this transmission process, if any winning combination has been won in the current combination lottery process (Figure 16), the information corresponding to the winning combination, the information corresponding to the current game state, and the information corresponding to the processing results of steps S710 and S711 are set as the game start command, and this game start command is sent to the performance-side MPU 92. The game start command is a command that makes the performance-side MPU 92 recognize that a new game has started, and is a command that makes the performance-side MPU 92 recognize the various information determined by the main-side MPU 72.

[0142] When the performance-side MPU 92 receives a game start command, it obtains various information about the current game from that command. The performance-side MPU 92 then determines the content of the performance in accordance with the information it has obtained. It then reads a data table corresponding to the determined performance content from the performance-side ROM 93 to the performance-side RAM 94, and executes the illumination control of the upper lamp 61, the sound output control of the speaker 62, and the display control of the image display device 63 according to the data table it has read.

[0143] Next, the reel control process, which is performed in step S308 of the normal process (Figure 12), will be explained with reference to the flowchart in Figure 20.

[0144] In the reel control process, the first step is to start the rotation of each reel 32L, 32M, and 32R (step S801). In the rotation start process, it is checked whether a predetermined wait time (e.g., 4.1 seconds) has elapsed since the rotation of reels 32L, 32M, and 32R started in the previous game. If it has not elapsed, the system waits until the wait time has elapsed. Once the wait time has elapsed, the wait time for the next game is reset, and rotation start information is set in the motor control storage area provided in the main RAM 74. By performing this process, the stepping motor acceleration process is started in the stepping motor control process of step S206 in the timer interrupt process (Figure 11), and each reel 32L, 32M, and 32R starts to rotate. After that, the system waits until each reel 32L, 32M, and 32R rotates at a predetermined constant speed, and then the rotation start process ends. Furthermore, when the rotation speed of each reel 32L, 32M, and 32R reaches a constant speed, the main MPU 72 illuminates the lamps (not shown) of each stop button 42-44 to inform the player that it is possible to issue a stop command.

[0145] Next, it is determined whether or not one of the stop buttons 42-44 has been operated (step S802). If none of the stop buttons 42-44 have been operated, the process in step S802 is repeated until one of the stop buttons 42-44 has been operated. If it is determined that one of the stop buttons 42-44 has been operated, it is determined whether or not the stop button 42-44 corresponding to the rotating reel 32L, 32M, or 32R has been operated, i.e., whether or not a stop command has been issued (step S803). If no stop command has been issued, the process returns to step S802 and the process in step S802 is repeated until one of the stop buttons 42-44 has been operated. If a stop command has been issued, a stop command is sent to the performance-side MPU 92 (step S804). A stop command is a command that allows the performance-side MPU 92 to recognize which of the stop buttons 42-44 has been operated and whether a stop command has been issued. When a stop command is sent, the stop control processing shown in steps S805-S811 is performed to stop the rotating reels.

[0146] In the stop control process, the symbol number of the symbol that has reached the base position (specifically the lower row) at the time the stop buttons 42 to 44 are operated is checked (step S805). Specifically, the symbol number of the symbol that has reached the base position is checked 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 slip count of the reels 32L, 32M, and 32R that should be stopped this time is calculated (step S806).

[0147] In this slot machine 10, there are five stopping patterns for each reel 32L, 32M, and 32R when the stop buttons 42 to 44 are operated: a stopping pattern in which the reel stops as is at the position where it has reached the base position; a stopping pattern in which the corresponding reels 32L, 32M, and 32R are stopped after sliding by one symbol; a stopping pattern in which they are stopped after sliding by two symbol; a stopping pattern in which they are stopped after sliding by three symbol; and a stopping pattern in which they are stopped after sliding by four symbol. In step S806, a value from "0" to "4" is calculated as the number of slips based on the stop information stored in the main RAM 74.

[0148] Next, the calculated number of slips is added to the symbol number of the reached symbol to determine the symbol number of the stopping symbol to actually stop at the base position (step S807). Then, it is determined whether the symbol number of the reached symbol and the symbol number of the stopping symbol are equal for the reels 32L, 32M, and 32R that should be stopped this time (step S808). If they are equal, a reel stop process is performed to stop the rotation of reels 32L, 32M, and 32R (step S809). After that, it is determined whether all reels 32L, 32M, and 32R have stopped (step S810). If all reels 32L, 32M, and 32R have not stopped, the second stop information setting process is performed (step S811), and the process returns to step S802.

[0149] Here, stop information refers to information that corresponds to the stopping pattern of each reel 32L, 32M, and 32R in accordance with the result of the prize draw process (Figure 16). By using this stop information, it is possible to calculate the number of slips (specifically "0" to "4") for the reached symbol that has reached the base position when each stop button 42 to 44 is stopped. As this stop information, slip number data showing the correspondence between each symbol and the slip number is pre-stored in the main ROM 73 in accordance with each draw result and the stopping order of each reel 32L, 32M, and 32R. However, it is not limited to this, and the slip number data corresponding to each draw result and the stopping order of each reel 32L, 32M, and 32R may be derived while the reels 32L, 32M, and 32R are rotating.

[0150] To set the above stop information, there are two processes: a first stop information setting process executed in step S709 of the role lottery process (Figure 16), and a second stop information setting process executed in step S811 of the reel control process (Figure 20). In the first stop information setting process, the stop information is set according to the result of the role 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 stopping order of reels 32L, 32M, and 32R, and the stopping outcomes of the stopped reels 32L, 32M, and 32R.

[0151] If it is determined in step S810 that all reels 32L, 32M, and 32R have stopped, the winning determination process is executed in step S812. In the winning determination process, the types of symbols stopped on the main line ML for each reel 32L, 32M, and 32R are determined. 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 for each reel 32L, 32M, and 32R corresponds to the combination of symbols that won in the winning combination lottery process. If it does, the winning combination is determined to have been won and the winning corresponding process is executed.

[0152] In the prize-winning process, if the prize is a minor win, the number of game media to be awarded is set in the main RAM 74 so that game media can be awarded during the media awarding process. On the other hand, if the prize is a replay win, a flag setting process is executed in the next start waiting process (Figure 13) so that the re-play setting process is executed.

[0153] After executing the award determination process, an award result command is sent to the performance-side MPU92 (step S813). The award result command includes data indicating whether or not an award was won, and if an award was won, it also includes data indicating the type of award.

[0154] Next, the processing performed at the end of the game, which is carried out in step S310 of the normal processing (Figure 12), will be explained with reference to the flowchart in Figure 21. Note that the processing in step S310 in the normal processing (Figure 12) is performed after the reel control processing (step S308), so the processing at the end of the game is performed after the rotation of all reels 32L, 32M, and 32R has stopped in one game.

[0155] First, a CB (Bonus Chance) process is executed to control the transition and progress to either the first or second CB state (Step S901). The CB process will be explained in detail later. Then, if the game is neither in the first nor second CB state (Step S902: NO), the game jumps to the process corresponding to the current game state (Step S904). Specifically, if the game state is the normal game state, the normal process is executed (Step S905); if the game state is the pseudo-bonus state, the pseudo-bonus process is executed (Step S906); and if the game state is the end preparation state, the second control process for the game section is executed (Step S906). In addition, if either the normal process in Step S904 or the pseudo-bonus process in Step S905 is executed, the second control process for the game section (Step S906) is also executed. The contents of the processes in Steps S904 to S906 will be explained in detail later.

[0156] If the current game state is the 1st CB state or the 2nd CB state, a positive determination is made in step S902, and the normal processing in step S904 and the pseudo-bonus processing in step S905 are not executed. Therefore, if the current game state is the 1st CB state or the 2nd CB state, the processing to advance the normal game state and the processing to advance the pseudo-bonus state are not executed. On the other hand, even if the current game state is the 1st CB state or the 2nd CB state, the second control processing of the game section in step S906 is executed. Therefore, even if the current game state is the 1st CB state or the 2nd CB state, the processing to advance the second section is executed.

[0157] <Regarding game status and game section> Next, the game state and game interval will be explained. Figure 22 is an explanatory diagram illustrating the game state and game interval present in this slot machine 10.

[0158] In this slot machine 10, there are four game states: normal game state ST1, first CB state ST2, second CB state ST3, pseudo bonus state ST4, and end preparation state ST5. These game states ST1 to ST5 do not occur simultaneously with each other.

[0159] The normal game state ST1 is a game state that is reached when a partial clearing process (step S104) or a full clearing process (step S105) of the main RAM 74 is performed. Furthermore, when the first CB state ST2 or the second CB state ST3 that occurred in the normal game state ST1 ends, or when the termination preparation state ST5 ends, the game state returns to the normal game state ST1. In the normal game state ST1, it is possible to play one game regardless of whether the number of bets on the game medium is "3" or "2".

[0160] In the normal game state ST1, regardless of whether 3 coins are bet or 2 coins bet, the expected net increase in game currency per game (the value obtained by subtracting the number of game currency bets per game from the expected number of game currency bets per game) is less than 1. Furthermore, in the normal game state ST1, there are two states: a non-internal state in which neither the 1st CB winning data nor the 2nd CB winning data is stored in the main RAM 74, and an internal state in which either the 1st CB winning data or the 2nd CB winning data is stored in the main RAM 74.

[0161] The 1st CB state ST2 is a game state that is entered when the 1st CB win is achieved while the 1st CB winning data is stored in the main RAM 74. In the 1st CB state ST2, it is possible to play one game if the number of bets on the game medium is "3", but it is not possible to play one game if the number of bets on the game medium is "2". The 2nd CB state ST3 is a game state that is entered when the 2nd CB win is achieved while the 2nd CB winning data is stored in the main RAM 74. In the 2nd CB state ST3, it is possible to play one game if the number of bets on the game medium is "2", but it is not possible to bet "3" game mediums because the bet limit is set to "2".

[0162] The first CB state ST2 and the second CB state ST3 are game states in which the number of game tokens owned by the player does not increase. Furthermore, both the first CB state ST2 and the second CB state ST3 are game states in which the number of game tokens owned by the player at the end of the game state is less than the number owned at the start of the game state. Details of these first CB state ST2 and second CB state ST3 will be explained later.

[0163] Pseudo-bonus state ST4 is a game state that is entered when the conditions for transitioning to pseudo-bonus state ST4 are met in normal game state ST1. Pseudo-bonus state ST4 ends when the remaining number of games in pseudo-bonus state ST4 becomes "0" or when the ending conditions of the second section SC2 are met. If pseudo-bonus state ST4 ends without the ending conditions of the second section SC2 described later being met, and the second section SC2 ends when transitioning to normal game state ST1, the game transitions to termination preparation state ST5. If pseudo-bonus state ST4 ends without the ending conditions of the second section SC2 described later being met, and the second section SC2 does not end when transitioning to normal game state ST1, the game transitions to normal game state ST1 without transitioning to termination preparation state ST5. Also, if pseudo-bonus state ST4 ends due to the fulfillment of the ending conditions of the second section SC2 described later being met, the game transitions to normal game state ST1.

[0164] In the pseudo-bonus state ST4, it is possible to play one game regardless of whether the number of bets on the game medium is "3" or "2". In the pseudo-bonus state ST4, there is a non-internal state in which neither the 1st CB winning data nor the 2nd CB winning data is stored in the main RAM 74, and an internal state in which either the 1st CB winning data or the 2nd CB winning data is stored in the main RAM 74.

[0165] In the pseudo-bonus state ST4, if an index value IV=1 to 6 is won, the stopping order of reels 32L, 32M, and 32R that enables the first bell win is announced. Also, in the pseudo-bonus state ST4, if an index value IV=7 to 9 is won, the stopping order of reels 32L, 32M, and 32R that enables the second bell win is announced. When the first or second bell win is achieved, "15" game tokens are awarded. This makes it possible to increase the expected number of game tokens awarded in one game in the pseudo-bonus state ST4. When betting 3 coins in the pseudo-bonus state ST4, the expected net increase in game tokens in one game is 1 or more, while when betting 2 coins in the pseudo-bonus state ST4, the expected net increase in game tokens in one game is less than 1.

[0166] The termination preparation state ST5 is a game state that is entered when the pseudo-bonus state ST4 ends without the ending conditions of the second section SC2 (described later) being met, and when the second section SC2 ends upon transitioning to the normal game state ST1. The termination preparation state ST5 ends after one game is played. When the termination preparation state ST5 ends, the game transitions to the normal game state ST1. In the termination preparation state ST5, one game can be played regardless of whether the number of bets on the game medium is "3" or "2". In the termination preparation state ST5, regardless of whether the bet is 3 or 2 coins, the expected net increase in the game medium in one game is less than 1. Furthermore, the termination preparation state ST5 has a non-internal state in which neither the 1st CB winning data nor the 2nd CB winning data is stored in the main RAM 74, and an internal state in which either the 1st CB winning data or the 2nd CB winning data is stored in the main RAM 74.

[0167] In this configuration, where various game states ST1 to ST5 exist as described above, game intervals are set separately from these game states ST1 to ST5. The game intervals are set as the first interval SC1 and the second interval SC2. In other words, in this slot machine 10, the elements that determine the game state are the number of bets for the game media "2" and "3", the setting values ​​"1" to "6", the various game states ST1 to ST5, and the game intervals of the first interval SC1 and the second interval SC2.

[0168] Section 1 SC1 is a section in which an advantageous game state (pseudo-bonus state ST4) is not started, and in which the advantageous game state described above does not continue, due to the notification of the stopping order of reels 32L, 32M, and 32R, which enables the player to win a prize that is advantageous to the player when a different prize is won depending on the stopping order of reels 32L, 32M, and 32R, resulting in a net expected increase in game currency in one game (the value obtained by subtracting the number of game currency bet in one game from the expected number of game currency given in one game).

[0169] Figure 23(a) is an explanatory diagram for explaining the first section SC1 and the second section SC2. As described above, the first section SC1 is established when a partial clearing process (step S104) or a full clearing process (step S105) of the main RAM 74 is performed, and the first section SC1 is established when the initialization process for the second section SC2 is performed. On the other hand, the second section SC2 is established when a trigger for transitioning to the second section SC2 occurs in the first section SC1 based on the lottery process for winning combinations (Figure 16). In this case, if a game with a bet of "3" is played in the first section SC1, a trigger for transitioning to the second section SC2 may occur, while if a game with a bet of "2" is played in the first section SC1, a trigger for transitioning to the second section SC2 will not occur. Therefore, players who expect to transition to the second section SC2 in the first section SC1 need to play a game with a bet of "3", rather than a game with a bet of "2".

[0170] In the first section SC1, the expected net increase in game currency per game is always less than 1, whereas in the second section SC2, the expected net increase in game currency per game may be less than 1, or it may be 1 or more. Therefore, the second section SC2 is a more favorable situation than the first section SC1. Thus, players will expect to transition to the second section SC2 while in the first section SC1.

[0171] Section 1 SC1 ends when a trigger for transitioning to Section 2 SC2 occurs, and the game transitions to Section 2 SC2. Conversely, Section 2 SC2 may end when the pseudo-bonus state ST4 or the termination preparation state ST5 ends and the game transitions to the normal game state ST1. If Section 2 SC2 ends, the game transitions to Section 1 SC1. Furthermore, there are ending conditions for Section 2 SC2, which are that either the total number of games played by Section 2 SC2 continuing without a transition to Section 1 SC1 reaching the upper limit of games (specifically 1500 games), or the total net increase in game tokens with restrictions reaching the upper limit of net increase in tokens (specifically 2400 tokens) by Section 2 SC2 continuing without a transition to Section 1 SC1 reaching the upper limit of net increase in tokens. The limited total net increase in gaming media refers to the number of coins added to the predetermined net increase from a predetermined standard value, where the predetermined net increase is calculated by subtracting the total number of gaming media used to play games while SC2 is ongoing (0 if no games are played) from the total number of gaming media awarded by games played while SC2 is ongoing (0 if no gaming media are awarded).

[0172] In other words, if the second section SC2 continues and the total net increase in game tokens with restrictions from the start of the second section SC2 reaches the maximum net increase, the second section SC2 will end and the game will transition to the first section SC1. Also, if the second section SC2 continues and the number of games played from the start of the second section SC2 reaches the maximum number of games, the second section SC2 will end and the game will transition to the first section SC1. When either of these ending conditions is met, even if the pseudo-bonus state ST4 is still in progress, the pseudo-bonus state ST4 will end in the game in which the ending condition is met, and the second section SC2 will also end, transitioning to the first section SC1, which is the normal game state ST1. This makes it possible to prevent the second section SC2 from continuing excessively.

[0173] As shown in Figure 22, the normal game state ST1, the first CB state ST2, and the second CB state ST3 can occur in either the first section SC1 or the second section SC2. On the other hand, the pseudo-bonus state ST4 and the termination preparation state ST5 can never occur in the first section SC1, and can only occur in the second section SC2.

[0174] Figure 23(b) is an explanatory diagram for explaining the contents of each game state ST1 to ST5 in the second section SC2. As already explained, in the normal game state ST1, the pseudo-bonus state ST4, and the termination preparation state ST5, the game can be played whether the number of bets on the game medium is "3" or "2". Furthermore, in the first CB state ST2, the game can only be played when the number of bets on the game medium is "3", and in the second CB state ST3, the game can only be played when the number of bets on the game medium is "2". This is also true when the game section is the second section SC2.

[0175] In the second section SC2, when the game is in the normal game state ST1, the expected net increase in game tokens is less than 1 regardless of whether a game with a bet of "3" or a game with a bet of "2" is played. In this case, in the normal game state ST1 of the second section SC2, as described later, a lottery process for transitioning to the pseudo-bonus state ST4 may be executed based on the result of the role lottery process (Figure 16) in each game. However, this transition lottery process is executed in games with a bet of "3" but not in games with a bet of "2". Furthermore, in the normal game state ST1 of the second section SC2, as described later, the value of the release game counter 74e provided in the main RAM 74 is deducted by 1 each time a game is played. If the value of the release game counter 74e after this deduction is "0", the transition to the pseudo-bonus state ST4 is confirmed. However, this deduction of the release game counter 74e is executed in games with a bet of "3" but not in games with a bet of "2". Therefore, in the normal game state ST1 of the second section SC2, it is more advantageous for the player to have a game with a bet of "3" played than to have a game with a bet of "2".

[0176] In the second section SC2, when the pseudo-bonus state ST4 is active, the expected net increase in game currency can be 1 or more when a game with a bet of "3" is played, whereas when a game with a bet of "2" is played, the expected net increase in game currency is less than 1. Therefore, in the second section SC2, when the pseudo-bonus state ST4 is active, it is more advantageous for the player to play a game with a bet of "3" than to play a game with a bet of "2".

[0177] As described above, even if the configuration is such that games with a bet of "3" are played in the normal game state ST1 and pseudo-bonus state ST4 of the second section SC2, the number of game tokens awarded in games with a bet of "2" in either the normal game state ST1 or pseudo-bonus state ST4 of the second section SC2 is added to the limited total net increase in game tokens in the second section SC2, and games with a bet of "2" in either the normal game state ST1 or pseudo-bonus state ST4 of the second section SC2 are added to the total number of games played as a result of the continuation of the second section SC2. In other words, even though games with a bet of "2" in either the normal game state ST1 or pseudo-bonus state ST4 of the second section SC2 are disadvantageous to the player, these games end up contributing to fulfilling the ending conditions of the second section SC2. From this perspective, in the second section SC2, if the game is in either the normal game state ST1 or the pseudo-bonus state ST4, it is more advantageous for the player to have a game with a bet of "3" executed than to have a game with a bet of "2" executed.

[0178] Even in the second section SC2, just like in the first section SC1, it is possible to win the first CB and also win the second CB. If the first CB is won in the second section SC2, the second section SC2 enters the first CB state ST2, and the second section SC2 is maintained even when the first CB state ST2 is in place and after the first CB state ST2 ends. Also, if the second CB is won in the second section SC2, the second section SC2 enters the second CB state ST3, and the second section SC2 is maintained even when the second CB state ST3 is in place 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 played 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 played as the second section SC2 continues. In other words, even though games played in the first CB state ST2 and the second CB state ST3 are disadvantageous to the player, these games contribute to fulfilling the ending conditions 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 becomes more disadvantageous for the player.

[0179] Note that, in the end preparation state ST5, even though the expected net increase value of the gaming medium is less than 1 whether the game with a bet number of "3" or the game with a bet number of "2" is executed in the second section SC2, it is a gaming state in which only one game is executed while the second section SC2 ends as the pseudo bonus state ST4 ends. Therefore, the game executed in the end preparation state ST5 does not contribute to the restricted total net increase number of the gaming medium in the second section SC2, and furthermore 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 ST5 may be configured to contribute to the restricted total net increase number of the gaming medium in the second section SC2 and furthermore contribute to the total number of games in the second section SC2.

[0180] <Regarding the CB states ST2 and ST3> Next, the first CB state ST2 and the second CB state ST3 will be described in detail. FIG. 24(a) is an explanatory diagram for explaining the first CB role (that is, the index value IV in which the first CB winning data will be stored in the main side RAM 74) and the second CB role (that is, the index value IV in which the second CB winning data will be stored in the main side RAM 74), and FIG. 24(b) is an explanatory diagram for explaining the first CB state ST2 and the second CB state ST3.

[0181] As shown in FIG. 24(a), the first CB role can win in a game with a bet number of "3", but cannot win in a game with a bet number of "2". In a game with a bet number of "3", the first CB role wins with a probability of approximately 1 / 3.3. However, if it is in any of the winning states of the first CB role (that is, the state in which the first CB winning data is stored in the main side RAM 74), the winning state of the second CB role (that is, the state in which 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 (FIG. 16).

[0182] The 2nd CB role can be won in games where the bet is "2", but cannot be won in games where the bet is "3". In games where the bet is "2", the 2nd CB role is won with a probability of approximately 1 / 2.2. However, if the 1st CB role is won (i.e., the 1st CB winning data is stored in the main RAM 74), the 2nd CB role is won (i.e., the 2nd CB winning data is stored in the main RAM 74), or if the 1st CB state ST2 or 2nd CB state ST3 is active, the 2nd CB role is excluded from the draw in the role draw process (Figure 16).

[0183] In the state where the 1st CB role is won, the 1st CB can be won in games with a bet of "3", but not in games with a bet of "2". Therefore, even if a game with a bet of "2" is played in the state where the 1st CB role is won and the role lottery process (Figure 16) results in a loss where none of the index values ​​IV are won, the 1st CB will not be won regardless of the stopping order of reels 32L, 32M, 32R and the stopping timing of stop buttons 42-44. Also, even if a game with a bet of "2" is played in the state where the 1st CB role is won and the role lottery process (Figure 16) results in a win of index value IV, where a so-called miss can occur, the 1st CB will not be won regardless of the stopping order of reels 32L, 32M, 32R and the stopping timing of stop buttons 42-44. When a game with a bet of "3" is played in the state where the 1st CB role is won and the 1st CB is won, the state becomes 1st CB state ST2.

[0184] As shown in Figure 24(b), in the first CB state ST2, it is possible to play a game with a bet of "3", but it is not possible to play a game when the bet is 2 or less. In the first CB state ST2, in the lottery process for the winning combination in each game (Figure 16), there is a 3 / 10 probability that normal replay winning data will be stored in the main RAM 74. If normal replay winning data is stored, a normal replay will be awarded regardless of the stopping order of reels 32L, 32M, and 32R, as long as the left stop button 42 is operated at the predetermined timing. If the left stop button 42 is not operated at the predetermined timing, a normal replay will not be awarded even if normal replay winning data is stored.

[0185] In the first CB state ST2, if the normal replay winning data is not stored in the main RAM 74 during the role lottery process (Figure 16), or if the normal replay winning data is stored in the main RAM 74 but the timing of the left stop button 42 operation is not at the predetermined timing and a normal replay win cannot be achieved, a first bell win may be achieved. In this case, a first bell win will be achieved regardless of the stopping order of reels 32L, 32M, and 32R, but a first bell win may not be achieved depending on the stopping timing of the left stop button 42.

[0186] However, the configuration is not limited to this, and if normal replay winning data is stored in the main RAM 74 during the role lottery process (Figure 16) in the first CB state ST2, the configuration may be such that a normal replay is reliably achieved regardless of the stopping order of reels 32L, 32M, and 32R and the stopping timing of each stop button 42 to 44. Also, if normal replay winning data is not stored in the main RAM 74 during the role lottery process (Figure 16) in the first CB state ST2, the configuration may be such that a first bell is reliably achieved regardless of the stopping order of reels 32L, 32M, and 32R and the stopping timing of each stop button 42 to 44.

[0187] In the first CB state ST2, if the first bell is won, "1" game token is awarded. As already explained, in the first CB state ST2, the game can only be played if "3" game tokens are bet. In contrast, the number of game tokens awarded in a game in the first CB state ST2 is "1". The first CB state ST2 ends when "30" game tokens have been awarded. Therefore, in the first CB state ST2, the event of "1" game token being awarded in a game played by betting "3" game tokens must occur 30 times. In this case, the number of game tokens the player possesses will decrease by at least 60 from the start to the end of the first CB state ST2. Thus, the first CB state ST2 is a disadvantageous game state for the player.

[0188] Furthermore, in the first CB state ST2, as described above, it is possible for a normal replay to occur, and it is also possible for neither a normal replay nor a first bell to occur. In that 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 that number of games will be added to the total number of games played in the second section SC2.

[0189] In the state where the 2nd CB role is won, a 2nd CB win can occur in games with a bet of "2", but not in games with a bet of "3". Therefore, even if a game with a bet of "3" is played in the state where the 2nd CB role is won and the role lottery process (Figure 16) results in a loss where none of the index values ​​IV are won, a 2nd CB win will not occur regardless of the stopping order of reels 32L, 32M, 32R and the stopping timing of stop buttons 42-44. Also, even if a game with a bet of "3" is played in the state where the 2nd CB role is won and the role lottery process (Figure 16) results in a win of index value IV, where a so-called miss can occur, a 2nd CB win will not occur regardless of the stopping order of reels 32L, 32M, 32R and the stopping timing of stop buttons 42-44. When a game with a bet of "2" is played in the state where the 2nd CB role is won and a 2nd CB win occurs, the state becomes 2nd CB state ST3.

[0190] As shown in Figure 24(b), in the second CB state ST3, it is possible to play the game with a bet of "2", and the maximum bet for the game medium is also "2". In the second CB state ST3, in the lottery process for winning a role in each game (Figure 16), there is a 3 / 10 probability that normal replay winning data will be stored in the main RAM 74. If normal replay winning data is stored, a normal replay will be awarded regardless of the stopping order of reels 32L, 32M, and 32R, as long as the left stop button 42 is operated at the predetermined timing. If the left stop button 42 is not operated at the predetermined timing, a normal replay will not be awarded even if normal replay winning data is stored.

[0191] In the second CB state ST3, if the normal replay winning data is not stored in the main RAM 74 during the role lottery process (Figure 16), or if the normal replay winning data is stored in the main RAM 74 but the timing of the left stop button 42 operation is not at the predetermined timing and a normal replay win cannot be achieved, a first bell win may be achieved. In this case, a first bell win will be achieved regardless of the stopping order of reels 32L, 32M, and 32R, but a first bell win may not be achieved depending on the stopping timing of the left stop button 42.

[0192] However, the configuration is not limited to this, and if normal replay winning data is stored in the main RAM 74 during the role lottery process (Figure 16) in the second CB state ST3, the configuration may be such that a normal replay is reliably achieved regardless of the stopping order of reels 32L, 32M, and 32R and the stopping timing of each stop button 42 to 44. Also, if normal replay winning data is not stored in the main RAM 74 during the role lottery process (Figure 16) in the second CB state ST3, the configuration may be such that a first bell is reliably achieved regardless of the stopping order of reels 32L, 32M, and 32R and the stopping timing of each stop button 42 to 44.

[0193] In the 2nd CB state ST3, if the first bell is won, "1" game token is awarded. As already explained, in the 2nd CB state ST3, the game can only be played if "2" game tokens are bet. In contrast, the number of game tokens awarded in the game in the 2nd CB state ST3 is "1". The 2nd CB state ST3 ends when "30" game tokens have been awarded. Therefore, in the 2nd CB state ST3, the event of "1" game token being awarded in a game played by betting "2" game tokens must occur 30 times. In this case, the number of game tokens the player possesses will decrease by at least 30 from the start to the end of the 2nd CB state ST3. Thus, the 2nd CB state ST3 is a disadvantageous game state for the player. However, the degree of disadvantage in the 2nd CB state ST3 is lower than in the 1st CB state ST2.

[0194] Furthermore, in the second CB state ST3, as described above, it is possible for a normal replay to occur, and it is also possible for neither a normal replay nor a first bell to occur. In that 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 that number of games will be added to the total number of games played in the second section SC2.

[0195] As described above, in a configuration where the 1st CB state ST2 and 2nd CB state ST3 are set as unfavorable game states for the player, by playing a game with a bet of "2", the player enters a state where the 2nd CB role is won, but the 2nd CB win is not achieved. Then, by playing a game with a bet of "3", it becomes possible to play without transitioning to the 1st CB state ST2 or 2nd CB state ST3, regardless of the stopping order of reels 32L, 32M, 32R and the stopping timing of each stop button 42-44, as a result of the role lottery process (Figure 16) in each game. In other words, if the player enters a state where the 2nd CB role is won by playing a game with a bet of "2", the 2nd CB win will not be achieved even if the player enters a state where the 2nd CB role is won by playing a game with a bet of "3" afterward. Also, even if a game with a bet of "3" is played while the player is in a state where the 2nd CB role is won, the 1st CB role is excluded from the lottery in the role lottery process (Figure 16), so the player does not enter a state where the 1st CB role is won. Furthermore, because the state of winning the 1st CB role is not achieved, the 1st CB win is not established, and the game state does not transition to the 1st CB state ST2. This makes it possible to play a game with a bet of "3" while preventing transitions to the 1st CB state ST2 and the 2nd CB state ST3. And by playing a game with a bet of "3", as explained earlier, a transition to the 2nd section SC2 may occur, as well as a transition to the pseudo-bonus state ST4.

[0196] Here, it is assumed that in the slot machine 10, a complete clear process of the main RAM 74 (step S105) may be executed for the purpose of obtaining an illegal profit. For example, in a situation where medals are to be dispensed, it is assumed that an illegal act may occur in which a fraudulent device is used to prevent the detection of medals by the dispense detection sensor of the hopper device 53, thereby dispensing more medals than should be dispensed. In response to this, as already explained, the slot machine 10 is equipped with an object detection sensor to detect the intrusion of the fraudulent device, and if the intrusion of the fraudulent device is detected by the object detection sensor, an intrusion abnormality notification is executed. Therefore, even if the fraudulent device is inserted in a way that prevents detection by the object detection sensor, the intrusion of the fraudulent device may be detected by the object detection sensor and an intrusion abnormality notification may be executed in the process of repeatedly using the fraudulent device to illegally dispense a large number of medals. In this case, it is assumed that the fraudster will forcibly terminate the intrusion abnormality notification by illegally executing the complete clear process of the main RAM 74 (step S105). Furthermore, in the case of this slot machine 10, where the intrusion anomaly notification is not executed, it is assumed that the game will be played using the illegally obtained tokens.

[0197] However, if such fraudulent activity occurs, the main RAM 74 will be completely cleared (step S105), resulting in the main RAM 74 not having any data stored in it for the second CB win. In other words, it will not be in a state where the second CB win is possible. If a game with a bet of "3" is played while it is not in a state where the second CB win is possible, it may result in the first CB win, and if the first CB win is achieved, it will result in the first CB state ST2, which is an unfavorable game state for the player. This makes it possible to disadvantage those who engage in such fraudulent activity. On the other hand, in a gaming hall, by playing a game with a bet of "2" before opening hours to set it to a state where the second CB win is possible, it is possible to have normal players who do not engage in such fraudulent activity play a game with a bet of "3" while preventing the first CB state ST2 and second CB state ST3 from occurring.

[0198] As shown in Figure 24(a), the probability of winning the 2nd CB prize in a game with a bet of "2" is approximately 1 / 2.2, while the probability of winning the 1st CB prize in a game with a bet of "3" is approximately 1 / 3.3. In other words, the probability of winning the 2nd CB prize is set higher than the probability of winning the 1st CB prize. This makes it possible to reduce the number of games required to reach the state of winning the 2nd CB prize when playing a game with a bet of "2" in a gaming hall, etc. On the other hand, even if a game with a bet of "3" is played by mistake before reaching the state of winning the 2nd CB prize, the probability of winning the 1st CB prize is lower than the probability of winning the 2nd CB prize, making it difficult to win the 1st CB prize.

[0199] Furthermore, 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; it may also be a configuration in which the probability of winning the first CB role is higher than the probability of winning the second CB role, or a configuration 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.

[0200] Figure 25 is a flowchart showing the CB processing executed by the main MPU 72. The CB processing is executed in step S901 of the processing at the end of the game (Figure 21). As explained earlier, the processing at the end of the game (Figure 21) is executed after the rotation of reels 32L, 32M, and 32R has all stopped in one game, so the CB processing is also executed after the rotation of reels 32L, 32M, and 32R has all stopped in one game.

[0201] The system determines whether the current game state is either the first CB state ST2 or the second CB state ST3 by checking whether either the first CB state flag or the second CB state flag in the main RAM 74 is set to "1" (step S1001). The first CB state flag is used by the main MPU 72 to determine whether the game state is the first CB state ST2, and the second CB state flag is used by the main MPU 72 to determine whether the game state is the second CB state ST3.

[0202] If a negative result is obtained in step S1001, it is determined whether or not a first CB win occurred in this game (step S1002). In other words, it is determined whether or not a combination of symbols corresponding to a first CB win stopped on the main line ML while the first CB win data is stored in the main RAM 74. If a first CB win occurs (step S1002: YES), the first CB state flag in the main RAM 74 is set to "1" (step S1003), and the first CB win data in the main RAM 74 is cleared (step S1004). Then, a first CB win command indicating a transition to the first CB state ST2 is sent to the performance side MPU 92 (step S1005). As a result, the game state becomes the first CB state ST2. In the first CB state ST2, as already explained, the processes in steps S513 to S515 of the bet response process (Figure 14) are executed, so the game will only be played when the game medium "3" is bet.

[0203] If a negative result is obtained in step S1002, it is determined whether or not a 2nd CB win occurred in this game (step S1006). In other words, it is determined whether or not a combination of symbols corresponding to a 2nd CB win stopped on the main line ML while the 2nd CB win data is stored in the main RAM 74. If a 2nd CB win occurred (step S1006: YES), the 2nd CB state flag in the main RAM 74 is set to "1" (step S1007), and the 2nd CB win data in the main RAM 74 is cleared (step S1008). Then, a 2nd CB win command indicating a transition to the 2nd CB state ST3 is sent to the performance side MPU 92 (step S1009). As a result, the game state becomes the 2nd CB state ST3. In the second CB state ST3, as already explained, steps S503, S508, S515, and S516 of the bet response process (Figure 14) are executed, so that the game is executed only when the game medium "2" is bet.

[0204] If a positive result is obtained in step S1001, it is determined whether or not the first bell win occurred in this game (step S1010). If the first bell win occurred (step S1010: YES), the value of the total award counter in the main RAM 74 is incremented by 1 (step S1011). The total award counter is a counter used by the main MPU 72 to determine the total number of game media awarded in the first CB state ST2 or the second CB state ST3, and is reset to "0" when the first CB state ST2 or the second CB state ST3 starts.

[0205] If the total value of the added counter after adding 1 reaches "30", which is the termination threshold for the first CB state ST2 and the second CB state ST3 (step S1012: YES), the CB state flag corresponding to the current CB states ST2 and ST3 is cleared to "0" (step S1013). Then, a CB termination command indicating that the current CB states ST2 and ST3 have ended is sent to the production-side MPU92 (step S1014).

[0206] Next, we will explain how the game state transitions to CB states ST2 and ST3, and how the transition to CB states ST2 and ST3 is restricted, referring to the time chart in Figure 26. Figure 26(a) shows the period during which the game is played when the game medium "3" is bet, Figure 26(b) shows the period during which the game is played when the game medium "2" is bet, Figure 26(c) shows the period during which the first CB role is won, Figure 26(d) shows the period during which the second CB role is won, Figure 26(e) shows the period during which either the first CB win or the second CB win is possible, Figure 26(f) shows the period during which either the first CB state ST2 or the second CB state ST3 is present, Figure 26(g) shows the period during which the transition to the second section SC2 is possible in the first section SC1, and Figure 26(h) shows the period during which the game is played in the second section SC2.

[0207] First, let's explain the cases in which the transition to CB states ST2 and ST3 is restricted.

[0208] At timing t1, which is after the complete clearing process of the main RAM 74 (step S105) has been executed, a game with a bet of "2" is started as shown in Figure 26(b). In this case, neither the first CB role nor the second CB role has been won, the game section is the first section SC1, and the normal game state is ST1. Then, as the game with a bet of "2" is repeatedly executed, at timing t2, the state in which the second CB role has been won is reached as shown in Figure 26(d). In this case, by preventing the second CB win from occurring, the transition to the second CB state ST3 does not occur. Furthermore, as the state in which the second CB role has been won is reached, the game with a bet of "2" is executed as shown in Figure 26(b), creating a period in which the second CB win can occur as shown in Figure 26(e).

[0209] Subsequently, at timing t3, a game with a bet of "3" is repeatedly executed, as shown in Figure 26(a). Even if the second CB role is won, if a game with a bet of "3" is executed, the second CB win will not occur. Furthermore, in the state where the second CB role is won, the first CB role cannot be won. Therefore, at timing t3, as shown in Figure 26(e), there is a period during which a CB win is not possible. Also, if a game with a bet of "2" is executed, there is no trigger for transitioning to the second section SC2, but if a game with a bet of "3" is executed, there is a trigger for transitioning to the second section SC2, so at timing t3, as shown in Figure 26(g), there is a period during which a transition to the second section SC2 is possible.

[0210] Subsequently, at timing t4, a trigger for transitioning to the second section SC2 occurs, resulting in the second section SC2 as shown in Figure 26(h). After that, a game with a bet of "3" is executed, and the game is completed in the second section SC2.

[0211] Subsequently, at timing t5, a game with a bet of "2" is executed, as shown in Figure 26(b). In this case, since a game with a bet of "2" is executed in the state where the second CB role is won, a situation arises where a second CB win can occur, as shown in Figure 26(e). Also, even if a game with a bet of "2" is executed in the second section SC2, it is treated as a game that has been played in the second section SC2, as shown in Figure 26(h). Subsequently, at timing t6, a second CB win occurs, resulting in the second CB state ST3, as shown in Figure 26(f). Even if a game in the second CB state ST3 is executed in the second section SC2, it is treated as a game that has been played in the second section SC2, as shown in Figure 26(h).

[0212] Next, we will explain the case where a game with a bet of "3" is repeated starting from the time after the main RAM 74 has been completely cleared (step S105).

[0213] At timing t7, which is after the complete clearing process of the main RAM 74 (step S105) has been executed, a game with a bet of "3" is started as shown in Figure 26(a). In this case, neither the first CB role nor the second CB role has been won, the game section is the first section SC1, and the normal game state ST1. When a game with a bet of "3" is executed, a trigger for transitioning to the second section SC2 may occur, and at timing t7, the period for transitioning to the second section SC2 becomes available as shown in Figure 26(g). Subsequently, at timing t8, a trigger for transitioning to the second section SC2 occurs, resulting in the second section SC2 as shown in Figure 26(h), and then a game with a bet of "3" is executed, completing the game in the second section SC2.

[0214] Subsequently, the game with a bet of "3" is repeatedly played, resulting in the winning state for the first CB role at timing t9, as shown in Figure 26(c). Furthermore, while in the state of having won the first CB role, the game with a bet of "3" is played, as shown in Figure 26(a), creating a period during which the first CB win can occur, as shown in Figure 26(e). Subsequently, the first CB win occurs at timing t10, resulting in the first CB state ST2, as shown in Figure 26(f). Even if a game in the first CB state ST2 is played in the second section SC2, it is treated as a game that has been played in the second section SC2, as shown in Figure 26(h).

[0215] Subsequently, at timing t11, the first CB state ST2 ends as shown in Figure 26(f). Even after the first CB state ST2 ends, the second interval SC2 continues as shown in Figure 26(h), and if a game with a bet of "3" is played as shown in Figure 26(a), it is treated as a game played in the second interval SC2 as shown in Figure 26(h).

[0216] Next, we will explain the case where a game with a bet of "2" is repeated starting from the time after the main RAM 74 has been completely cleared (step S105).

[0217] At timing t12, which is after the complete clearing process of the main RAM 74 (step S105) has been executed, a game with a bet of "2" is started as shown in Figure 26(b). In this case, neither the first CB role nor the second CB role has been won, the game section is the first section SC1, and the normal game state is ST1. Then, as the game with a bet of "2" is repeatedly executed, at timing t13, the state in which the second CB role has been won is reached as shown in Figure 26(d). In this case, by preventing the second CB win from occurring, the transition to the second CB state ST3 does not occur. Furthermore, when the state in which the second CB role has been won is reached, the game with a bet of "2" is executed as shown in Figure 26(b), creating a period in which the second CB win can occur as shown in Figure 26(e). Note that when the game with a bet of "2" is executed, there is no trigger for transitioning to the second section SC2, so the transition to the second section SC2 is not possible as shown in Figure 26(g). Subsequently, when the second CB win is achieved at timing t14, the second CB state ST3 is maintained from timing t14 to timing t15, as shown in Figure 26(f).

[0218] Next, we will explain the content of various notifications that are executed in relation to the winning status of the CB role and the number of bets on the game medium.

[0219] As described above, the first CB state ST2 and the second CB state ST3 are disadvantageous game states for the player. However, by first playing a game with a bet of "2", the player can enter the state where the second CB role is won, and then by playing a game with a bet of "3", it is possible to aim for the pseudo-bonus state ST4 while preventing the transition to the first CB state ST2 and the second CB state ST3. In this case, this slot machine 10 is configured to notify the player that the second CB role has not been won and that the third CB role has been won.

[0220] Figures 27(a) to 27(c) are explanatory diagrams for illustrating the content of notifications related to the winning status of the first CB role and the second CB role, which are executed by the image display device 63.

[0221] When the game can be played and when the game is in progress, the image display device 63 displays a video of a predetermined character image G11 as shown in Figures 27(a) to 27(c). In this case, when neither the first CB role nor the second CB role has been won, a non-internal notification image G12 is displayed in a part of the image display device 63 as shown in Figure 27(a). The non-internal notification image G12 is displayed in the corner of the image display device 63 so as not to overlap with the predetermined character image G11 in the front-to-back direction. The display of the non-internal notification image G12 is maintained as long as the situation of neither the first CB role nor the second CB role being won continues.

[0222] As a non-internal notification image G12, a non-internal explicit image G21 is displayed, indicating that neither the 1st CB role nor the 2nd CB role has been won, and a non-internal game count image G22 is displayed, indicating the number of games played while neither the 1st CB role nor the 2nd CB role has been won. Specifically, the non-internal explicit image G21 displays the text image "Recovering". This clearly indicates that neither the 1st CB role nor the 2nd CB role has been won.

[0223] Specifically, the non-internal game count image G22 displays a character image indicating the number of games played when neither the 1st CB role nor the 2nd CB role has been won, such as "010 games". In this case, "000 games" is displayed as the non-internal game count image G22 until the first game is completed when neither the 1st CB role nor the 2nd CB role has been won, after the partial clearing process (step S104) or full clearing process (step S105) of the main RAM 74 has been executed. Also, "000 games" is displayed as the non-internal game count image G22 until the first game is completed when neither the 1st CB role nor the 2nd CB role has been won, after the 1st CB state ST2 or the 2nd CB state ST3 has ended. After that, whether the game has a bet of "3" or a bet of "2", the number of games displayed as the non-internal game count image G22 is incremented by 1 each time a game is played.

[0224] In a game where neither the first CB role nor the second CB role has been won, if the bet is set to "2", the second CB role is won, and the display of the non-internal notification image G12 ends as shown in Figure 27(b). In this case, although the display of the predetermined character image G11 continues, the image display device 63 does not display an image that explicitly indicates that the second CB role has been won.

[0225] In a game where neither the 1st CB role nor the 2nd CB role has been won, if the 1st CB role is won in a game with a bet of "3", the display of the non-internal notification image G12 ends as shown in Figure 27(c). In this case, the 1st internal indication image G13, which indicates that the 1st CB role has been won, is displayed in a part of the image display device 63. The 1st internal indication image G13 is displayed in the corner of the image display device 63 so as not to overlap with the predetermined character image G11 in the front-to-back direction. The display of the 1st internal indication image G13 is maintained as long as the 1st CB role winning state continues. Then, when the 1st CB win is achieved and the game state transitions to the 1st CB state ST2, the display of the 1st internal indication image G13 ends.

[0226] In the first CB state ST2, the image display device 63 displays that the CB state is in progress. Similarly, in the second CB state ST3, the image display device 63 also displays that the CB state is in progress. The specific content of the CB state display is arbitrary, but for example, when a predetermined character image G11 is displayed on the image display device 63, the entire display surface of the image display device 63 may be dimmed. Alternatively, an image may be displayed showing the remaining number of game media needed to be dispensed before the first CB state ST2 or the second CB state ST3 ends.

[0227] In addition to the notifications mentioned above, various bet-related notifications are also issued in relation to the winning status of the 1st CB role and the 2nd CB role. Specifically, as a bet-related notification, if neither the 1st CB role nor the 2nd CB role has been won, and the 2nd CB role is won in a game with a bet of "2", a notification corresponding to the 2nd CB role win will be issued by the time the reel 32L, 32M, and 32R stop operations become effective. The manner in which the notification corresponding to the 2nd CB role win is issued is arbitrary, but for example, a message such as "2nd CB role won" will be output from speaker 62. The notification corresponding to the 2nd CB role win will also be issued after the game in which the 2nd CB role was won, if a game with a bet of "2" is played while the 2nd CB role has been won.

[0228] When the 2nd CB win state is reached, if a game with a bet of "2" is played, a 2-bet corresponding notification is played. The manner in which the 2-bet corresponding notification is played is arbitrary, but for example, a message such as "2 coins bet" is output from speaker 62. The 2-bet corresponding notification will not be played from the second game onwards if, in the state where the 2nd CB win state, a game with a bet of "2" is repeated without a game with a bet of "3" in between.

[0229] In situations where neither the 1st CB role nor the 2nd CB role has been won, a 3-bet notification is issued when a game with a bet of "3" is played. The manner in which the 3-bet notification is issued is arbitrary, but for example, a message such as "3 coins bet" is output from speaker 62. The 3-bet notification will not be issued from the second game onward if a game with a bet of "3" is repeated without any games with a bet of "2" in between, in situations where neither the 1st CB role nor the 2nd CB role has been won.

[0230] In situations where neither the 1st CB role nor the 2nd CB role has been won, if the 1st CB role is won in a game with a bet of "3", a notification of the 1st CB role win will be executed before the timing when the stopping operation of reels 32L, 32M, and 32R becomes effective. The manner in which the notification of the 1st CB role win is executed is arbitrary, but for example, a message such as "1st CB role won" will be output from speaker 62. However, this notification of the 1st CB role win will only occur in the game in which the 1st CB role is won, and will not be executed in subsequent games in which the bet is of "2" or "3" when the 1st CB role has been won.

[0231] In the winning state of the first CB role, when a game with a bet number of "2" is executed, a 2-bet corresponding notification is executed. The execution mode of the 2-bet corresponding notification is arbitrary. For example, a message such as "Two bets" is output from the speaker 62. The 2-bet corresponding notification does not occur in the second and subsequent games with a bet number of "2" when a game with a bet number of "2" in the winning state of the first CB role is repeated without sandwiching a game with a bet number of "3".

[0232] Next, the manner in which various notifications are executed in relation to the winning state of the CB role and the bet number of the gaming medium will be described while referring to the time chart of FIG. 28. FIG. 28(a) shows the execution period of a game with a bet number of "2", FIG. 28(b) shows the execution period of a game with a bet number of "3", FIG. 28(c) shows the period during which the notification sound at the time of "2" bets, which occurs when a game with a bet number of "2" is executed, is output, FIG. 28(d) shows the period during which the notification sound at the time of "3" bets, which occurs when a game with a bet number of "3" is executed, is output, FIG. 28(e) shows the period during which the non-internal notification image G12 is displayed on the image display device 63, FIG. 28(f) shows the period during which the first internal explicit image G13 is displayed on the image display device 63, FIG. 28(g) shows the period in which the first CB role is in the winning state, FIG. 28(h) shows the period in which the second CB role is in the winning state, FIG. 28(i) shows the period during which the first CB state ST2 or the second CB state ST3 is being executed, and FIG. 28(j) shows the period during which the CB state display is being performed on the image display device 63.

[0233] When the supply of operating power to the slot machine 10 is started, the production side MPU 92 starts the execution control of the production at the timing of t1. In this case, since the all clear process (step S105) of the main side RAM 74 is being executed, neither the first CB role nor the second CB role has won. Therefore, as shown in FIG. 28(e), the display of the non-internal notification image G12 on the image display device 63 is started at the timing of t1.

[0234] Thereafter, a game with a bet number of "3" is executed as shown in FIG. 28(b) at the timing of t2. In this case, since a game with a bet number of "3" is executed in a situation where neither the first CB role nor the second CB role has been elected, a notification sound corresponding to the 3-bet corresponding notification is output as shown in FIG. 28(d). As a result, it becomes possible for the player and the manager of the game hall to recognize that a game with a bet number of "3" is being executed in a situation where neither the first CB role nor the second CB role has been elected. Also, at the timing of t2, the display content of the non-internal cleared game number image G22 of the non-internal notification image G12 in the image display device 63 is updated from "000 games" to "001 games".

[0235] At the timing of t3, a game with a bet number of "3" is executed again in a situation where neither the first CB role nor the second CB role has been elected as shown in FIG. 28(b). However, since the game is the second or later game with a bet number of "3" that is executed without being sandwiched by a game with a bet number of "2", the 3-bet corresponding notification is not executed. As a result, it becomes possible to prevent the 3-bet corresponding notification from being repeatedly executed with respect to the intentional repetition of a game with a bet number of "3" in a situation where neither the first CB role nor the second CB role has been elected. Also, at the timing of t3, the display content of the non-internal cleared game number image G22 of the non-internal notification image G12 in the image display device 63 is updated from "001 games" to "002 games".

[0236] Subsequently, at timing t4, as shown in Figure 28(b), a game with a bet of "3" is executed again in a situation where neither the first CB role nor the second CB role has been won. In this game, as shown in Figure 28(g), the first CB role is won. Therefore, at timing t4, as shown in Figure 28(d), a notification sound corresponding to the winning of the first CB role is output. This makes it possible to make the player and the manager of the gaming hall aware that the first CB role has been won. Furthermore, the notification corresponding to the winning of the first CB role starts before the timing at which the stopping operation of reels 32L, 32M, and 32R becomes effective in the game in which the first CB role was won. This makes it possible to make the player and the manager of the gaming hall aware that the first CB role has been won before the stopping operation of reels 32L, 32M, and 32R is performed in the game in which the first CB role was won. Furthermore, at timing t4, the display content of the non-internal game count image G22 of the non-internal notification image G12 on the image display device 63 is updated from "002 games" to "003 games".

[0237] Subsequently, at timing t5, the game in which the first CB role was won ends without the first CB win occurring. In this case, at timing t5, as shown in Figure 28(e), the display of the non-internal notification image G12 on the image display device 63 ends, and as shown in Figure 28(f), the display of the first internal indication image G13 on the image display device 63 begins. This makes it possible to make the player and the manager of the gaming hall aware that the first CB role has been won.

[0238] Subsequently, at timing t6, a game is executed in which the number of bets is "3" in the winning state of the first CB role, as shown in Figure 28(b). Then, at timing t7, when the game ends, the first CB win is achieved, as shown in Figures 28(g) and 28(i), and the system transitions to the first CB state ST2. In this case, at timing t7, as shown in Figure 28(f), the display of the first internal indicator image G13 on the image display device 63 ends, and as shown in Figure 28(j), the display of the CB state on the image display device 63 begins.

[0239] Subsequently, at timing t8, a game with a bet of "3" is executed in the first CB state ST2. In this game as well, the CB state display on the image display device 63 continues as shown in Figure 28(j). Subsequently, as the game with a bet of "3" is repeated, the first CB state ST2 ends at timing t9 as shown in Figure 28(i). In this case, at timing t9, the CB state display on the image display device 63 ends as shown in Figure 28(j). Also, since neither the first CB role nor the second CB role has been won, the display of the non-internal notification image G12 on the image display device 63 begins at timing t9 as shown in Figure 28(e). In this case, the display content of the non-internal game count image G22 of the non-internal notification image G12 on the image display device 63 becomes "000 games".

[0240] Subsequently, at timing t10, as shown in Figure 28(a), a game is executed in which the number of bets is "2" in a situation where neither the first CB role nor the second CB role has been won. At timing t10, the display content of the non-internal game count image G22 of the non-internal notification image G12 on the image display device 63 is updated from "000 games" to "001 games".

[0241] Subsequently, at timing t11, as shown in Figure 28(a), a game with a bet of "2" is executed again in a situation where neither the first CB role nor the second CB role has been won. In this game, as shown in Figure 28(h), the second CB role is won. Therefore, at timing t11, as shown in Figure 28(c), a notification sound corresponding to the second CB role win is output. This makes it possible to make the player and the manager of the gaming hall aware that the second CB role has been won. Furthermore, the notification corresponding to the second CB role win starts before the timing at which the stopping operation of reels 32L, 32M, and 32R becomes effective in the game in which the second CB role was won. This makes it possible to make the player and the manager of the gaming hall aware that the second CB role has been won before the stopping operation of reels 32L, 32M, and 32R is performed in the game in which the second CB role was won. Furthermore, at timing t11, the display content of the non-internal game count image G22 of the non-internal notification image G12 on the image display device 63 is updated from "001 game" to "002 game".

[0242] Subsequently, at timing t12, the game in which the second CB role was won ends without the second CB win occurring. In this case, at timing t12, the display of the non-internal notification image G12 on the image display device 63 ends, as shown in Figure 28(e). This makes it possible to make the player and the manager of the gaming hall aware that the second CB role has been won.

[0243] Subsequently, at timing t13, a game is executed in which the number of bets is "2" in the state where the second CB role is won, as shown in Figure 28(a). In this case, as shown in Figure 28(c), a notification sound corresponding to the 2-bet notification is output, and a notification sound corresponding to the second CB role win notification is output again. This makes it possible to make players and the administrators of the gaming hall aware that a game has been executed in which the number of bets is "2" in the state where the second CB role is won, and also makes it possible to make players and the administrators of the gaming hall aware that they have won the second CB role. Furthermore, the notification corresponding to the second CB role win is started before the timing when the stopping operation of reels 32L, 32M, and 32R becomes effective. This makes it possible to make players and the administrators of the gaming hall aware that they have won the second CB role before the stopping operation of reels 32L, 32M, and 32R is performed.

[0244] Subsequently, at timing t14, as shown in Figure 28(a), a game with a bet of "2" in the state where the second CB role is won is executed again. However, since this game is the second or subsequent game with a bet of "2" that has been executed without any games with a bet of "3" in between, the 2-bet notification is not executed. This makes it possible to prevent the 2-bet notification from being repeatedly executed when a game with a bet of "2" in the state where the second CB role is won is intentionally repeated. On the other hand, at timing t14, as shown in Figure 28(c), the notification sound corresponding to the notification of winning the second CB role is output again. This makes it possible to make the player and the manager of the gaming hall aware that the second CB role has been won. In addition, the notification of winning the second CB role starts before the timing when the stopping operation of reels 32L, 32M, and 32R becomes effective. This makes it possible to inform players and arcade managers that they have won the second bonus round before the reels 32L, 32M, and 32R are stopped.

[0245] Subsequently, at timings t15 and t16, as shown in Figure 28(b), a game is played in which the bet is "3" when the second CB role is won. Since the game being played in which the bet is "3" when the second CB role is won is the intended gameplay, no notification for betting 3 or notification for winning the second CB role is given for this game.

[0246] Subsequently, at timing t17, a game is executed in which the number of bets is "2" in the state where the second CB role is won, as shown in Figure 28(a). In this case, as shown in Figure 28(c), a notification sound corresponding to the 2-bet notification is output, and a notification sound corresponding to the second CB role win notification is output again. This makes it possible to make players and the administrators of the gaming hall aware that a game has been executed in which the number of bets is "2" in the state where the second CB role is won, and also makes it possible to make players and the administrators of the gaming hall aware that they have won the second CB role. Furthermore, the notification corresponding to the second CB role win is started before the timing when the stopping operation of reels 32L, 32M, and 32R becomes effective. This makes it possible to make players and the administrators of the gaming hall aware that they have won the second CB role before the stopping operation of reels 32L, 32M, and 32R is performed.

[0247] Subsequently, at timing t18, as shown in Figure 28(a), a game with a bet of "2" in the state where the second CB role is won is executed again. However, since this game is the second or subsequent game with a bet of "2" that has been executed without any games with a bet of "3" in between, the 2-bet notification is not executed. This makes it possible to prevent the 2-bet notification from being repeatedly executed when a game with a bet of "2" in the state where the second CB role is won is intentionally repeated. On the other hand, at timing t18, as shown in Figure 28(c), the notification sound corresponding to the notification of winning the second CB role is output again. This makes it possible to make the player and the manager of the gaming hall aware that the second CB role has been won. In addition, the notification of winning the second CB role starts before the timing when the stopping operation of reels 32L, 32M, and 32R becomes effective. This makes it possible to inform players and arcade managers that they have won the second bonus round before the reels 32L, 32M, and 32R are stopped.

[0248] Next, we will explain the processing configuration for performing various notifications that are executed in relation to the winning status of the CB role as described above and the number of bets on the game medium.

[0249] Figure 29 is a flowchart showing the internal notification control process executed by the production-side MPU92. The internal notification control process is repeatedly executed by the production-side MPU92 at relatively short intervals (e.g., 4-millisecond intervals).

[0250] First, it is determined whether or not a power supply start command has been received from the main MPU 72 (step S1101). When the supply of operating power is started, if there is no abnormality in the memory state of the main RAM 74, the main MPU 72 sends one of the following commands as a power supply start command in the main process (Figure 10): a power restoration command, a full initialization command, or a partial initialization command. As already explained, the power restoration command is sent when there is no abnormality in the memory state of the main RAM 74 and the system returns to the address before the power was cut off without performing a partial clear process (step S104) or a full clear process (step S105). The full initialization command is sent when the full clear process (step S105) is performed, as will be explained later. The partial initialization command is sent when the partial clear process (step S104) is performed, as will be explained later.

[0251] If a positive result is obtained in step S1101, the control process for starting supply is executed (step S1102). Figure 30 is a flowchart of the control process for starting supply.

[0252] If the main processing of the main MPU 72 (Figure 10) has executed a full clear process (step S105) and has received a full initialization command (step S1201: YES), the display of the non-internal notification image G12 on the image display device 63 is started (step S1202). When the full clear process (step S105) is executed, as will be described in detail later, the entire area of ​​the main RAM 74 is initialized, resulting in a situation where neither the first CB role nor the second CB role has been won. Therefore, if the full initialization command has been received, the display of the non-internal notification image G12 on the image display device 63 will start. In this case, the display content of the non-internal game count image G22 of the non-internal notification image G12 will be "000 games".

[0253] If a partial clear process (step S104) is executed in the main processing of the main MPU 72 (Figure 10) and a partial initialization command is received (step S1203: YES), it is determined whether or not the second CB role has been won based on the information set in the partial initialization command (step S1204). When a partial clear process (step S104) is executed, as will be described in detail later, the area in the main RAM 74 where the second CB winning data will be stored is not initialized, and areas other than that area (including the area where the first CB winning data will be stored) are initialized.

[0254] If the second CB winning data was stored in the main RAM 74 immediately before the power supply was cut off, the state in which the second CB winning data is stored in the main RAM 74 will be maintained even after the partial clearing process (step S104) is performed after the power supply is resumed. On the other hand, if the second CB winning data was not stored in the main RAM 74 immediately before the power supply was cut off, the state in which the second CB winning data is not stored in the main RAM 74 will be maintained even after the partial clearing process (step S104) is performed after the power supply is resumed. The partial initialization command is set with information indicating whether or not the second CB winning data is stored in the main RAM 74, as will be described later. Therefore, in step S1204, it is determined whether or not information indicating that the second CB winning data is stored is included in the partial initialization command.

[0255] If a negative result is obtained in step S1204, the display of the non-internal notification image G12 on the image display device 63 is started (step S1205). In this case, the display content of the non-internal game count image G22 of the non-internal notification image G12 will be "000 games". If a positive result is obtained in step S1204, the flag for the second CB internal state provided in the performance side RAM 94 is set to "1" (step S1206). The flag for the second CB internal state is a flag used by the performance side MPU 92 to identify that the second CB role has been won.

[0256] When receiving a power-on command from the master-side MPU 72 (step S1207: YES), it is determined whether it is the elected state of the second CB role based on the information set in the power-on command (step S1208). As already explained, the power-on command is set with information indicating whether either the first CB election data or the second CB election data is stored in the master-side RAM 74. When it is the elected state of the second CB role (step S1208: YES), "1" is set in the second CB internal middle flag of the effect-side RAM 94 (step S1209).

[0257] When it is not the elected state of the second CB role (step S1208: NO), it is determined whether it is the elected state of the first CB role based on the information set in the power-on command (step S1210). When it is not the elected state of the first CB role (step S1210: NO), the display of the non-internal notification image G12 in the image display device 63 is started (step S1211). In this case, the display content of the non-internal cleared game number image G22 of the non-internal notification image G12 is "000 games". When it is the elected state of the first CB role (step S1210: YES), the display of the first internal explicit image G13 in the image display device 63 is started (step S1212). Then, "1" is set in the first CB internal middle flag provided in the effect-side RAM 94 (step S1213). The first CB internal middle flag is a flag for the effect-side MPU 92 to identify that it is the elected state of the first CB role.

[0258] Returning to the explanation of the internal notification control process (Figure 29), if a winning result command is received from the main MPU 72 (step S1103: YES), it is determined from the information set in the winning result command whether the first CB role was won in this game and whether the first CB win was not achieved (step S1104). In the reel control process (Figure 20), the main MPU 72 sends a winning result command to the performance side MPU 92 in step S813, which is executed after the rotation of all reels 32L, 32M, and 32R in one game has stopped. The winning result command is set with information corresponding to the type of winning data that was stored in the main RAM 74 in the role lottery process (Figure 16) in this game, information on whether a win was achieved in this game, and, if a win was achieved in this game, information on the type of win that was the target of that win. If a positive result is obtained in step S1104, the first CB internal flag of the performance-side RAM 94 is set to "1" (step S1105), the display of the non-internal notification image G12 on the image display device 63 is terminated (step S1106), and the display of the first internal explicit image G13 on the image display device 63 is started (step S1107).

[0259] In the internal notification control process, if a winning result command is received from the main MPU 72 (step S1103: YES), it is determined from the information set in the winning result command whether or not the second CB role was won in this game and whether or not the second CB win was achieved (step S1108). If a positive determination is made in step S1108, the second CB internal flag in the performance RAM 94 is set to "1" (step S1109), and the display of the non-internal notification image G12 on the image display device 63 is terminated (step S1110).

[0260] In the internal notification control process, if a prize result command is received from the main MPU 72 (step S1103: YES), it is determined whether a first CB prize or a second CB prize has been achieved in this game by further determining whether a first CB prize or a second CB prize has been achieved from the main MPU 72 (step S1111). As previously explained, if a first CB prize is achieved, the main MPU 72 sends a first CB prize command in step S1005 of the CB processing (Figure 25), and if a second CB prize is achieved, it sends a second CB prize command in step S1009 of the CB processing (Figure 25).

[0261] If any CB win has occurred (Step S1111: YES), the process of clearing the CB internal flag is executed (Step S1112). In the process of clearing the CB internal flag, if the first CB internal flag in the performance-side RAM 94 is set to "1", the first CB internal flag is cleared to "0", and if the second CB internal flag in the performance-side RAM 94 is set to "1", the second CB internal flag is cleared to "0". After that, the process of ending various displays is executed (Step S1113). In this termination process, if the non-internal notification image G12 was displayed on the image display device 63, the display of the non-internal notification image G12 is terminated, and if the first internal indication image G13 was displayed on the image display device 63, the display of the first internal indication image G13 is terminated. After that, the display of the CB state on the image display device 63 is started (Step S1114).

[0262] In the internal notification control process, if a prize result command is received from the main MPU 72 (step S1103: YES), it is determined whether a CB termination command has been received from the main MPU 72, thereby determining whether the CB states ST2 and ST3 that were being executed have ended (step S1115). As previously explained, if the CB states ST2 and ST3 that were being executed have ended, the main MPU 72 sends a CB termination command in step S1014 of the CB processing (Figure 25).

[0263] When the CB states ST2 and ST3 that were being executed have ended (step S1115: YES), the display of the CB state on the image display device 63 is terminated (step S1116). Then, the display of the non-internal notification image G12 on the image display device 63 is started (step S1117).

[0264] In the internal notification control process, if a game start command is received from the main MPU 72 (step S1118: YES) and neither the first CB internal flag nor the second CB internal flag of the performance RAM 94 is set to "1" (steps S1119 and S1120: NO), the non-internal notification process is executed (step S1121). Also, if a game start command is received from the main MPU 72 (step S1118: YES) and the first CB internal flag of the performance RAM 94 is set to "1" (step S1119: YES), the first CB internal notification process is executed (step S1122). Also, if a game start command is received from the main MPU 72 (step S1118: YES) and the second CB internal flag of the performance RAM 94 is set to "1" (step S1120: YES), the second CB internal notification process is executed (step S1123).

[0265] Figure 31 is a flowchart showing the non-internal notification process executed in step S1121 of the internal notification control process (Figure 29).

[0266] First, the value of the recovery counter in the RAM 94 on the production side is incremented by 1 (step S1301). The recovery counter is a counter used by the MPU 92 on the production side to determine the number of times a game has been played since the display of the non-internal notification image G12 began on the image display device 63. The number corresponding to the value set in the recovery counter is displayed as the non-internal game count image G22 in the non-internal notification image G12. Note that the value of the recovery counter is cleared to "0" when the display of the non-internal notification image G12 begins on the image display device 63. After that, the display content of the non-internal notification image G12 is updated so that the number corresponding to the value set in the recovery counter after the increment is displayed as the non-internal game count image G22 in the non-internal notification image G12 (step S1302).

[0267] Next, it is determined whether the number of bets for this game is "3" (step S1303). As previously explained, the main MPU 72 performs a startup setup process (Figure 15) when a game is started. If the number of bets for the game is "3", it sends a first bet command (step S603), and if the number of bets for the game is "2", it sends a second bet command (step S604). In step S1303, it is determined whether the first bet command has been received from the main MPU 72.

[0268] If a positive result is obtained in step S1303, and provided that the "3" bet notification flag in the performance-side RAM94 is not set to "1" (step S1304: NO), the "3" bet notification process is executed (step S1305), and then the "3" bet notification flag is set to "1" (step S1306). The "3" bet notification process is designed to execute a 3-bet corresponding notification to indicate that a game with a bet of "3" has been played in a situation where neither the first CB role nor the second CB role has been won. As a result, a message such as "3 coins bet" is output from speaker 62. The "3" bet notification flag is a flag used by the performance-side MPU92 to determine whether or not a 3-bet corresponding notification has already been executed when a game with a bet of "3" is repeated. By not executing the "3 bet notification process when the "3 bet notification flag" is set to "1", it is possible to prevent repeated notifications for 3 bets when a game is played repeatedly with a bet of "3" in a situation where neither the 1st CB role nor the 2nd CB role has been won.

[0269] If a positive result is obtained in step S1304, or if the process in step S1306 is executed, it is determined from the information set in the game start command received this time whether or not the first CB role has been won in this game (step S1307). If the first CB role has been won (step S1307: YES), the notification process for the first CB win is executed (step S1308). In the notification process for the first CB win, the notification corresponding to the first CB role win is executed. As a result, a message such as "First CB role won" is output from speaker 62.

[0270] If a negative result is determined in step S1303, that is, if the number of bets in this game is "2" and a second bet command has been received from the main MPU72, the "3" bet notification flag in the performance RAM94 is cleared to "0" (step S1309). The "3" bet notification flag is also cleared to "0" if neither the first CB role nor the second CB role is won.

[0271] Next, the system determines whether or not the second CB role has been won in this game based on the information set in the game start command that was received (step S1310). If the second CB role has been won (step S1310: YES), the notification process for the second CB win is executed (step S1311). In the notification process for the second CB win, the notification corresponding to the second CB role win is executed. As a result, a message such as "Second CB role won" is output from speaker 62.

[0272] Figure 32 is a flowchart showing the first CB internal notification process executed in step S1122 of the internal notification control process (Figure 29).

[0273] First, it is determined whether the number of bets for this game is "2" (step S1401). As previously explained, the main MPU 72 performs a startup setup process (Figure 15) when a game is started. If the number of bets for that game is "3", it sends a first bet command (step S603), and if the number of bets for that game is "2", it sends a second bet command (step S604). In step S1401, it is determined whether the second bet command has been received from the main MPU 72.

[0274] If a positive result is obtained in step S1401, and provided that the "2" bet notification flag in the performance-side RAM94 is not set to "1" (step S1402: NO), the "2" bet notification process is executed (step S1403), and then the "2" bet notification flag is set to "1" (step S1404). In the "2" bet notification process, a 2-bet corresponding notification is executed to notify that a game with a bet of "2" has been played in the winning state of the first CB role. As a result, a message such as "2 coins bet" is output from speaker 62. The "2" bet notification flag is a flag used by the performance-side MPU92 to determine whether or not a 2-bet corresponding notification has already been executed when a game with a bet of "2" is repeated. By preventing the "2 bet notification" process from being executed when the "2 bet notification flag" is set to "1", it becomes possible to prevent repeated "2 bet" notifications when games with a bet of "2" are repeated in the state where the first CB role is won.

[0275] If a negative result is determined in step S1401, the "2" bet notification flag in the performance-side RAM94 is cleared to "0" (step S1405). Note that the "2" bet notification flag is also cleared to "0" when the first CB role is won, and also when the second CB role is won.

[0276] Figure 33 is a flowchart showing the process for internal notification within the second control box, which is executed in step S1123 of the internal notification control process (Figure 29).

[0277] First, it is determined whether the number of bets for this game is "2" (step S1501). As previously explained, the main MPU 72 performs a startup setup process (Figure 15) when a game is started. If the number of bets for that game is "3", it sends a first bet command (step S603), and if the number of bets for that game is "2", it sends a second bet command (step S604). In step S1501, it is determined whether the second bet command has been received from the main MPU 72.

[0278] If a positive result is obtained in step S1501, and provided that the "2" bet notification flag in the performance-side RAM94 is not set to "1" (step S1502: NO), the "2" bet notification process is executed (step S1503), and then the "2" bet notification flag is set to "1" (step S1504). In the "2" bet notification process, a 2-bet corresponding notification is executed to notify that a game with a bet of "2" has been played in the state where the second CB role has been won. As a result, a message such as "2 coins bet" is output from speaker 62. The "2" bet notification flag is a flag used by the performance-side MPU92 to determine whether or not a 2-bet corresponding notification has already been executed when a game with a bet of "2" is repeated. By preventing the "2 bet notification" process from being executed when the "2 bet notification flag" is set to "1", it becomes possible to prevent repeated "2 bet" notifications when games with a bet of "2" are repeated in the state where the second CB role is won.

[0279] If a positive result is obtained in step S1502, or if the process in step S1504 is executed, the notification process for when the second CB is won is executed (step S1505). In the notification process for when the second CB is won, the notification corresponding to the win of the second CB role is executed. As a result, a message such as "You have won the second CB role" is output from speaker 62. As described above, when the notification process for when the second CB is won is executed, the notification corresponding to the win of the second CB role is executed every time a game with a bet of "2" is played while the second CB role is won.

[0280] If a negative result is determined in step S1501, the "2" bet notification flag in the performance-side RAM94 is cleared to "0" (step S1506). Note that the "2" bet notification flag is also cleared to "0" when the first CB role is won, and also when the second CB role is won.

[0281] Next, we will explain the contents of the area of ​​the main RAM 74 that is subject to initialization in the partial clear process (step S104) and the full clear process (step S105) in the main MPU 72.

[0282] Figure 34 is an explanatory diagram illustrating the contents of the memory area of ​​the main RAM 74. As shown in Figure 34, each memory area of ​​the main RAM 74 has an address assigned to it. The addresses are set as sequential numbers. Specifically, the starting address is "00FF", the next address in sequence is "01FF", the next address in sequence is "02FF", and so on, with the addresses continuing to be sequential thereafter.

[0283] The second CB winning data area is set as the memory area corresponding to the starting address "00FF" for storing the second CB winning data. If the index value IV, where the second CB winning data is set, is selected in the role lottery process (Figure 16), the second CB winning data is set in the second CB winning data area. If a second CB win is achieved, the second CB winning data is cleared from the second CB winning data area.

[0284] For the starting address "00FF", the next memory area corresponding to "01FF" is set as the 1st CB winning data area, which is an area for storing the 1st CB winning data. If the winning combination is selected at index value IV, where the 1st CB winning data is set, the 1st CB winning data is set in the 1st CB winning data area. If the 1st CB win is achieved, the 1st CB winning data is cleared from the 1st CB winning data area.

[0285] For "01FF", the next memory area corresponding to "02FF" is a setting value storage area, which is an area for storing the setting value to be set. The setting value selected in the setting value update process (step S106) of the main process (Figure 10) is stored in the setting value storage area.

[0286] Figure 35(a) is a flowchart showing the clear-all process executed in step S105 of the main process (Figure 10).

[0287] First, the target address is set to "00FF", which is the starting address of the main RAM 74 (step S1601). Then, a clear operation is performed to clear the memory area corresponding to the current target address in the main RAM 74 to "0" (step S1602).

[0288] Subsequently, an address update process is performed to set the target address to the next address in the address sequence of the main RAM 74 (step S1603). As a result, if the previous target address was the starting address "00FF", the target address becomes "01FF", and if the previous target address was "01FF", the target address becomes "02FF".

[0289] Subsequently, it is determined whether the target address updated by the address update process corresponds to the end address (step S1604). The end address is the address that corresponds in the following order to the last address set in the main RAM 74. If the determination in step S1604 is negative, the process returns to step S1602. As the process from steps S1602 to S1604 is repeated in this way, all memory areas of the main RAM 74 are cleared to "0".

[0290] If a positive result is obtained in step S1604, the process proceeds to step S1605. In step S1605, initial settings are performed on the memory areas that were targeted by the clear execution process in step S1602 during this full clear process. After that, a full initialization command is sent to the production side MPU92 to indicate that the full clear process has been executed on the main side RAM74 (step S1606).

[0291] Figure 35(b) is a flowchart showing the partial clearing process performed in step S104 of the main process (Figure 10).

[0292] First, the target address is set to "01FF", which is the next address in the sequence for the starting address of the main RAM 74 (step S1701). As a result, the second CB winning data area, which is the memory area corresponding to the starting address of the main RAM 74, "00FF", is excluded from the "0" clearing process and is also excluded from the initial setup process (step S1705). After that, a clearing process is executed to clear the memory area in the main RAM 74 that currently corresponds to the target address to "0" (step S1702).

[0293] Subsequently, an address update process is performed to set the target address to the next address in the sequence of addresses in the main RAM 74 (step S1703). As a result, if the previous target address was "01FF", which is the next address in the sequence of addresses in the main RAM 74, the target address becomes "02FF", and if the previous target address was "02FF", the target address becomes "03FF".

[0294] Subsequently, it is determined whether the target address updated by the address update process corresponds to the end address (step S1704). The end address is the address that corresponds in the following order to the last address set in the main RAM 74. If a negative determination is made in step S1704, the process returns to step S1702. As the process from step S1702 to step S1704 is repeated in this way, all memory areas of the main RAM 74, except for the second CB winning data area which is the memory area corresponding to the start address of the main RAM 74, are cleared to "0".

[0295] If a positive result is obtained in step S1704, the process proceeds to step S1705. In step S1705, initial settings are performed on the memory areas that were targeted by the clear execution process in step S1702 during this partial clear process. After that, a partial initialization command is sent to the performance-side MPU 92 to indicate that a partial clear process has been performed on the main-side RAM 74 (step S1706). In this case, it is determined whether or not the second CB winning data is stored in the main-side RAM 74, and if the second CB winning data is stored, the partial initialization command is sent with the corresponding information set.

[0296] Next, we will explain how the partial clearing process (step S104) and the full clearing process (step S105) are executed on the main MPU 72, referring to the time chart in Figure 36. Figure 36(a) shows the period during which operating power is supplied to the main MPU 72, Figure 36(b) shows the period during which the main processing (Figure 10) is executed in the main MPU 72, Figure 36(c) shows the execution timing of the setting update start operation in which the power switch 55 is turned ON when the setting key is turned ON to the setting key insertion hole 57 and the reset button 56 is not pressed, Figure 36(d) shows the execution timing of the RAM clear operation in which the power switch 55 is turned ON when the setting key is turned ON to the setting key insertion hole 57 and the reset button 56 is pressed, Figure 36(e) shows the period during which the partial clear process (step S104) is executed in the main MPU 72, Figure 36(f) shows the period during which the full clear process (step S105) is executed in the main MPU 72, Figure 36(g) shows the period during which the first CB role is won, and Figure 36(h) shows the period during which the second CB role is won.

[0297] First, we will explain the case where the second CB winning data is stored in the main RAM 74, power is supplied to the main MPU 72, and a partial clear process (Figure 35(b)) is performed in the main MPU 72.

[0298] At timing t1, as shown in Figure 36(c), the setting key is turned ON in the setting key insertion hole 57, and the reset button 56 is not pressed. In this state, the power switch 55 is turned ON, initiating a setting update. As a result, at timing t1, as shown in Figure 36(a), power is supplied to the main MPU 72, and the main processing (Figure 10) is started in the main MPU 72, as shown in Figure 36(b). Subsequently, from timing t2 to t3, a partial clear process (Figure 35(b)) is executed in the main MPU 72, as shown in Figure 36(e). In this case, as shown in Figure 36(h), power is supplied to the main MPU 72 with the second CB winning data stored in the main RAM 74, and this state of the second CB winning data being stored is maintained even after timing t3. After timing t3, the setting value update process (step S106) is executed.

[0299] As described above, when the setting update start operation is performed, a partial clear process (Figure 35(b)) is executed. This makes it possible to maintain the winning state of the second CB role even after the setting value update process (step S106) is executed when the supply of operating power to the main MPU 72 is stopped while the second CB role is in a winning state and the supply of operating power is subsequently restarted. This prevents the situation where the manager of the gaming hall has to repeatedly play a game with a bet of "2" before the start of business to achieve the winning state of the second CB role every time the setting value is changed.

[0300] Next, we will explain the case where the second CB winning data is stored in the main RAM 74, power is supplied to the main MPU 72, and a complete clear process (Figure 35(a)) is executed in the main MPU 72.

[0301] At timing t4, as shown in Figure 36(d), the setting key is turned ON into the setting key insertion hole 57 and the reset button 56 is pressed, and the power switch 55 is turned ON to perform a RAM clear operation. As a result, at timing t4, as shown in Figure 36(a), the supply of operating power to the main MPU 72 begins, and as shown in Figure 36(b), the main processing (Figure 10) begins in the main MPU 72. Subsequently, from timing t5 to t6, the main MPU 72 performs a complete clear process (Figure 35(a)) as shown in Figure 36(f). In this case, as shown in Figure 36(h), the supply of operating power to the main MPU 72 begins with the second CB winning data stored in the main RAM 74, but at timing t6, the second CB winning data is erased. After timing t6, the setting value update process (step S106) is executed.

[0302] As described above, if a RAM clear operation is performed, a complete clear process (Figure 35(a)) is executed, erasing the data for the second CB win. This makes it possible to create a situation where neither the first nor the second CB win is achieved if the complete clear process (Figure 35(a)) is performed fraudulently. If a game with a bet of "3" is then played while the second CB win is not achieved, the first CB win will occur, potentially transitioning to the disadvantageous first CB state ST2 for the player. This makes it possible to suppress the profits that can be gained by fraudulently performing the complete clear process (Figure 35(a)).

[0303] Next, we will explain the case where the first CB winning data is stored in the main RAM 74, power is supplied to the main MPU 72, and a partial clear process (Figure 35(b)) is performed in the main MPU 72.

[0304] At timing t7, as shown in Figure 36(c), the setting key is turned ON in the setting key insertion hole 57, and the reset button 56 is not pressed. At this time, the power switch 55 is turned ON, initiating a setting update. As a result, at timing t7, as shown in Figure 36(a), power is supplied to the main MPU 72, and the main processing (Figure 10) is started in the main MPU 72, as shown in Figure 36(b). Subsequently, from timing t8 to t9, a partial clear process (Figure 35(b)) is executed in the main MPU 72, as shown in Figure 36(e). In this case, as shown in Figure 36(g), the first CB winning data is stored in the main RAM 74 when power is supplied to the main MPU 72, but at timing t9, the first CB winning data is erased. After timing t9, the setting value update process (step S106) is executed.

[0305] As described above, if a partial clear process (Figure 35(b)) is performed when the setting update start operation is initiated, the first CB winning data will be erased. This makes it possible to resolve the state in which the first CB winning data is stored, which is not normal during normal gameplay, when the setting value is changed.

[0306] <Regarding Section 2, SC2> Next, we will explain the second section SC2. First, we will explain the first control processing of the game section, which is executed by the main MPU72, referring to the flowchart in Figure 37. The first control processing of the game section is executed in step S711, which is the process that is executed after the determination of whether a winning combination is achieved in the combination lottery process (Figure 16).

[0307] First, it is determined whether the second section flag in the main RAM 74 is set to "1" (step S1801). The second section flag is used by the main MPU 72 to determine whether the game section is the second section SC2. If the second section flag is set to "1", it is the second section SC2, and if the value of the second section flag is "0", it is the first section SC1. If the second section flag is set to "1" (step S1801: YES), the processes from step S1802 onwards are not executed. As a result, if it is the second section SC2, the direct hit lottery process in step S1806 and the lottery process for the number of release games in step S1810 are not executed.

[0308] If the second section flag is not set to "1" (step S1801: NO), it is determined whether the current game state is the first CB state ST2 or the second CB state ST3 (step S1802). If the current game state is the first CB state ST2 or the second CB state ST3 (step S1802: YES), the processes from step S1803 onwards are not executed. As a result, even if the first section is SC1, if the state is the first CB state ST2 or the second CB state ST3, the process to set the second section to SC2 in step S1805, the direct hit lottery process in step S1806, and the lottery process for the number of release games in step S1810 are not executed.

[0309] If the current game state is neither the first CB state ST2 nor the second CB state ST3 (step S1802: NO), the system determines whether the number of bets for the current game is "3" by checking whether the value of the bet count setting counter 74a in the main RAM 74 is "3" (step S1803). If the number of bets for the current game is "2" (step S1803: NO), the processes from step S1804 onwards are not executed. As a result, in games where the number of bets is "2" even if it is the first section SC1, the process to set the second section SC2 in step S1805, the direct hit lottery process in step S1806, and the lottery process for the number of release games in step S1810 are not executed.

[0310] If the number of bets for this game is "3" (Step S1803: YES), it is determined whether or not an index value IV was won in the current hand lottery process (Figure 16) (Step S1804). If the current hand lottery process (Figure 16) is a miss (Step S1804: NO), the processes from Step S1805 onwards are not executed. As a result, even if it is the first section SC1, if the hand lottery process (Figure 16) is a miss, the process to set the second section SC2 in Step S1805, the direct hit lottery process in Step S1806, and the lottery process for the number of release games in Step S1810 will not be executed.

[0311] If any index value IV is selected in the current role lottery process (Figure 16) (Step S1804: YES), the second section flag of the main RAM 74 is set to "1", and the continuation game counter 74c (see Figure 9) and the total acquired counter 74d (see Figure 9) provided in the main RAM 74 are both cleared to "0" (Step S1805). Setting the second section flag to "1" makes it the second section SC2.

[0312] The continuous game count counter 74c is a counter used by the main MPU 72 to determine the number of games played since the start of the second section SC2 when the second section SC2 continues without interrupting the first section SC1. If the value of the continuous game count counter 74c in the second section SC2 reaches the value corresponding to the upper limit of games (specifically 1500 games), even if it is in the middle of the pseudo-bonus state ST4, the second section SC2 will end at the game in which the value was reached, and the situation will transition to the first section SC1, which is the normal game state ST1.

[0313] The total acquisition counter 74d is a counter used by the main MPU 72 to determine the limited total net increase in game tokens from the start of the second section SC2 when the second section SC2 continues without the first section SC1 being in between. The limited total net increase in game tokens is, as already explained, the value obtained by subtracting the total number of game tokens consumed to play a game while the second section SC2 is continuing (0 if no game is being played) from the total number of game tokens granted by games played while the second section SC2 is continuing (0 if no game tokens are being granted) is set as a predetermined difference in tokens, and the minimum value of this predetermined difference in tokens is set as a predetermined standard value, and the net increase in the predetermined difference in tokens is the number of tokens from the predetermined standard value. In the second section SC2, if the total acquired count counter 74d reaches the value corresponding to the upper limit of net increase in coins (specifically 2400 coins), even if it is in the middle of the pseudo-bonus state ST4, the second section SC2 will end in the game in which the value was reached, and the game will transition to the first section SC1, which is the normal game state ST1.

[0314] Subsequently, a direct hit lottery process is executed (step S1806). In the direct hit lottery process, a direct hit lottery table provided in the main ROM 73 and a lottery counter that is periodically updated in the main RAM 74 are used to determine by lottery whether or not a direct hit to pseudo-bonus state ST4 is awarded. In the lottery process for the roles in this game (Figure 16), if the index value IV=11 is awarded, there is a 2% chance of a direct hit to pseudo-bonus state ST4; if the index value IV=12 is awarded, there is a 1% chance of a direct hit to pseudo-bonus state ST4; if the index value IV=13 is awarded, there is a 10% chance of a direct hit to pseudo-bonus state ST4; if the index value IV=14 is awarded, there is a 5% chance of a direct hit to pseudo-bonus state ST4; and if the index value IV=15 is awarded, there is a 2% chance of a direct hit to pseudo-bonus state ST4. In this case, the lower the probability of winning an index value IV in the role lottery process (Figure 16), the higher the probability of directly winning the pseudo-bonus state ST4. This makes it possible to increase the advantage of winning an index value IV, which has a low probability of winning in the role lottery process (Figure 16).

[0315] If the direct draw process results in a direct win for the pseudo-bonus state ST4 (step S1807: YES), the first transition confirmation flag set in the main RAM 74 is set to "1" (step S1808). The first transition confirmation flag is a flag used by the main MPU 72 to identify that the direct draw process (step S1806) executed when transitioning to the second section SC2 resulted in a win for transitioning to the pseudo-bonus state ST4. When the first transition confirmation flag is set to "1", a process is executed to transition the game state to the pseudo-bonus state ST4 when the current game ends.

[0316] Subsequently, the section indicator unit 67 is illuminated (step S1809). In the section indicator unit 67 illumination process, the section indicator unit 67 is switched from the off state to the on state. As a result, the section indicator unit 67 begins to notify that it is the second section SC2.

[0317] If the direct hit lottery process does not result in a direct win of the pseudo-bonus state ST4 (step S1807: NO), the lottery process for the number of games to be released is executed (step S1810). The number of games to be released is a counter used by the main MPU 72 to determine the number of games required until the transition to the pseudo-bonus state ST4 occurs, in cases where the transition lottery process described later (step S2112) does not result in a win of the transition to the pseudo-bonus state ST4. In the lottery process for the number of games to be released, first the lottery table for the number of games to be released, which is pre-stored in the main ROM 73, is read, and numerical information is obtained from the lottery counter that is periodically updated in the main RAM 74. Then, the number of games to be released is selected by comparing the numerical information obtained from the lottery counter with the lottery table for the number of games to be released. In this case, one of the following will be selected as the number of games to be released: 50 games, 100 games, 200 games, 300 games, 400 games, 500 games, 600 games, 700 games, and 800 games. The probability of selecting each of these number of games to be released is the same. However, this is not the only option; the configuration may also be set to have a higher probability of selecting a larger number of games for unlocking, or a higher probability of selecting a smaller number of games for unlocking. After the lottery process for the number of games for unlocking is performed, the number of games for unlocking selected in the lottery process is set in the unlock game counter 74e (see Figure 9) provided in the main RAM 74 (step S1811). The unlock game counter 74e is a counter used by the main MPU 72 to identify the remaining number of games for unlocking.

[0318] Subsequently, the section display unit 67 lighting lottery process is executed (step S1812). In the section display unit 67 lighting lottery process, a lighting lottery table provided in the main ROM 73 and a lottery counter that is periodically updated in the main RAM 74 are used to determine by lottery whether the section display unit 67 will be lit from the beginning when setting the second section SC2 (i.e., immediately lit), or whether the section display unit 67 will be lit when transitioning to the pseudo-bonus state ST4 (i.e., waiting to be lit). In the lottery process for the roles in this game (Figure 16), if the index value IV = any of 1 to 10 is selected, there is a 50% chance of immediate illumination and a 50% chance of waiting for illumination; if the index value IV = 11 is selected, there is a 65% chance of immediate illumination and a 35% chance of waiting for illumination; if the index value IV = 12 is selected, there is a 62% chance of immediate illumination and a 38% chance of waiting for illumination; and if the index value IV = 13 is selected, there is an 80% chance of immediate illumination and a 20 If the player selects "wait to light up" with a certain probability, and the index value IV=14 is selected, there is a 75% chance that the light will be turned on immediately and a 25% chance that the player will wait to light up. If the player selects IV=15, there is a 70% chance that the light will be turned on immediately and a 30% chance that the player will wait to light up. If the player selects IV=16, there is a 40% chance that the light will be turned on immediately and a 60% chance that the player will wait to light up. If the player selects IV=17, there is a 30% chance that the light will be turned on immediately and a 70% chance that the player will wait to light up. In this case, the lower the probability of winning an index value IV in the draw process (Figure 16), the higher the probability that the light will be turned on immediately.

[0319] If immediate illumination is selected in the illumination lottery process for the section display unit 67 (step S1812) (step S1813: YES), the illumination process for the section display unit 67 is executed (step S1814). In the illumination process for the section display unit 67, the section display unit 67 is switched from the off state to the on state. As a result, the section display unit 67 begins to notify that it is the second section SC2.

[0320] On the other hand, if the lighting standby state is selected in the lighting lottery process for the section display unit 67 (step S1812) (step S1813: NO), the lighting standby flag provided in the main RAM 74 is set to "1" (step S1815). The lighting standby flag is a flag used by the main MPU 72 to identify that the section display unit 67 is in a state where it is waiting to switch from the off state to the on state in the second section SC2.

[0321] Next, the second control process for the game section, which is executed by the main MPU 72, will be explained with reference to the flowchart in Figure 38. The second control process for the game section is executed in step S906 of the response process at the end of the game (Figure 21). As described above, the response process at the end of the game is executed after the rotation of reels 32L, 32M, and 32R in one game has stopped, so the second control process for the game section is also executed after the rotation of reels 32L, 32M, and 32R in one game has stopped.

[0322] If the second section flag of the main RAM 74 is set to "1" and the current game section is the second section SC2 (step S1901: YES), the state of the flag in the main RAM 74 is checked to determine whether the current game state is the termination preparation state ST5 (step S1902). The termination preparation state ST5 is a game state that is entered when the pseudo-bonus state ST4 ends without the ending conditions of the second section SC2 (described later) being met, and when the second section SC2 ends upon transitioning to the normal game state ST1.

[0323] If the game is in the termination preparation state ST5 (step S1902: YES), it is determined whether the termination preparation complete flag in the main RAM 74 is set to "1" (step S1903). The termination preparation complete flag is used by the main MPU 72 to determine whether or not one game has been executed in the termination preparation state ST5. In the processing for pseudo-bonuses (step S905) in the processing for when the game ends (Figure 21), 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 when transitioning to the normal game state ST1 thereafter, the flag to set the game to the termination preparation state ST5 is set and the termination preparation complete flag is cleared to "0".

[0324] If the "Ready to End" flag is not set to "1" (step S1903: NO), the process from step S1905 onwards is executed after setting the "Ready to End" flag to "1" (step S1904). If the "Ready to End" flag is set to "1" (step S1903: YES), it means that one game has been executed in the "Ready to End" state ST5. In this case, the process to terminate the second section SC2 is executed.

[0325] Specifically, the initialization process for the second section SC2 is performed first (step S1914). During the initialization process for the second section SC2, the second section flag in the main RAM 74 is cleared to "0". This makes the game section the first section SC1. Also, during the initialization process for the second section SC2, even if the player is in the pseudo-bonus state ST4, the game state is changed to the normal game state ST1 by clearing various data indicating that the player is in the pseudo-bonus state ST4, including a counter that stores the remaining number of games in the pseudo-bonus state ST4. In addition, during the initialization process for the second section SC2, the release game counter 74e in the main RAM 74 is cleared to "0". Therefore, regardless of whether the current game state is the normal game state ST1, the first CB state ST2, or the second CB state ST3, the remaining release games (i.e., the ceiling games) at that time are invalidated, and the remaining release games are reset when the player makes a new transition to the second section SC2. Even if the first CB state ST2 or the second CB state ST3 is still in progress, the initialization process for the second section SC2 will be executed, terminating the second section SC2. However, the first CB state ST2 and the second CB state ST3 will continue without terminating.

[0326] Subsequently, if the section indicator unit 67 is lit, the section indicator unit 67 is switched from the lit state to the off state (step S1915). This terminates the notification that the section indicator unit 67 is in the second section SC2. Then, a second section initialization command is sent to the performance-side MPU 92 to indicate that the second section SC2 has been initialized (step S1916). This causes the performance-side MPU 92 to execute the performance corresponding to the completion of the second section SC2.

[0327] If the termination preparation state ST5 is not present (step S1902: NO), or if the process in step S1904 is executed, the value of the continuation game count counter 74c in the main RAM 74 is incremented by 1 (step S1905). As previously explained, the continuation game count counter 74c is a counter used by the main MPU 72 to determine the number of games executed from the start of the second section SC2 when the second section SC2 continues without the first section SC1 being in between.

[0328] Subsequently, it is determined whether the value of the continuation game counter 74c after the increment of 1 is 1500 or more, which is the upper limit of games (step S1906). If the value of the continuation game counter 74c is 1500 or more, it means that the ending condition for the second section SC2 has been met. In this case, a positive determination is made in step S1906, and the process to terminate the second section SC2 in steps S1914 to S1916 is executed. The processing in steps S1914 to S1916 is as already explained. As a result, the second section SC2 ends and the first section SC1 begins, and if the pseudo-bonus state ST4 was in progress, the pseudo-bonus state ST4 is forcibly terminated and the game returns to the normal game state ST1.

[0329] If the value of the continuous game counter 74c is less than 1500 (Step S1906: NO), it is determined whether a replay win occurred in the current game, whether it was a first chance replay win, a second chance replay win, or a normal replay win (Step S1907). In this case, the determination in Step S1907 applies regardless of whether the number of bets in the current game was "2" or "3", and the determination in Step S1907 also applies regardless of whether the current game was in normal game state ST1, first CB state ST2, second CB state ST3, or pseudo bonus state ST4.

[0330] If no replay wins occur (Step S1907: NO), the number of bets for the current game (i.e., the value of the bet setting counter 74a) is subtracted from the total winnings counter 74d of the main RAM 74 (Step S1908). In this case, even if a replay win occurred in the previous game and the current game is a replay resulting from that replay win, the number of bets for the current game (i.e., the value of the bet setting counter 74a) is subtracted from the total winnings counter 74d.

[0331] As previously explained, the total acquisition counter 74d is a counter used by the main MPU 72 to determine the total net increase in game tokens, subject to the limits of game tokens, from the start of the second section SC2 when the second section SC2 continues without the first section SC1 being in between. The total net increase in game tokens, subject to the limits of game tokens, is defined as the number of tokens added to the predetermined net increase from the predetermined standard value, when the predetermined net increase is calculated by subtracting the total number of game tokens consumed to play a game while the second section SC2 is continuing (0 if no game tokens are being played) from the total number of game tokens granted by games played while the second section SC2 is continuing (0 if no game tokens are being granted), and the minimum value of this predetermined net increase is used as the predetermined standard value.

[0332] Subsequently, it is determined whether any of the following small wins (1st to 9th compensation wins, 1st bell win, 2nd bell win, special bell win, 1st watermelon win, 2nd watermelon win, and cherry win) that result in the awarding of game tokens have occurred in the current game (step S1909). In this case, the determination in step S1909 applies regardless of whether the number of bets in the current game is "2" or "3", and also regardless of whether the current game is in normal game state ST1, 1st CB state ST2, 2nd CB state ST3, or pseudo-bonus state ST4. If a positive determination is made in step S1909, the number of game tokens awarded in the current game is added to the total acquisition counter 74d of the main RAM 74 (step S1910).

[0333] If a negative result is obtained in step S1909, or if the process in step S1910 is executed, it is determined whether the value of the total acquired counter 74d in the main RAM 74 is 0 or greater (step S1911). If the value of the total acquired counter 74d is less than 0 (step S1911: NO), the total acquired counter 74d is cleared to "0" (step S1912).

[0334] As described above, in step S1908, the number of bets for the current game is subtracted from the total acquired counter 74d. For example, if no small wins occur in a game during the normal game state ST1 immediately after transitioning to the second section SC2, the value of the total acquired counter 74d will be less than 0. In this case, a negative judgment is made in step S1911, and the total acquired counter 74d is cleared to "0" in step S1912. This makes it possible to measure the limited total net increase in game tokens, which is the number of tokens added to the predetermined net difference, using the total acquired counter 74d, by subtracting the total number of game tokens used to play a game while the second section SC2 is continuing (0 if no game is played) from the total number of game tokens awarded by games played while the second section SC2 is continuing (0 if no game tokens are awarded), from the predetermined net difference, using the minimum value of the predetermined net difference as the predetermined standard value.

[0335] If a positive result is obtained in step S1907, in step S1911, or if the process in step S1912 is executed, it is determined whether the value of the total acquired counter 74d exceeds the upper limit of net increase, "2400" (step S1913). If the value of the total acquired counter 74d exceeds "2400", it means that the ending condition for the second section SC2 has been met. In this case, a positive result is obtained in step S1913, and the process to terminate the second section SC2 in steps S1914 to S1916 is executed. The contents of the process in steps S1914 to S1916 are as already explained. As a result, the second section SC2 ends and the first section SC1 begins, and if the pseudo-bonus state ST4 was in progress, the pseudo-bonus state ST4 is forcibly terminated and the game returns to the normal game state ST1.

[0336] Here, if any replay win occurs, a positive result is made in step S1907, and the processes in steps S1908 to S1912 are not executed. In games in which a replay win occurs, the game tokens owned by the player at the start of the game are used when setting the bet, but as a benefit of the replay win, it is possible to play a new game again with the same number of bets as the number of bets made in the game in which the replay win occurred. In other words, the number of game tokens owned by the player does not change in games in which a replay win occurs. In this case, by not executing the processes in steps S1908 to S1912 in games in which a replay win occurs, it becomes possible to omit the execution of the process to change the value of the total acquired counter 74d in games in which the number of game tokens owned by the player does not change, thereby eliminating the execution of unnecessary processes.

[0337] On the other hand, even in games where a replay win has occurred, step S1913 determines whether the value of the total acquired counter 74d exceeds the upper limit of net increase, which is "2400". This means that even if the value of the total acquired counter 74d actually exceeded the upper limit of net increase, which is "2400", in a game prior to the game in which the replay win occurred, but the initialization process of the second section SC2 was not executed due to noise or other reasons, it becomes possible to determine that the value of the total acquired counter 74d exceeds the upper limit of net increase, which is "2400", in the subsequent game in which the replay win occurred, and the initialization process of the second section SC2 can be executed.

[0338] If a negative result is obtained in step S1913, the ending processing is executed (step S1917). Figure 39 is a flowchart of the ending processing.

[0339] First, it is determined whether the ending flag set in the main RAM 74 is set to "1" (step S2001). The ending flag is a flag used by the main MPU 72 to identify whether the number of game executions in the second section SC2, measured using the continuous game counter 74c, is likely to reach the upper limit of the number of games, or whether the total net increase in game tokens with restrictions, measured using the total acquisition counter 74d, is likely to reach the upper limit of the net increase in game tokens.

[0340] If the ending flag is not set to "1" (Step S2001: NO), it is determined whether the sum of the value of the continuation game counter 74c and the value of the pseudo-bonus continuation counter provided in the main RAM 74 is equal to or greater than the first reference number of games (Step S2002). The pseudo-bonus continuation counter is a counter used by the main MPU 72 to determine the remaining number of continuation games in pseudo-bonus state ST4. The first reference number of games is set to 1400 games, which is less than the upper limit of games in the second section SC2. It is also determined whether the result of adding the value obtained by multiplying the value of the pseudo-bonus continuation counter by the expected value of the game tokens obtained in pseudo-bonus state ST4 to the value of the total number of tokens obtained counter 74d is equal to or greater than the first reference number of tokens obtained (Step S2003). The expected value of game tokens obtained in one game in pseudo-bonus state ST4 is approximately 5 tokens. The first reference number of tokens obtained is set to 2100 tokens, which is less than the upper limit of net increase in tokens in the second section SC2.

[0341] If a positive result is obtained in step S2002 or step S2003, the ending flag is set to "1" (step S2004). When the ending flag is set to "1", as will be explained in detail later, no further additions to the remaining number of games will occur in the pseudo-bonus state ST4, and when the pseudo-bonus state ST4 ends and the game transitions to the normal game state ST1, the second section SC2 will definitely end and the game will transition to the first section SC1. This makes it more difficult to fulfill the ending conditions of the second section SC2, and prevents further additions to the remaining number of games in the pseudo-bonus state ST4 when the ending conditions have already been confirmed to be met in relation to the remaining number of games in the pseudo-bonus state ST4.

[0342] Subsequently, provided that the current game state is the pseudo-bonus state ST4 (Step S2005: YES), an ending command is sent to the performance-side MPU 92 (Step S2006). Upon receiving the ending command, the performance-side MPU 92 adjusts the execution mode of the performance on the upper lamp 61, speaker 62, and image display device 63 to match the execution mode corresponding to the ending period. Note that the situation in which the ending flag is set to "1" basically occurs in the pseudo-bonus state ST4, but it can also occur in the normal game state ST1, the first CB state ST2, or the second CB state ST3. In this case, although the ending flag is set to "1", the game content is not changed, nor is the execution mode of the performance changed.

[0343] <Regarding the normal game state ST1> Next, we will explain the processing in the normal game state ST1. Figure 40 is a flowchart showing the advantageous lottery processing at the start of the game, which is executed by the main MPU 72. The advantageous lottery processing at the start of the game is executed in step S710, which is a process that is executed after the determination of whether a role is won or lost in the role lottery processing (Figure 16) and before the first control processing of the game section (step S711).

[0344] First, it is determined whether the second section flag of the main RAM 74 is set to "1" (step S2101). As explained earlier, the second section flag is a flag used by the main MPU 72 to determine whether the game section is the second section SC2. If the second section flag is set to "1", it is the second section SC2, and if the value of the second section flag is "0", it is the first section SC1. If the second section flag is not set to "1" (step S2101: NO), the processing from step S2102 onwards is not executed. As a result, if it is the first section SC1, the processing to transition the game state to the pseudo-bonus state ST4 from step S2106 onwards will not be executed.

[0345] If the second section flag is set to "1" (step S2101: YES), and the current game state is pseudo-bonus state ST4 (step S2102: YES), the pseudo-bonus processing at the start of the game is executed (step S2103). The pseudo-bonus processing at the start of the game will be explained later. However, even if the pseudo-bonus state flag of the main RAM 74 is set to "1", if the game state is first CB state ST2 or second CB state ST3, a negative determination is made in step S2102 without making an affirmative determination.

[0346] If the second section flag is set to "1" (step S2101: YES) and the game state is not the pseudo-bonus state ST4 (step S2102: NO), it is determined whether the current game state is the first CB state ST2 or the second CB state ST3 (step S2104). If the current game state is the first CB state ST2 or the second CB state ST3 (step S2104: YES), the processing from step S2105 onwards is not executed. As a result, even if the second section is SC2, if the game state is the first CB state ST2 or the second CB state ST3, the processing to transition the game state to the pseudo-bonus state ST4 from step S2106 onwards will not be executed.

[0347] If the current game state is neither the first CB state ST2 nor the second CB state ST3 (step S2104: NO), the system determines whether the number of bets for the current game is "3" by checking whether the value of the bet setting counter 74a in the main RAM 74 is "3" (step S2105). If the number of bets for the current game is "2" (step S2105: NO), the process from step S2106 onwards is not executed. As a result, even if it is the second section SC2, in games where the number of bets is "2", the process to transition the game state to the pseudo-bonus state ST4 from step S2106 onwards will not be executed.

[0348] If the number of bets for this game is "3" (Step S2105: YES), it is determined whether the value of the continuation game counter 74c is equal to or greater than the second standard number of games (Step S2106), and whether the value of the total number of wins counter 74d is equal to or greater than the second standard number of wins (Step S2107). As explained earlier, the continuation game counter 74c is a counter used by the main MPU 72 to identify the number of games played from the start of the second section SC2 when the second section SC2 continues without the first section SC1 being in between. If the value of the continuation game counter 74c in the second section SC2 reaches the value corresponding to the upper limit of games (specifically 1500 games), even if it is in the middle of the pseudo-bonus state ST4, the second section SC2 ends at the game in which the value was reached, and it becomes the first section SC1, which is the normal game state ST1. Furthermore, as already explained, the total acquisition counter 74d is a counter used by the main MPU 72 to determine the limited total net increase in game tokens from the start of the second section SC2 when the second section SC2 continues without the first section SC1 being in between. The limited total net increase in game tokens is, as already explained, the value obtained by subtracting the total number of game tokens consumed to play a game while the second section SC2 is continuing (0 if no game is being played) from the total number of game tokens granted by games played while the second section SC2 is continuing (0 if no game tokens are granted) is set as the predetermined net increase in tokens, with the minimum value of the predetermined net increase in tokens being set as the predetermined standard value. In the second section SC2, if the total acquired count counter 74d reaches the value corresponding to the upper limit of net increase in coins (specifically 2400 coins), even if it is in the middle of the pseudo-bonus state ST4, the second section SC2 will end in the game in which the value is reached, and the game will return to the first section SC1, which is the normal game state ST1.

[0349] The second standard number of games is set to be less than the upper limit of 1500 games for the second section SC2, but more than the first standard number of games, which is 1400 games; specifically, it is 1450 games. The second standard number of acquired coins is set to be less than the upper limit of 2400 coins for the second section SC2, but more than the first standard number of acquired coins, which is 2100 coins; specifically, it is 2150 coins.

[0350] If the value of the continuous game count counter 74c is equal to or greater than the second standard number of games (step S2106: YES), or if the value of the total acquired count counter 74d is equal to or greater than the second standard number of acquired (step S2107: YES), the third transition confirmation flag set in the main RAM 74 is set to "1" (step S2108). The third transition confirmation flag is a flag used by the main MPU 72 to determine whether a transition to the pseudo-bonus state ST4 is confirmed due to the upper limit number of games in the second section SC2 being equal to or greater than the second standard number of games, or the total net increase in coins with restrictions on the game medium in the second section SC2 being equal to or greater than the second standard number of acquired.

[0351] If the third transition confirmation flag is set to "1", a process will be executed to transition the game state to the pseudo-bonus state ST4 when the current game ends. In other words, in the normal game state ST1, if the game reaches the pre-end period, which is the period when the ending conditions of the second section SC2 are close to being met, the game will forcibly enter the pseudo-bonus state ST4. This makes it possible to grant the benefit of the pseudo-bonus state ST4 to players who reach the pre-end period in the normal game state ST1. The pseudo-bonus state ST4, which is started when the third transition confirmation flag is set to "1", has a set duration of 50 games at its start. This duration set at the start is the difference between the upper limit of games in the second section SC2, which is 1500 games, and the second standard number of games, which is 1450 games. Furthermore, as explained earlier, the expected value of game tokens acquired in one game of the pseudo-bonus state ST4 is approximately 5 tokens. Therefore, the product of the number of continuous games set at the start and this expected value is the same as, or approximately the same as, the difference between the upper limit net increase of 2400 tokens in the second section SC2 and the second standard acquisition amount of 2150 tokens. In addition, the second standard number of games is set to be greater than the first standard number of games, and the second standard acquisition amount is set to be greater than the first standard acquisition amount. Therefore, in the pseudo-bonus state ST4 triggered by the setting of "1" in the third transition confirmation flag, the ending flag of the main RAM74 is already set to "1" at the start. When the ending flag is set to "1", as explained earlier, no further additions to the remaining number of continuous games occur in the pseudo-bonus state ST4, and when the pseudo-bonus state ST4 ends and transitions to the normal game state ST1, the second section SC2 will definitely end and transition to the first section SC1. Therefore, when the third transition confirmation flag is set to "1", the pseudo-bonus state ST4 is initiated, and basically, when the number of continuous games set at the start of ST4 is consumed, the ending condition of the second section SC2 is met, and upon the end of the pseudo-bonus state ST4, the player transitions to the first section SC1, which is the normal game state ST1.

[0352] After executing the process in step S2108, various clearing processes are performed (step S2109). In these clearing processes, the values ​​of the second transition confirmation flag and the transition waiting counter, both located in the main RAM 74, are cleared to "0". The second transition confirmation flag is a flag that is set to "1" when a transition is won in the transition lottery process (step S2112) described later, and the transition waiting counter is a counter used by the main MPU 72 to determine when the number of transition waiting games (specifically 5 games) has been played since the second transition confirmation flag was set to "1". When a transition is won in the transition lottery process (step S2112), not only is the second transition confirmation flag set to "1", but a value corresponding to the number of transition waiting games is also set in the transition waiting counter, and each time a game is played while the second transition confirmation flag is set to "1", the value of the transition waiting counter is deducted by 1. Then, when the value of the transition waiting counter becomes "0" while the second transition confirmation flag is set to "1", the game state transitions to the pseudo-bonus state ST4. Therefore, after the transition is won in the transition lottery process (step S2112), the transition to pseudo-bonus state ST4 occurs when the transition waiting game count is consumed. In this case, as described above, if the third transition confirmation flag is set to "1", the second transition confirmation flag is cleared to "0" even if it is set to "1" at that time. This makes it possible to prioritize the occurrence of pseudo-bonus state ST4 triggered by the setting of "1" in the third transition confirmation flag over the occurrence of pseudo-bonus state ST4 triggered by the setting of "1" in the second transition confirmation flag.

[0353] If the value of the continuous game count counter 74c is less than the second standard number of games and the value of the total number of acquired counter 74d is less than the second standard number of acquired (steps S2106 and S2107: NO), and provided that the second transition confirmation flag in the main RAM 74 is not set to "1" (step S2110: NO), it is determined whether or not the current role lottery process (Figure 16) resulted in an index value of IV=11 to 15 (step S2111). If the determination in step S2111 is positive, the transition lottery process is executed (step S2112). In the transition lottery process, the transition lottery table provided in the main ROM 73 and the lottery counter which is periodically updated in the main RAM 74 are used to determine by lottery whether or not to transition to the pseudo-bonus state ST4. In the game's draw process (Figure 16), if you win an index value IV=11, there is a 20% chance of transitioning to pseudo-bonus state ST4; if you win an index value IV=12, there is a 10% chance of transitioning to pseudo-bonus state ST4; if you win an index value IV=13, there is a 40% chance of transitioning to pseudo-bonus state ST4; if you win an index value IV=14, there is a 30% chance of transitioning to pseudo-bonus state ST4; and if you win an index value IV=15, there is a 20% chance of transitioning to pseudo-bonus state ST4. In this case, the lower the probability of winning an index value IV in the draw process (Figure 16), the higher the probability of transitioning to pseudo-bonus state ST4. This makes it possible to increase the advantage of winning an index value IV, which has a low probability of winning in the draw process (Figure 16).

[0354] If the transition lottery process results in a successful transition to the pseudo-bonus state ST4 (step S2113: YES), the second transition confirmation flag in the main RAM 74 is set to "1" (step S2114), and the transition waiting counter in the main RAM 74 is set to a value corresponding to the number of transition waiting games (specifically 5 games) (step S2115). The second transition confirmation flag is a flag used by the main MPU 72 to determine whether or not a transition was successful in the transition lottery process (step S2112), and the transition waiting counter is a counter used by the main MPU 72 to determine that the number of transition waiting games (specifically 5 games) has been consumed since the second transition confirmation flag was set to "1". When the transition is selected in the transition lottery process (step S2112), not only is the second transition confirmation flag set to "1", but a value corresponding to the number of transition waiting games is also set in the transition waiting counter. Each time a game is played while the second transition confirmation flag is set to "1", the value of the transition waiting counter is deducted by 1. Then, when the value of the transition waiting counter becomes "0" while the second transition confirmation flag is set to "1", the game state transitions to the pseudo-bonus state ST4. Therefore, after the transition is selected in the transition lottery process (step S2112), the transition to the pseudo-bonus state ST4 occurs when the number of transition waiting games is played.

[0355] Next, the normal processing performed by the main MPU72 will be explained with reference to the flowchart in Figure 41. The normal processing is performed in step S904 of the processing that occurs when a game ends (Figure 21). As described above, the processing that occurs when a game ends is performed after the rotation of reels 32L, 32M, and 32R in one game has stopped, so the normal processing is also performed after the rotation of reels 32L, 32M, and 32R in one game has stopped.

[0356] If the second section flag of the main RAM 74 is set to "1" and the current game section is the second section SC2 (step S2201: YES), then it is determined whether the first transition confirmation flag of the main RAM 74 is set to "1" (step S2202). If a transition to the second section SC2 occurred at the start of the current game and a direct win was achieved in the direct draw process (step S1806) executed when the transition was decided, then the first transition confirmation flag is set to "1".

[0357] If the first transition confirmation flag is set to "1" (step S2202: YES), the first start setting process is executed (step S2203). In the first start setting process, the pseudo-bonus state flag provided in the main RAM 74 is set to "1", and the pseudo-bonus continuation counter provided in the main RAM 74 is set to a value corresponding to 40 games, which is the initial number of continuation games for pseudo-bonus state ST4. The pseudo-bonus state flag is a flag used by the main MPU 72 to determine whether the game state is pseudo-bonus state ST4, and the pseudo-bonus continuation counter is a counter used by the main MPU 72 to determine the remaining number of continuation games for pseudo-bonus state ST4.

[0358] Subsequently, the first start command is sent to the production-side MPU92 (step S2204). The first start command indicates that the pseudo-bonus state ST4 has been newly started in a situation where the ending flag of the main-side RAM74 is not set to "1". The first start command also contains information indicating that the initial number of continuation games for this pseudo-bonus state ST4 is 40 games. As explained earlier, when the ending flag is set to "1", no additional continuation games occur in the pseudo-bonus state ST4. Therefore, when the pseudo-bonus state ST4 is started in a situation where the ending flag is not set to "1", it is possible that additional continuation games will occur in that pseudo-bonus state ST4.

[0359] When the first start command is received, the performance-side MPU 92 causes the performance corresponding to the pseudo-bonus state ST4 to be executed on the upper lamp 61, speaker 62, and image display device 63. In this case, the image display device 63 displays a video corresponding to the pseudo-bonus state ST4, as well as an indication of the remaining number of games in the pseudo-bonus state ST4 and an indication of the number of game tokens acquired in the pseudo-bonus state ST4. Figure 42(a) is an explanatory diagram for illustrating the display content of the image display device 63 when the first start command is received.

[0360] As shown in Figure 42(a), the image display device 63 displays a first performance image G31, which is a video corresponding to the pseudo-bonus state ST4 when the ending flag is not set to "1", a game count image G32, which shows the remaining number of games in the pseudo-bonus state ST4, and an acquired number image G33, which shows the number of game tokens acquired by the player in the pseudo-bonus state ST4. In the first performance image G31, a video is displayed in which a predetermined character image is shown in front of a predetermined background image, and the display patterns of the predetermined background image and predetermined character image change. In the game count image G32, the initial number of games in the pseudo-bonus state ST4 is displayed when it starts, and each time a game is played and the remaining number of games in the pseudo-bonus state ST4 is reduced by 1, the number displayed in the game count image G32 is reduced by 1. In addition, if an increase in the remaining number of games occurs in the pseudo-bonus state ST4, the number corresponding to the number of games that was increased is added to the number displayed in the game count image G32. In the acquired count image G33, if the pseudo-bonus state ST4 is started, "0 coins acquired" will be displayed. If the number of game tokens owned by the player increases as the game is played in the pseudo-bonus state ST4, the number of game tokens acquired will be added to the number displayed in the acquired count image G33.

[0361] Returning to the explanation of the normal processing (Figure 41), if the first transition confirmation flag is not set to "1" (step S2202: NO), it is determined whether or not the third transition confirmation flag of the main RAM 74 is set to "1" (step S2205). As already explained, the third transition confirmation flag is a flag used by the main MPU 72 to determine whether or not a transition to the pseudo-bonus state ST4 is confirmed due to the number of continuous games in the second section SC2 being equal to or greater than the second standard number of games, or the total net increase in game tokens with restrictions in the second section SC2 being equal to or greater than the second standard number of tokens acquired.

[0362] If the third transition confirmation flag is set to "1" (step S2205: YES), the second start setting process is executed (step S2206). In the second start setting process, the pseudo-bonus state flag of the main RAM 74 is set to "1", and the pseudo-bonus continuation counter of the main RAM 74 is set to a value corresponding to 50 games as the initial number of continuation games for the pseudo-bonus state ST4. As already explained, when the first start setting process (steps S2203, step S2213) is executed, 40 games are set as the initial number of continuation games for the pseudo-bonus state ST4, whereas when the second start setting process (step S2206) is executed, 50 games are set as the initial number of continuation games for the pseudo-bonus state ST4. This makes it possible to set the initial number of continuation games for the pseudo-bonus state ST4 that is executed when the third transition confirmation flag is set to "1" to a number greater than the initial number of continuation games for the pseudo-bonus state ST4 that is executed when other triggers occur. However, the configuration is not limited to this, and the initial number of games in the pseudo-bonus state ST4 set by the first start setting process and the initial number of games in the pseudo-bonus state ST4 set by the second start setting process may be the same, or the initial number of games in the pseudo-bonus state ST4 set by the first start setting process may be greater than the initial number of games in the pseudo-bonus state ST4 set by the second start setting process.

[0363] Subsequently, a second start command is sent to the production-side MPU92 (step S2207). The second start command indicates that a pseudo-bonus state ST4 has been newly started when the ending flag of the main-side RAM74 is set to "1". The second start command also contains information indicating that the initial number of continuation games for this pseudo-bonus state ST4 is 50 games. As explained earlier, when the ending flag is set to "1", no additional continuation games will be added to the remaining number of continuation games in the pseudo-bonus state ST4. Therefore, when the pseudo-bonus state ST4 is started when the ending flag is set to "1", no additional continuation games will be added to the remaining number of continuation games in that pseudo-bonus state ST4.

[0364] When the second start command is received, the performance-side MPU92 causes the performance corresponding to the pseudo-bonus state ST4 to be executed on the upper lamp 61, speaker 62, and image display device 63. In this case, the image display device 63 displays a video corresponding to the pseudo-bonus state ST4, as well as an indication of the number of game tokens acquired in the pseudo-bonus state ST4. However, unlike when the first start command is received, the remaining number of games in the pseudo-bonus state ST4 is not displayed. When the ending flag is set to "1", the pseudo-bonus state ST4 may end with the end of the second section SC2 if the number of games in the second section SC2 reaches the number of added games or if the limited total net increase in game tokens in the second section SC2 reaches the upper limit net increase before the remaining number of games in the pseudo-bonus state ST4 reaches "0". In this case, by not displaying the remaining number of games in the pseudo-bonus state ST4 as described above, it is possible to avoid giving the player any sense of unease when the pseudo-bonus state ST4 ends due to the fulfillment of the ending conditions of the second section SC2.

[0365] Figure 42(b) is an explanatory diagram illustrating the display content of the image display device 63 when a second start command is received. As shown in Figure 42(b), the image display device 63 displays a second performance image G41, which is a video corresponding to the pseudo-bonus state ST4 when the ending flag is set to "1", and an acquired number image G33, which shows the number of game tokens acquired by the player in the pseudo-bonus state ST4. The second performance image G41 is a video display in which a specific character image is displayed in front of a specific background image, and the display manner of the specific background image and the specific character image changes. In the acquired number image G33, "0 tokens acquired" is displayed when the pseudo-bonus state ST4 is started, and if the number of game tokens owned by the player increases as the game is played in the pseudo-bonus state ST4, the number of game tokens acquired is added to the number displayed in the acquired number image G33.

[0366] Returning to the explanation of the normal processing (Figure 41), if the third transition confirmation flag is not set to "1" (step S2205: NO), it is determined whether the current game state is the first CB state ST2 or the second CB state ST3 (step S2208). If the current game state is the first CB state ST2 or the second CB state ST3 (step S2208: YES), the processing from step S2209 onwards is not executed. In the processing from step S2209 onwards, the number of games required to transition to the pseudo-bonus state ST4 is subtracted with each game played, and if the conditions for transitioning to the pseudo-bonus state ST4 are met as a result of the game being played, the processing to transition to the pseudo-bonus state ST4 is executed. In this case, by not executing the processing from step S2209 onwards when the state is the first CB state ST2 or the second CB state ST3, it is possible to ensure that even if games are played in the first CB state ST2 or the second CB state ST3, this does not become a factor that brings the transition to the pseudo-bonus state ST4 closer.

[0367] If the current game state is neither the first CB state ST2 nor the second CB state ST3 (step S2208: NO), the system determines whether the number of bets for the current game is "3" by checking whether the value of the bet setting counter 74a in the main RAM 74 is "3" (step S2209). If the number of bets for the current game is "2" (step S2209: NO), the system does not execute the processes from step S2210 onward. As already explained, the processes from step S2210 onward involve subtracting the number of games required to transition to the pseudo-bonus state ST4 with each game played, and if the conditions for transitioning to the pseudo-bonus state ST4 are met as a result of the game being played, the system executes the process to transition to the pseudo-bonus state ST4. In this case, if a game with a bet of "2" is played, the system does not execute the processes from step S2210 onward, thereby ensuring that even if a game with a bet of "2" is played, it does not bring the transition to the pseudo-bonus state ST4 closer.

[0368] If the number of bets in this game is "3" (step S2209: YES), it is determined whether the second transition confirmation flag in the main RAM 74 is set to "1" (step S2210). As explained earlier, the second transition confirmation flag is a flag used by the main MPU 72 to determine whether or not a transition was won in the transition lottery process (step S2112).

[0369] If the second transition confirmation flag is set to "1" (step S2210: YES), the value of the transition waiting counter in the main RAM 74 is deducted by 1 (step S2211). As explained earlier, the transition waiting counter is a counter used by the main MPU 72 to determine that the number of transition waiting games (specifically 5 games) has been consumed since the second transition confirmation flag was set to "1". If the value of the transition waiting counter after the deduction is "0" (step S2212: YES), the first start setting process is executed (step S2213). The processing content of the first start setting process is the same as step S2203 of the normal processing (Figure 41). As a result, the pseudo-bonus state flag in the main RAM 74 is set to "1", and the pseudo-bonus continuation counter in the main RAM 74 is set to a value corresponding to 40 games, which is the initial number of continuation games for pseudo-bonus state ST4.

[0370] Next, it is determined whether the ending flag of the main RAM 74 is set to "1" (step S2214). If the ending flag is not set to "1" (step S2214: NO), the first start command is sent to the performance side MPU 92 (step S2215). If the ending flag is set to "1" (step S2214: YES), the second start command is sent to the performance side MPU 92 (step S2216). The first start command sent in step S2215 and the second start command sent in step S2216 contain information indicating that the initial number of continuous games for the pseudo-bonus state ST4 is 40 games.

[0371] When the first start command is received, the performance-side MPU 92, in the same way as when the first start command was received in step S2204, causes the performance corresponding to the pseudo-bonus state ST4 to be executed on the upper lamp 61, speaker 62, and image display device 63. In this case, the image display device 63 displays the first performance image G31, the game count image G32, and the acquired number image G33 as shown in Figure 42(a). On the other hand, when the second start command is received, the performance-side MPU 92, in the same way as when the second start command was received in step S2207, causes the performance corresponding to the pseudo-bonus state ST4 to be executed on the upper lamp 61, speaker 62, and image display device 63. In this case, the image display device 63 displays the second performance image G41 and the acquired number image G33 as shown in Figure 42(b).

[0372] If the second transition confirmation flag is not set to "1" (step S2210: NO), the value of the release game counter 74e in the main RAM 74 is deducted by 1 (step S2217). The release game counter 74e is a counter used by the main MPU 72 to determine the remaining release game count, which is the number of games required to transition to the pseudo-bonus state ST4, when none of the first to third transition confirmation flags in the main RAM 74 are set to "1". When the game section transitions from the first section SC1 to the second section SC2, if a direct hit is not achieved in the direct hit lottery process (step S1806), the release game count is set for the release game counter 74e. Similarly, if the second section SC2 is maintained after the pseudo-bonus state ST4 ends, the release game count is also set for the release game counter 74e.

[0373] If the value of the release game count counter 74e after subtracting 1 is "0" (step S2218: YES), the first start setting process is executed (step S2213). The processing content of the first start setting process is the same as step S2203 of the normal process (Figure 41). As a result, the pseudo-bonus state flag of the main RAM 74 is set to "1", and the pseudo-bonus continuation counter of the main RAM 74 is set to a value corresponding to 40 games, which is the initial number of continuation games for pseudo-bonus state ST4.

[0374] Subsequently, it is determined whether the ending flag of the main RAM 74 is set to "1" (step S2214). If the ending flag is not set to "1" (step S2214: NO), the first start command is sent to the performance-side MPU 92 (step S2215). If the ending flag is set to "1" (step S2214: YES), the second start command is sent to the performance-side MPU 92 (step S2216). Upon receiving the first start command, the performance-side MPU 92, in the same way as when it receives the first start command sent in step S2204, causes the performance corresponding to the pseudo-bonus state ST4 to be executed on the upper lamp 61, speaker 62, and image display device 63. In this case, the image display device 63 displays the first performance image G31, the game count image G32, and the acquired number image G33, as shown in Figure 42(a). On the other hand, when the second start command is received, the performance-side MPU 92, in the same way as when the second start command was received in step S2207, causes the performance corresponding to the pseudo-bonus state ST4 to be executed on the upper lamp 61, speaker 62, and image display device 63. In this case, the image display device 63 displays the second performance image G41 and the acquired amount image G33 so that the display shown in Figure 42(b) is shown.

[0375] If the process in step S2207, step S2215, or step S2216 is executed, it is determined whether the illumination standby flag in the main RAM 74 is set to "1" (step S2219). As previously explained, the illumination standby flag is a flag used by the main MPU 72 to identify that the system is waiting to switch the section display unit 67 from the off state to the on state in the second section SC2. If the illumination standby flag is set to "1" (step S2219: YES), the illumination process for the section display unit 67 is executed (step S2220). The illumination process for the section display unit 67 switches the section display unit 67 from the off state to the on state. This initiates the notification that it is the second section SC2 from the section display unit 67. Note that if the process in step S2220 is executed, the illumination standby flag is cleared to "0".

[0376] As described above, when the standby flag is set to "1", if a transition to pseudo-bonus state ST4 occurs, the section display unit 67 switches from the off state to the on state. Pseudo-bonus state ST4 is a game state in which the expected net increase in game currency per game (the value obtained by subtracting the number of game currency bet in one game from the expected number of game currency given in one game) can be 1 or more. In other words, even if the game transitions to the second section SC2, the section display unit 67 may remain off, but it will be reliably turned on when the game transitions to a game state in which the expected net increase in game currency can be 1 or more. This makes it possible to notify the administrator of the gaming hall, etc., that the game state in which the expected net increase in game currency can be 1 or more is in effect.

[0377] Next, we will explain how the transition to the pseudo-bonus state ST4 occurs, referring to the time chart in Figure 43. Figure 43(a) shows the period when the game section is the second section SC2, Figure 43(b) shows the period when one game is being played, Figure 43(c) shows the transition waiting period which is either the period when the second transition confirmation flag is set to "1" and the value of the transition waiting counter is 1 or more, or the period when none of the first to third transition confirmation flags are set to "1" and the value of the release game count counter 74e is 5 or less, Figure 43(d) shows the period when the pseudo bonus state ST4 is active, Figure 43(e) shows the period when the ending flag of the main RAM 74 is set to "1", Figure 43(f) shows the period when the remaining number of continuous games can be increased in the pseudo bonus state ST4, and Figure 43(g) shows the pre-end period which is either the period when the number of continuous games in the second section SC2 is equal to or greater than the second standard number of games, or the period when the limited total net increase in game tokens in the second section SC2 is equal to or greater than the second standard number of tokens obtained.

[0378] When the game is in the first section SC1, a new game starts at timing t1 as shown in Figure 43(b). In this case, if any of the roles are won in the role lottery process (Figure 16), the game changes from the first section SC1 to the second section SC2 as shown in Figure 43(a). Also, a direct win is achieved in the direct win lottery process (step S1806) executed when transitioning to the second section SC2. Therefore, at timing t2, when the current game ends, the game state changes from the normal game state ST1 to the pseudo-bonus state ST4 as shown in Figure 43(d). Furthermore, since this pseudo-bonus state ST4 was started along with the start of the second section SC2, the ending flag of the main RAM 74 is not set to "1" as shown in Figure 43(e), and therefore the period for additional wins becomes available as shown in Figure 43(f). In other words, if the additional win conditions described later are met in this pseudo-bonus state ST4, an additional win will occur for the remaining number of games in the pseudo-bonus state ST4.

[0379] Subsequently, as shown in Figure 43(b), the game is repeatedly played in the pseudo-bonus state ST4, including the timing at t3. Then, as the game is played from the timing at t4 to t5, the remaining number of games in the pseudo-bonus state ST4 becomes "0". Therefore, at the timing at t5, the pseudo-bonus state ST4 ends as shown in Figure 43(d). However, even if the pseudo-bonus state ST4 ends and the game returns to the normal game state ST1, the second section SC2 continues as shown in Figure 43(a).

[0380] Subsequently, as shown in Figure 43(b), the game is repeatedly played in the second section SC2, including the timing t6, which is the normal game state ST1. Then, in the game started at timing t7, if the transition lottery process (step S2112) is successful and the transition is won, or if the remaining number of release games measured by the release game counter 74e reaches 5 games, the transition waiting period begins, as shown in Figure 43(c).

[0381] During the transition waiting period, games are played repeatedly, and the game played between timings t8 and t9 is the fifth game played during the transition waiting period. As a result, at timing t9, the transition waiting period ends as shown in Figure 43(c), and the pseudo-bonus state ST4 begins as shown in Figure 43(d). Also, as shown in Figure 43(e), the ending flag of the main RAM 74 is not set to "1", so the bonus period becomes available as shown in Figure 43(f).

[0382] Subsequently, the game is played repeatedly in the pseudo-bonus state ST4, and as the game is executed between timings t10 and t11, the sum of the value of the main RAM 74's continuation game counter 74c and the main RAM 74's pseudo-bonus continuation counter becomes equal to or greater than the first standard number of games, or the result of adding the value obtained by multiplying the pseudo-bonus continuation counter value by the expected value of the game medium acquired in the pseudo-bonus state ST4 to the value of the total acquired count counter 74d becomes equal to or greater than the first standard number of acquired. Therefore, at timing t11, the ending flag of the main RAM 74 is set to "1" as shown in Figure 43(e). Setting the ending flag to "1" results in a situation where no further additions to the remaining continuation game count of the pseudo-bonus state ST4 occur. In other words, at timing t11, the period during which additions are possible ends as shown in Figure 43(f).

[0383] Subsequently, in the pseudo-bonus state ST4 with the ending flag set to "1", the game is played repeatedly, and the game is executed between timings t12 and t13, resulting in the remaining number of games in pseudo-bonus state ST4 becoming "0". Therefore, at timing t13, pseudo-bonus state ST4 ends as shown in Figure 43(d). Also, since pseudo-bonus state ST4 ends with the ending flag set to "1", the second section SC2 ends along with the end of pseudo-bonus state ST4 as shown in Figure 43(a). In this case, it becomes the first section SC1, which is the normal game state ST1.

[0384] Next, we will explain the case in which the transition to the pseudo-bonus state ST4 occurs as the period before the end of the game approaches.

[0385] In the second section SC2, a pseudo-bonus state ST4 occurs, and if the second section SC2 is maintained at the end of the pseudo-bonus state ST4, the game is repeated, and the game is executed from timing t14 to timing t15, causing the number of continuous games in the second section SC2 to reach the first reference number of games. Therefore, at timing t15, the ending flag of the main RAM 74 is set to "1" as shown in Figure 43(e).

[0386] Subsequently, the game is repeatedly executed, and when the number of continuous games in the second section SC2 becomes equal to or greater than the second reference number of games, a new game is started at timing t16, as shown in Figure 43(b). In this case, at timing t16, the pre-end period begins as shown in Figure 43(g), and at timing t17, when the game ends, the pseudo-bonus state ST4 is started as shown in Figure 43(d). At the timing when the pseudo-bonus state ST4 is started, the ending flag of the main RAM 74 is already set to "1", as shown in Figure 43(e), so the period during which additional bonuses can be added does not begin, as shown in Figure 43(f).

[0387] Subsequently, the game is played repeatedly in the pseudo-bonus state ST4, and as shown in Figure 43(b), the game is executed at timings t18 to t19, resulting in the remaining number of games in pseudo-bonus state ST4 becoming "0". Therefore, pseudo-bonus state ST4 ends at timing t19, as shown in Figure 43(d). Also, since pseudo-bonus state ST4 ends with the ending flag set to "1", the second section SC2 ends along with the end of pseudo-bonus state ST4, as shown in Figure 43(a). In this case, it becomes the first section SC1, which is the normal game state ST1.

[0388] During the pre-termination period, before the remaining number of games in the pseudo-bonus state ST4 reaches "0", the ending conditions for the second section SC2 may be met if the number of games in the second section SC2 reaches the upper limit, or if the total net increase in coins with restrictions on the game medium in the second section SC2 reaches the upper limit, and the pseudo-bonus state ST4 may be forcibly terminated as a result. In this case, as already explained, if the pseudo-bonus state ST4 is started during the pre-termination period, the second start command is sent to the performance-side MPU92, and the remaining number of games in the pseudo-bonus state ST4 is not displayed on the image display device 63. This makes it possible to avoid causing any discomfort to the player even if the pseudo-bonus state ST4 is forcibly terminated due to the fulfillment of the ending conditions for the second section SC2.

[0389] Next, we will explain the animation that indicates the transition to pseudo-bonus state ST4 occurs during the waiting period for the transition to pseudo-bonus state ST4.

[0390] As previously explained, the transition waiting period is either the period when the second transition confirmation flag is set to "1" and the transition waiting counter value is 1 or greater, or the period when none of the first to third transition confirmation flags are set to "1" and the release game count counter 74e value is 5 or less. After 5 games have been played during the transition waiting period, the game will transition to the pseudo-bonus state ST4. During this transition waiting period, a presentation may be executed that allows the player to recognize that a transition to the pseudo-bonus state ST4 is occurring, using the stopping results after the rotation of reels 32L, 32M, and 32R.

[0391] Figures 44(a) and 44(b) are explanatory diagrams that illustrate the content of the presentation that allows the player to recognize when a transition to the pseudo-bonus state ST4 occurs.

[0392] As already explained, in game states other than the CB state (1st CB state ST2 and 2nd CB state ST3), the index value IV=10, which can result in a win in the prize dra...

Claims

[Claim 1] A means for setting a specific situation, In the aforementioned specific circumstances, a means for transitioning the game state to a favorable game state that is advantageous to the player, A means for terminating the advantageous game state when the advantageous termination condition is met in the aforementioned advantageous game state, When the aforementioned advantageous game state ends, the system sets the expected state at the end, and An information storage means for storing value information that changes according to the total number of game values ​​assigned to the player in the aforementioned specific circumstances, A predetermined determination means that performs a predetermined determination process to determine whether or not an ending condition is met in which the value number information stored in the information storage means corresponds to a predetermined number of pieces of information, If the predetermined determination process determines that the ending condition is met, means to terminate the advantageous game state and the specific situation to a predetermined state, even if the advantageous termination condition is not met, A means for setting predetermined information in a predetermined storage area when the aforementioned ending conditions can be met, A means for causing an ending sequence to be executed when the predetermined information is set in the predetermined storage area, Equipped with, The aforementioned expected end state is configured to be more likely to transition to the advantageous game state than a predetermined game state which is a specific situation but not the aforementioned expected end state. The termination expectation setting means is configured such that if the advantageous game state ends while the predetermined information is set in the predetermined storage area, it does not set to the termination expectation state. If a re-play win is achieved, the system is configured to allow the player to start a new game with the same number of game values ​​bet as the number of game values ​​bet in the game in which the re-play win was achieved. The predetermined determination means executes the predetermined determination process even in games where the re-play prize is awarded under the specified circumstances. This gaming machine is A means for executing the lottery process for roles, A means for granting a prize to a player when a prize corresponding to a winning role is achieved in the aforementioned role lottery process, A target storage area capable of storing information to be stored when a predetermined win occurs in the lottery process for the aforementioned role, Means capable of executing predetermined processing when the supply of operating power is started, A means to enable the transition to the advantageous game state to be more advantageous for the player when the specific state is set by the state setting means while the storage target information is stored in the target storage area, compared to when the specific state is set by the state setting means while the storage target information is not stored in the target storage area, Equipped with, A gaming machine characterized in that, when the supply of operating power is started and the predetermined process is executed, the game is started with the storage target information not stored in the target storage area, and when the specific situation ends with the storage target information stored in the target storage area, the game in the subsequent predetermined situation is started with the state in which the storage target information is stored in the target storage area maintained.