Gaming machine
The integration of pattern display and notification controls in gaming machines addresses the need for enhanced player engagement by creating anticipation and maintaining interest through strategic animation timing.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SANYO BUSSAN KK
- Filing Date
- 2025-05-29
- Publication Date
- 2026-06-23
Smart Images

Figure 0007878511000001 
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Figure 0007878511000003
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] As gaming machines, pachinko machines and slot machines are known. For example, a pachinko machine includes a storage unit for storing pachinko balls, and the pachinko balls stored in the storage unit are guided to a pachinko ball launching device and launched toward a game area in response to a launching operation by a player. Then, for example, when a pachinko ball enters a ball entry unit provided in the game area, for example, a lottery process is executed, or for example, a process for increasing the number of pachinko balls available to the player is executed.
[0003] In a slot machine, when a start lever is operated to start a new game in a situation where a gaming value such as a medal is bet, 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, and 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 a 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] Here, in gaming machines such as the above examples, it is necessary to improve the interest of the game, and there is still room for improvement in this regard.
[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 pattern display means for displaying a pattern in a variable manner, Means for controlling the pattern display means so that the variation display of the pattern is performed in the game, A means for setting a situation in which a favorable transition is possible, In the aforementioned advantageous transition situation, a means for transitioning the game state to an advantageous game state that is favorable to the player, In the aforementioned advantageous transition possible situation, an advantageous notification control means controls the advantageous notification means to enter a notification state, In a game where the advantageous game state and the advantageous transition possible state end, a notification termination means terminates the notification state in the advantageous notification means at a predetermined timing after the end of the display of the changing symbols, A continuation response control means that generates a continuation response effect, in which a first effect is performed that makes the player aware that even if the advantageous game state continues, there is a possibility that the advantageous game state may end, and then a second effect is performed that makes the player aware that the advantageous game state will actually continue. Equipped with, In a game in which the aforementioned continuous response animation is performed, the timing at which the second animation begins is: After the display of the aforementioned pattern has finished, In a game in which the notification state in the advantageous notification means ends, this is a timing prior to the predetermined timing in which the notification state ends after the display of the changing patterns has finished, The predetermined timing is characterized by being a timing that occurs after a specific period of time has elapsed since the timing at which the display of the changing pattern has ended. [Effects of the Invention]
[0008] According to the present invention, it is possible to enhance the enjoyment of games. [Brief explanation of the drawing]
[0009] [Figure 1] This is a front view of the slot machine in the first embodiment. [Figure 2] This is a perspective view of a slot machine with the front door open. [Figure 3] This is a front view of the enclosure. [Figure 4] This diagram shows the arrangement of symbols on each reel. [Figure 5] This is an explanatory diagram showing the relationship between the patterns visible through the display window and the combination lines. [Figure 6] This is an explanatory diagram showing the relationship between the type of prize awarded and the benefits that are granted. [Figure 7] (a) This is a front view of the common display area, and (b) This is an explanatory diagram for explaining the content of the information corresponding to the stop order displayed on the shared display unit. [Figure 8] (a) and (b) are explanatory diagrams illustrating 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] This is an electrical diagram of a slot machine. [Figure 10] This is a flowchart showing the main processing performed on the primary MPU. [Figure 11] This flowchart shows the timer interrupt processing performed by the main MPU. [Figure 12] This flowchart shows the normal processing performed on the primary MPU. [Figure 13] This flowchart shows the role selection process executed on the main MPU. [Figure 14] This is an explanatory diagram for describing the hand lottery table when betting 3 cards. [Figure 15] This is an explanatory diagram for describing the hand lottery table when betting two cards. [Figure 16]It is an explanatory diagram for explaining the relationship between the stop order of the reels and the winning modes that are established. [Figure 17] It is a flowchart showing the reel control process executed by the main MPU. [Figure 18] It is a flowchart showing the corresponding process at the end of the game executed by the main MPU. [Figure 19] It is an explanatory diagram for explaining the game states and game sections existing in the slot machine. [Figure 20] It is a flowchart showing the first control process of the game section executed by the main MPU. [Figure 21] It is a flowchart showing the second control process of the game section executed by the main MPU. [Figure 22] It is a flowchart showing the process for the advantageous state at the start of the game executed by the main MPU. [Figure 23] It is a flowchart showing the process for the pseudo bonus executed by the main MPU. [Figure 24] It is a flowchart showing the process for the AT state at the start of the game executed by the main MPU. [Figure 25] It is a flowchart showing the process for AT executed by the main MPU. [Figure 26] It is a flowchart showing the AT-related production control process executed by the production-side MPU. [Figure 27] (a) It is an explanatory diagram for explaining an example of a display production corresponding to the base production in the AT state in the image display device, (b) It is an explanatory diagram for explaining an example of a display production corresponding to the false前兆 state or the true前兆 state in the image display device, (c) It is an explanatory diagram for explaining an example of a display production corresponding to the end of the AT state in the image display device. [Figure 28] (a) - (f) It is a time chart showing how the production corresponding to the前兆 state progresses. [Figure 29] It is an explanatory diagram for explaining the combination of symbols that result in the normal replay win, the first special replay win, and the second special replay win in the second embodiment. [Figure 30] This is an explanatory diagram for describing the hand lottery table when betting 3 cards. [Figure 31] This is an explanatory diagram illustrating the relationship between the stopping order of the reels and the resulting winning combinations. [Figure 32] (a) This is an explanatory diagram illustrating how a notification prompting the successful entry of the first special replay is displayed on the main line, and (b) This is an explanatory diagram illustrating how a notification prompting the successful entry of the second special replay is displayed on the main line. [Figure 33] This flowchart shows the stop sequence notification control process executed by the main MPU. [Figure 34] This flowchart shows the notification control process executed by the MPU on the production side. [Figure 35] This flowchart shows the processing for the pseudo-bonus that is executed on the main MPU. [Figure 36] This flowchart shows the prize-winning determination process executed on the main MPU. [Figure 37] (a) to (k) are time charts showing the actions taken when a first special replay is awarded or a second special replay is awarded in each game state. [Figure 38] This is a flowchart showing the prize-winning determination process executed by the main MPU in the third embodiment. [Figure 39] This flowchart shows the AT state processing at the start of the game, which is performed by the main MPU in the fourth embodiment. [Figure 40] This flowchart shows the AT-specific processing performed on the main MPU. [Figure 41] This flowchart shows the processing for the extended period that is executed on the main MPU. [Figure 42] This is an explanatory diagram illustrating the method of selecting the number of items to be awarded when the bonus lottery process for the bonus period is executed by referring to the lottery table for the first bonus period, and the method of selecting the number of items to be awarded when the bonus lottery process for the bonus period is executed by referring to the lottery table for the second bonus period. [Figure 43] (a) to (c) These are explanatory diagrams for explaining the content of the effects performed on the image display device during the first bonus period. [Figure 44] (a) to (c) These are explanatory diagrams for explaining the content of the effects performed on the image display device during the second bonus period. [Figure 45] This is an electrical configuration diagram that enables image display during the first and second extended periods. [Figure 46] This flowchart shows the timer interrupt processing performed by the MPU on the production side. [Figure 47] This flowchart shows the process for setting up the bonus period's effects, which is executed on the MPU (Multi-Purpose Processing Unit) on the production side. [Figure 48] This flowchart shows the display control process for the bonus period, which is executed on the MPU on the production side. [Figure 49] This is a flowchart showing the drawing process of segmented images performed by VDP. [Figure 50] (a) to (d) are explanatory diagrams illustrating how drawing data is created in the frame area of the frame buffer when the drawing process for the divided images is executed. [Figure 51] This is a flowchart showing the drawing process of segmented images performed by the VDP in the fifth embodiment. [Figure 52] (a) to (c) These are explanatory diagrams illustrating the display content of the image display device when a pseudo-bonus state without a transition to the AT state in the sixth embodiment ends. [Figure 53] This flowchart shows the processing for the pseudo-bonus that is executed on the main MPU. [Figure 54] (a) A flowchart showing the performance control process for pseudo-bonuses executed by the performance-side MPU, and (b) an explanatory diagram for explaining the data structure of the performance-side RAM. [Figure 55] This flowchart shows the control processes for various termination displays that are executed on the production-side MPU. [Figure 56]This flowchart shows the control process for displaying warnings, which is executed on the production-side MPU. [Figure 57] (a)~(f) This is a time chart showing how the bonus end display and warning display are executed when a pseudo-bonus state ends without a transition to the AT state. [Figure 58] (a) and (b) are explanatory diagrams for explaining the content displayed on the image display device when the AT state ends, and (c) is an explanatory diagram for explaining the revival sequence. [Figure 59] This flowchart shows the AT-specific processing performed on the main MPU. [Figure 60] This flowchart shows the second control process for the game section, which is executed by the main MPU. [Figure 61] This flowchart shows the AT (Automatic Transmission) performance control process executed on the performance-side MPU. [Figure 62] This flowchart shows the processing for revival-related effects that is executed on the MPU on the production side. [Figure 63] (a)~(h) This is a time chart showing how the AT termination display and warning display are executed in AT mode. [Figure 64] This flowchart shows the revival-compatible performance processing executed by the performance-side MPU in the seventh embodiment. [Figure 65] (a)~(c) This diagram explains the execution of the revival animation when the bet settings for the game medium to start a new game are made before the timing of the revival animation occurs. [Figure 66] (A) This is an explanatory diagram illustrating the display content of the image display device when the reel is stopped in accordance with the stop sequence announced by the image display device in the eighth embodiment, and (B) This is an explanatory diagram illustrating the display content of the image display device when the reel is stopped in a stop sequence different from the stop sequence announced by the image display device. [Figure 67] This flowchart shows the stop order monitoring process executed by the MPU on the production side. [Figure 68] This flowchart shows the media assignment process executed on the main MPU. [Figure 69] (a) A flowchart showing the display information update process executed on the performance-side MPU, and (b) an explanatory diagram for explaining the memory area of the performance-side RAM. [Figure 70] This flowchart shows the AT-specific processing performed on the main MPU. [Figure 71] This flowchart shows the processing for the AT state at the start of the game, which is executed on the main MPU. [Figure 72] This flowchart shows the AT (Automatic Transmission) performance control process executed on the performance-side MPU. [Figure 73] (a)~(i) This is a time chart showing how the AT termination display and warning display are executed in AT mode. [Figure 74] This flowchart shows the AT processing performed by the main MPU in the ninth embodiment. [Figure 75] This flowchart shows the AT (Automatic Transmission) performance control process executed on the performance-side MPU. [Figure 76] (a) This is an explanatory diagram for describing the display content of the image display device when the termination indication setting process is executed, and (b) This is an explanatory diagram for describing the display content of the image display device when the result display setting process and the warning display setting process are executed after the termination indication setting process has been executed, triggered by the reception of the second section initialization command. [Figure 77] This is an assembly perspective view of the left reel in the tenth embodiment. [Figure 78] (a) A connection diagram showing the drive system of a stepping motor, and (b) A diagram showing the drive characteristics of a stepping motor. [Figure 79] This is an explanatory diagram to explain the contents of the excitation sequence table. [Figure 80] (a) This is an explanatory diagram for explaining the acceleration table, and (b) This is an explanatory diagram for explaining the stopping table. [Figure 81]This flowchart shows the reel control process executed by the main MPU. [Figure 82] This is an explanatory diagram illustrating the different areas of the main RAM used to control the rotation of each reel. [Figure 83] This flowchart shows the stepping motor control process executed by the main MPU. [Figure 84] This flowchart shows the acceleration control process executed by the main MPU. [Figure 85] This flowchart shows the stop control process executed by the main MPU. [Figure 86] This is a flowchart showing the main processing performed on the primary MPU. [Figure 87] This flowchart shows the recovery process executed by the primary MPU. [Figure 88] This is a flowchart showing the reel control process of the main MPU in the 11th embodiment. [Figure 89] This flowchart shows the acceleration control process executed by the main MPU. [Figure 90] This is a flowchart showing the process of initiating a pseudo-stop that is executed on the main MPU. [Figure 91] This is an explanatory diagram for describing the table during a simulated shutdown. [Figure 92] (a) to (c) are explanatory diagrams to show how, during a simulated stop, the individual reels make small up-and-down movements while a combination of symbols for the simulated stop is present on the main line. [Figure 93] (a)~(g) This is a time chart showing how the pseudo-stop occurs in the starting game of the pseudo-bonus state. [Figure 94] This is a flowchart showing the processing for the advantageous state at the start of the game by the main MPU in the 12th embodiment. [Figure 95] This is an explanatory diagram for describing the AT transition lottery table. [Figure 96]This flowchart shows the lottery process for the initial number of units to be allocated to the main MPU in the 13th embodiment. [Figure 97] (a) This is an explanatory diagram for explaining the first initial allocation lottery table, (b) This is an explanatory diagram for explaining the second initial allocation lottery table, and (c) This is an explanatory diagram for explaining the initial allocation table. [Figure 98] (a) An explanatory diagram illustrating the relationship between the program stored in the main ROM and the address of the main ROM in the 14th embodiment; (b) An explanatory diagram illustrating the data structure of a 3-byte CALLS instruction; (c) An explanatory diagram illustrating the data structure of a 2-byte CALLS instruction; and (d) An explanatory diagram illustrating the circuit configuration provided in the main MPU to provide the main ROM management controller with the 2-byte starting address of the program to be read when a 2-byte CALLS instruction is executed. [Figure 99] This is a flowchart showing the main processing performed on the primary MPU. [Figure 100] This flowchart shows the timer interrupt processing performed by the main MPU. [Figure 101] This flowchart shows the normal processing performed on the primary MPU. [Figure 102] This is a flowchart showing the processing for the pseudo-bonus of the main MPU in the 15th embodiment. [Figure 103] This flowchart shows the AT-specific processing performed on the main MPU. [Figure 104] This flowchart shows the second control process for the game section, which is executed by the main MPU. [Figure 105] This is an explanatory diagram illustrating the relationship between the program stored in the main ROM and the address of the main ROM. [Figure 106] This is an explanatory diagram illustrating the relationship between the program stored in the main ROM and the address of the main ROM in the 16th embodiment. [Figure 107](a) An explanatory diagram for illustrating the data structure of the CALLV instruction; (b) An explanatory diagram for illustrating the index table; and (c) An explanatory diagram for illustrating the circuit configuration provided in the main MPU to provide the main ROM management controller with the 2-byte starting address of the program to be read when the CALLV instruction is executed. [Figure 108] This flowchart shows the processing for the pseudo-bonus that is executed on the main MPU. [Figure 109] This flowchart shows the AT-specific processing performed on the main MPU. [Figure 110] This flowchart shows the second control process for the game section, which is executed by the main MPU. [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 the game medium (or game value), which is either a token or a virtual token, is 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 provided 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 when 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 attached to 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 for which game tokens are awarded include the 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, and 9th compensation wins, the 1st bell win, the 2nd bell win, the 1st watermelon win, the 2nd watermelon win, and the 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 considered a 2nd compensation win. In the main line ML, if the stopping symbol on the left reel 32L is a "red 7", the stopping symbol on the middle reel 32M is a "bell", and the stopping symbol on the right reel 32R is a "bell", then it is a third compensation win. In the main line ML, if the stopping symbol on the left reel 32L is a "bell", the stopping symbol on the middle reel 32M is a "bell", and the stopping symbol on the right reel 32R is a "BAR", then it is a fourth compensation win. In the main line ML, if the stopping symbol on the left reel 32L is a "bell", the stopping symbol on the middle reel 32M is a "BAR", and the stopping symbol on the right reel 32R is a "bell", then it is a fifth 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 an 8th compensation win. In the main line ML, if the stopping symbol on the left reel 32L is a "white 7", the stopping symbol on the middle reel 32M is a "bell", and the stopping symbol on the right reel 32R is a "bell", then it is a 9th compensation win. If any of the 1st to 9th compensation wins occur, the number of game tokens awarded will be "1".
[0035] If, on the main line ML, the stopping symbol on the left reel 32L is a "bell", the stopping symbol on the middle reel 32M is a "bell", and the stopping symbol on the right reel 32R is a "bell", then the first bell is awarded. If, on the main line ML, the stopping symbol on the left reel 32L is a "bell", the stopping symbol on the middle reel 32M is a "bell", and the stopping symbol on the right reel 32R is a "replay", then the second bell is awarded. If either the first or second bell is awarded, 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 "4".
[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, on the main line ML, if the stopping symbol on the left reel 32L is a "replay" symbol, the stopping symbol on the middle reel 32M is a "replay" symbol, and the stopping symbol on the right reel 32R is a "replay" symbol, on 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 "red 7" symbol, and the stopping symbol on the right reel 32R is a "BAR" symbol, on the main line ML, if the stopping symbol on the left reel 32L is a "replay" symbol and the stopping symbol on the middle reel 32M If the stopping symbol is a "Red 7" and the stopping symbol on the right reel 32R is a "Replay" symbol, if the stopping symbol on the left reel 32L on the main line ML is a "Replay" symbol, the stopping symbol on the middle reel 32M is a "Red 7" symbol, and the stopping symbol on the right reel 32R is a "BAR" symbol, or if the stopping symbol on the left reel 32L on the main line ML is a "Watermelon" symbol, the stopping symbol on the middle reel 32M is a "Red 7" symbol, and the stopping symbol on the right reel 32R is a "Bell" symbol, a normal replay is awarded. If the stopping symbol on the left reel 32L on the main line ML is a "Replay" symbol, the stopping symbol on the middle reel 32M is a "Cherry" symbol, and the stopping symbol on the right reel 32R is a "Bell" symbol, a first chance replay is awarded. 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 that only result in a change of game state: 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 "white 7". 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 "red 7". When the 1st CB win occurs, the game state changes to the 1st CB state ST2, and when the 2nd CB win occurs, the game state changes to the 2nd CB state ST3 (see Figure 19).
[0040] In the first CB state ST2 and the second CB state ST3, when a combination of symbols corresponding to a small win stops on the main line ML, a win is declared and medals are paid out regardless of whether a winning combination has been achieved. For example, even if the winning flag corresponding to the first bell win is not set to "1", if a combination of symbols corresponding to the first bell win stops on the main line ML, game tokens will be awarded to the player. On the other hand, a replay win is only achieved if the corresponding winning combination has been won in the lottery.
[0041] In the first CB state ST2 and the second CB state ST3, 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 that allows the reels to slide up to 4 symbols 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 that stops the reels within a specified time (190 milliseconds) after stop buttons 42-44 are pressed. On the other hand, in the first CB state ST2 and the second CB state ST3, 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 that allows it to slide up to 1 symbol after the left stop button 42 is pressed. In other words, in the first CB state ST2 and the second CB state ST3, reel control is performed on the left reel 32L to stop it within a specified time (75 msec) that is shorter than the specified time after the left stop button 42 is operated.
[0042] Furthermore, in the first CB state ST2 and the second CB state ST3, the reel control that limits the reel slide 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 it may be applied to only predetermined reels, limiting the reel slide to a maximum of one symbol width. Moreover, the reel control may be applied to the reels corresponding to the stop buttons operated in a certain order, such as limiting the reel slide to a maximum of one symbol width for the second or last stop button operated.
[0043] In the first CB state ST2 and the second CB state ST3, if a winning combination corresponding to a replay win is achieved, the replay win takes priority. If a replay win is not possible, a first bell win may occur. Also, a first bell win may occur even if a winning combination corresponding to a replay win is not achieved.
[0044] 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 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 media 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.
[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, 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, and also displays information for the management results of the game history; 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, 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 either the 1st bell win or the 2nd 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 ST2 and the second CB state ST3, 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 ST2 or the second CB state ST3, 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, or when a role is won that includes the second bell winning data and one of the seventh to ninth compensation 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, a first bell win is achieved if reels 32L, 32M, and 32R stop in the stopping order corresponding to the winning role among the above stopping orders, and one of the first to sixth compensation wins may be achieved if reels 32L, 32M, and 32R do not stop in the stopping order corresponding to the winning role. If a first bell win is achieved, the player is given a game medium of "15" as previously explained, and if one of the first to sixth compensation wins is achieved, the player is given a game medium 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] 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.
[0057] 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.
[0058] 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.
[0059] 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.
[0060] 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.
[0061] 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.
[0062] 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.
[0063] 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 that the game section is the second section SC2 of the first section SC1 and the second section SC2 (see Figure 19). The second section SC2 is a section in which a favorable game state (specifically, pseudo-bonus state ST4 and AT state ST5) can be started and can continue, in which 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 exceed "0" when the stopping order of reels 32L, 32M, and 32R is announced, which enables the establishment of a favorable win for the player when different winning combinations are won depending on the stopping order of reels 32L, 32M, and 32R, and this favorable game state can continue. On the other hand, Section 1 SC1 is a section in which the advantageous game state described above does not begin and in which the advantageous game state described above does not continue.
[0064] The section display unit 67 lights up when the player wins a role where the winning combination depends on the stopping order of reels 32L, 32M, and 32R, or a role where the winning combination depends on the stopping order of reels 32L, 32M, and 32R, and the stopping order of reels 32L, 32M, and 32R is determined to allow the player to win a prize that is advantageous to the player, thereby indicating an advantageous game state where the expected value of winnings on the game medium exceeds "0". In this case, the pseudo-bonus state ST4 and AT state ST5 fall under the above advantageous game state, while the second section SC2, which is neither the pseudo-bonus state ST4 nor the AT state ST5, does not fall under the above advantageous game state. Therefore, when transitioning from the first section SC1 to the second section SC2, 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 SC2, the section display unit 67 will turn on when the pseudo-bonus state ST4 or AT state ST5 starts in the second section SC2. Once the section display unit 67 is on, it will remain on until the second section SC2 ends, and will turn off when the second section SC2 ends and transitioning to the first section SC1.
[0065] As described above, the section display unit 67 is configured to remain lit once it is turned on in the second section SC2 until the second section SC2 ends. The shared display unit 66, which is consolidated in the common display area 68, is turned on when a game medium is provided 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 SC2, making it easier for the manager of the gaming hall to check the section display unit 67.
[0066] In addition, instead of maintaining the illuminated state of the section display unit 67 in the second section SC2, the section display unit 67 may be configured to blink at a predetermined interval. Furthermore, other displays such as liquid crystal displays may be used as the combined display unit 66 and the section display unit 67.
[0067] 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.
[0068] 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.
[0069] 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.
[0070] Next, the electrical configuration of this slot machine 10 will be explained based on the block diagram in Figure 9.
[0071] 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.
[0072] 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.
[0073] 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.
[0074] The MPU 72 controls the drive of the hopper device 53 when a small win is achieved 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 SC2, notification of being in the second section SC2 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 multi-purpose display unit 66 is performed by the MPU 72. In other words, the image display device 63, which is subject to relatively complex display control, is directly controlled by the performance control device 90, while the multi-purpose display unit 66, which is subject to relatively simpler display control, is directly controlled by the MPU 72. This makes it possible to reduce the processing load on the MPU 72 while performing both displays that prioritize increasing attention to the performance and displays that prioritize reliability.
[0075] 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).
[0076] 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.
[0077] 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.
[0078] 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.
[0079] 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.
[0080] 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.
[0081] 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.
[0082] 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 on 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 complete clear process is performed (step S105), followed by a setting value update process (step S106). In the partial clear process (step S104), a portion of the main RAM 74 is initialized, while in the full clear process (step S105), all areas of the main RAM 74 are initialized. In the partial clear process, all areas of the main RAM 74 except the area where the 2nd CB winning data is stored are reset to "0" and initialized, while in the full clear process, all areas, including the area where the 2nd CB winning data is stored, are reset to "0" and initialized.
[0083] 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 to "1" each time the reset button 56 is operated, and the updated setting value is displayed on the credit display unit 65. Note that if the reset button 56 is operated 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.
[0084] 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 is 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.
[0085] 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).
[0086] On the other hand, if a negative determination is made in any of steps S108 to S110, an operation prohibition process is executed. In the operation prohibition process, 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).
[0087] 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.
[0088] 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.
[0089] 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.
[0090] 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.
[0091] Step S207 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. Step S208 performs timer subtraction processing to subtract the values of each counter and timer. Step S209 performs counter processing to output 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 to send various commands to the performance-side MPU92. Step S211 performs port output processing to output 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.
[0092] 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 SC2 (described later) to the total number of games is calculated, and the resulting ratio is displayed on the dual-purpose display unit 66. In this case, the calculation of the ratio of the total number of games in the second section SC2 to the total number of games may be performed for each set value. In this configuration, even if the set value is changed, the 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.
[0093] Next, the normal processing performed on the main MPU72 will be explained based on the flowchart in Figure 12.
[0094] First, an interrupt enable process is performed to allow the next timer interrupt (step S301). After that, a start waiting process is executed (step S302). In the start waiting process, if any replay win occurred in the previous game, the same number of bets as the previous game is set in the bet setting counter 74a (see Figure 9) located in the main RAM 74. The bet setting counter 74a is a counter used by the main MPU 72 to identify the number of bets for the game to be executed. If no replay win occurred in the previous game, and the current game state is not the 2nd CB state ST3, then "3" is set as the maximum bet for the current game. If the current game state is the 2nd CB state ST3, then "2" is set as the maximum bet for the current game. Provided that the value of the bet setting counter 74a is not the maximum bet for the current game, it is determined whether there is one or more stored virtual medals and whether a valid bet operation has been performed. 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. When a valid bet operation is performed while the value of the credit counter 74b is 1 or greater, the bet setting process is executed.
[0095] In the bet setting process, when the first credit insertion button 47 is operated, if the sum of the value of the bet 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 setting counter 74a is set to the maximum bet, 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 the maximum bet, 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". 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".
[0096] During the start-up waiting process, if one medal is detected by the inserted medal detection sensor 45a because a medal has been inserted into the medal slot 45, the value of the bet count setting counter 74a in the main RAM 74 is incremented by 1 if the value of the bet count setting counter 74a is less than the maximum bet amount. If the value of the bet count setting counter 74a is equal to or greater than the maximum bet amount, the value of the credit counter 74b in the main RAM 74 is incremented by 1. If the value of the bet count setting counter 74a is equal to or greater than the maximum bet amount and the value of the credit counter 74b is equal to or greater than the maximum storage amount (specifically "50"), the acceptance prohibition process is executed. 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.
[0097] During the start-waiting process, if the settlement button 51 is pressed, the settlement process is executed. During the settlement process, if a replay has not yet been awarded, the hopper device 53 is driven and controlled so that a number of medals corresponding to the sum of the values of the bet setting counter 74a and the credit counter 74b are dispensed into the medal tray 59. In this case, both the bet setting counter 74a and the credit counter 74b are cleared to "0". On the other hand, if a replay has already been awarded, the hopper device 53 is driven and controlled so that a number of medals corresponding to the value of the credit counter 74b are dispensed into the medal tray 59. In this case, the credit counter 74b is cleared to "0".
[0098] After executing the start waiting process in step S302, it is determined whether the number of bet settings required to start the game has been completed (step S303). If the result in step S303 is negative, the process returns to step S302. If the result 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.
[0099] 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.
[0100] 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.
[0101] 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.
[0102] 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.
[0103] 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 13.
[0104] In step S401, 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 and other 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.
[0105] After obtaining a random number, the lottery table for determining whether a winning combination is achieved is read from the main ROM 73 (step S402). 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 the game medium is "3" than when it is "2". In addition, there are two game states: the first CB state ST2 and the second CB state ST3. In step S402, the lottery table corresponding to the combination of the current setting value, the current number of bets, and the current game state is selected.
[0106] The lottery table in a non-CB state will be explained using the case where the setting value is "3" as an example. Figure 14 is an explanatory diagram for the lottery table for a 3-coin bet selected when the number of bets is "3", and Figure 15 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 16 will be referred to as appropriate.
[0107] 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 14 and 15. 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"). 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.
[0108] 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 16, 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.
[0109] 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.
[0110] 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 16, 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.
[0111] As shown in Figures 14 and 15, the index value IV=10 is set to the data for the first bell win. When a win occurs with index value IV=10, as shown in Figure 16, the first bell 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.
[0112] As shown in Figures 14 and 15, 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 16. 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 14 and 15, 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 16. However, depending on the timing of operation of each stop button 42 to 44, the second watermelon may not be awarded.
[0113] As shown in Figures 14 and 15, 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 16. 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.
[0114] As shown in Figures 14 and 15, 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 16, 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 14 and 15, 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 16, 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 14 and 15, 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 16, 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.
[0115] 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 14. 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 15. 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 16. 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 16, 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.
[0116] 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.
[0117] 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.
[0118] When the hand lottery table for a 3-coin bet shown in Figure 14 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.
[0119] On the other hand, when the two-coin betting combination table shown in Figure 15 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, games played with the "3" game medium betting combination have a higher probability of winning small prizes that grant game mediums and winning replays that grant replays than games played with the "2" game medium betting combination.
[0120] 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.
[0121] In addition to the 3-coin bet and 2-coin bet draw tables, the main ROM 73 also stores a CB draw table that is referenced in the draw process for the first CB state ST2 and the second CB state ST3 (Figure 13). The CB draw 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 first bell may be awarded.
[0122] 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".
[0123] Returning to the explanation of the role lottery process (Figure 13), after selecting the lottery table in step S402, the index value IV is set to "1" (step S403), and then the judgment value DV used to determine whether a role is correct or not is set (step S404). 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 S401 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.
[0124] Subsequently, the system determines whether the corresponding role is correct or incorrect based on the index value IV (step S405). In determining whether the role is correct or incorrect, it is determined whether the judgment value DV exceeds "65535". If it exceeds "65535" (step S405: 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 S406).
[0125] If the judgment value DV does not exceed "65535" (step S405: 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 S407), 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 S408). 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 S404 and the judgment of the hand continues. At this time, in step S404, 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 S405, the judgment of the hand is determined based on this judgment value DV.
[0126] If the process in step S406 is executed, or if a negative result is made in step S408, 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 S409). After that, the advantageous lottery process at the start of the game is executed in step S410, and the first control process for the game section is executed in step S411. The details of the processes in steps S410 and S411 will be explained later.
[0127] Subsequently, the stop order notification control process is executed (step S412). In the stop order notification control process, if the current game state is the pseudo-bonus state ST4 or AT state ST5 (see Figure 19) described later, and if the role lottery process (Figure 13) has resulted in an index value IV=1 to 6, a command is sent to the performance-side MPU 92 to display on the combined display unit 66 the stop order of reels 32L, 32M, and 32R that enables the first bell win, provided that the number of bets for this game is "3", and to notify the image display device 63 of the stop order of reels 32L, 32M, and 32R that enables the first bell win. Furthermore, if the draw process for the winning combination (Figure 13) results in an index value of IV=7 to 9, and the number of bets for this game is "3", the combined display unit 66 will display the stop order of reels 32L, 32M, and 32R that enables the second bell win, and a command will be sent to the performance-side MPU 92 to notify the image display device 63 of the stop order of reels 32L, 32M, and 32R that enables the second bell win. When the performance-side MPU 92 receives a command corresponding to the notification of the stop order as described above, it will control the display of the image display device 63 to notify the stop order of reels 32L, 32M, and 32R that corresponds to the command. In this game, if the number of bets is "2", even if the player wins an index value IV=1 to 9 in the role lottery process (Figure 13) during the pseudo-bonus state ST4 or AT state ST5, the image display device 63 and the combined display unit 66 will not notify the stopping order of reels 32L, 32M, and 32R. However, the system may be configured to notify the stopping order of reels 32L, 32M, and 32R, similar to the case where the number of bets is "3".
[0128] Subsequently, the process of sending a game start command is executed (step S413). In this transmission process, if any role has been won in the current role lottery process (Figure 13), the information corresponding to the winning role, the information corresponding to the current game state, and the information corresponding to the processing results of steps S410 and S411 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. When the performance-side MPU 92 receives the game start command, it grasps the various information for the current game from the game start command and determines the content of the performance in a manner corresponding to the grasped information. Then, it reads the data table corresponding to the determined content of the performance 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 read data table.
[0129] 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 17.
[0130] First, a rotation start process is performed to begin the rotation of each reel 32L, 32M, and 32R (step S501). 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. If the wait time has elapsed, the wait time for the next game is reset, and rotation start information is set in the motor control storage area provided in the main RAM 74. By performing this process, the stepping motor acceleration process is started in the stepping motor control process of step S206 in the timer interrupt process (Figure 11), and each reel 32L, 32M, and 32R begins 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 is terminated. 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.
[0131] Next, it is determined whether or not one of the stop buttons 42-44 has been operated (step S502). If none of the stop buttons 42-44 have been operated, the process in step S502 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 S503). If no stop command has been issued, the process returns to step S502 and the process in step S502 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 S504). 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 S505-S511 is performed to stop the rotating reels.
[0132] 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 S505). Specifically, the symbol number of the symbol that has reached the base position is checked by 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 S506).
[0133] 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 S506, a value from "0" to "4" is calculated as the number of slips based on the stop information stored in the main RAM 74.
[0134] 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 S507). 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 S508). If they are equal, a reel stop process is performed to stop the rotation of reels 32L, 32M, and 32R (step S509). After that, it is determined whether all reels 32L, 32M, and 32R have stopped (step S510). If all reels 32L, 32M, and 32R have not stopped, the second stop information setting process is performed (step S511), and the process returns to step S502.
[0135] 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 13). 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.
[0136] To set the above stop information, there are two processes: a first stop information setting process executed in step S409 of the role lottery process (Figure 13), and a second stop information setting process executed in step S511 of the reel control process (Figure 17). 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.
[0137] If it is determined in step S510 that all reels 32L, 32M, and 32R have stopped, the winning determination process is executed in step S512. In the winning determination process, the type of symbol stopped on the main line ML for each reel 32L, 32M, and 32R is 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 is the combination of symbols that won, the winning combination is determined to have been won and the winning response process is executed. In the winning response process, if the winning combination is a minor win, the information of the number of game media to be given is set in the main RAM 74 so that game media can be given in the media giving process. On the other hand, if the winning combination is a replay win, a flag setting process is executed so that the replay setting process is executed in the next start waiting process.
[0138] After executing the award determination process, an award result command is sent to the production-side MPU92 (step S513). 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.
[0139] Next, the processing performed at the end of the game, which is executed in step S310 of the normal processing (Figure 12), will be explained with reference to the flowchart in Figure 18. Note that the processing in step S310 in the normal processing (Figure 12) is executed after the reel control processing (step S308), so the processing at the end of the game is executed after the rotation of all reels 32L, 32M, and 32R has stopped in one game.
[0140] First, CB processing is executed to control the transition and progress between the first CB state ST2 or the second CB state ST3 (step S601). In the CB processing, if a first CB win has occurred in the current game, the first CB state flag in the main RAM 74 is set to "1", and the first CB win data in the main RAM 74 is cleared. Then, a first CB win command indicating a transition to the first CB state ST2 is sent to the performance side MPU 92. As a result, the game state becomes the first CB state ST2. In the first CB state ST2, the game will only be executed when a game medium of "3" is bet. In the CB processing, if a second CB win has occurred in the current game, the second CB state flag in the main RAM 74 is set to "1", and the second CB win data in the main RAM 74 is cleared. Then, a second CB win command indicating a transition to the second CB state ST3 is sent to the performance side MPU 92. As a result, the game state becomes the second CB state ST3. In the second CB state ST3, the game will only be executed when "2" game tokens are bet. In the first CB state ST2 or second CB state ST3, if the first bell is awarded in the current game, the value of the total award counter set in the main RAM 74 is increased by 1. The total award counter is a counter used by the main MPU 72 to determine the total number of game tokens awarded in the first CB state ST2 or second CB state ST3, and is cleared to "0" when the first CB state ST2 or second CB state ST3 starts. If the value of the total award counter after the increase reaches "30", which is the termination threshold for the first CB state ST2 and second CB state ST3, the CB state flag corresponding to the current CB state ST2 or ST3 is cleared to "0". Then, a CB termination command indicating that the current CB state ST2 or ST3 has ended is sent to the performance side MPU 92.
[0141] In the processing at the end of the game, after executing the CB processing in step S601, if the game is not in either the first CB state ST2 or the second CB state ST3 (step S602: NO), the system jumps to the processing corresponding to the current game state (step S603). Specifically, if the game state is normal game state ST1, the normal processing is executed (step S604); if the game state is pseudo-bonus state ST4, the pseudo-bonus processing is executed (step S605); if the game state is AT state ST5, the AT processing is executed (step S606); and if the game state is end preparation state ST6, the second control processing for the game section is executed (step S607). In addition, if any of the normal processing in step S604, the pseudo-bonus processing in step S605, or the AT processing in step S606 is executed, the second control processing for the game section (step S607) is also executed. Furthermore, the second control process of the game section (step S607) is also executed if either the first CB state ST2 or the second CB state ST3 is present. The details of the processes in steps S604 to S607 will be explained in detail later.
[0142] If the current game state is the 1st CB state ST2 or the 2nd CB state ST3, a positive determination is made in step S602, and the normal processing in step S604, the pseudo-bonus processing in step S605, and the AT processing in step S606 are not executed. Therefore, if the current game state is the 1st CB state ST2 or the 2nd CB state ST3, the processing to advance the normal game state ST1, the processing to advance the pseudo-bonus state ST4, and the processing to advance the AT state ST5 are not executed. On the other hand, even if the current game state is the 1st CB state ST2 or the 2nd CB state ST3, the second control processing of the game section in step S607 is executed. Therefore, even if the current game state is the 1st CB state ST2 or the 2nd CB state ST3, the processing to advance the second section SC2 is executed.
[0143] <Regarding game status and game section> Next, the game state and game interval will be explained. Figure 19 is an explanatory diagram illustrating the game state and game interval present in this slot machine 10.
[0144] 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, AT state ST5, and end preparation state ST6. These game states ST1 to ST6 do not occur simultaneously with each other.
[0145] 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 ST6 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".
[0146] In the normal game state ST1, regardless of whether a 3-coin bet or a 2-coin bet is made, 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) will be 0 or less. 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.
[0147] 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".
[0148] 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. More specifically, 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 of game tokens owned by the player at the start of the game state.
[0149] The pseudo-bonus state ST4 is a game state that is entered when the conditions for transitioning to the pseudo-bonus state ST4 are met in the normal game state ST1. The pseudo-bonus state ST4 ends when the remaining number of games in the pseudo-bonus state ST4 becomes "0". If the pseudo-bonus state ST4 ends and the conditions for transitioning to the AT state ST5 are not met, the game transitions to the termination preparation state ST6.
[0150] 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.
[0151] 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 either 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 greater than "0", and when betting 2 coins in the pseudo-bonus state ST4, the expected net increase in game tokens in one game is 0 or less.
[0152] AT state ST5 is a game state that is entered when the conditions for transitioning to AT state ST5 are met in pseudo-bonus state ST4. AT state ST5 ends when the remaining number of game tokens becomes "0" or when the ending conditions of the second section SC2 are met. If AT state ST5 ends without the ending conditions of the second section SC2 described later being met, it transitions to the end preparation state ST6. Also, if AT state ST5 ends because the ending conditions of the second section SC2 described later are met, it transitions to the normal game state ST1.
[0153] In AT state ST5, it is possible to execute one game regardless of whether the number of bets on the game medium is "3" or "2". In AT state ST5, 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.
[0154] In AT state ST5, 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 AT state ST5, 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 either 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 AT state ST5. In AT state ST5, if 3 tokens are bet, the expected net increase in game tokens in one game is greater than "0", and in AT state ST5, if 2 tokens are bet, the expected net increase in game tokens in one game is 0 or less.
[0155] The termination preparation state ST6 is a game state that is entered when the pseudo-bonus state ST4 ends without the conditions for transitioning to the AT state ST5 being met. Also, the termination preparation state ST6 is a game state that is entered when the AT state ST5 ends without the ending conditions for the second section SC2, which will be described later, being met.
[0156] The termination preparation state ST6 ends when one game is played. When the termination preparation state ST6 ends, the game transitions to the normal game state ST1. In the termination preparation state ST6, 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 ST6, regardless of whether the bet is 3 or 2, the expected net increase in the game medium in one game is 0 or less. Furthermore, the termination preparation state ST6 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.
[0157] In this configuration, where various game states ST1 to ST6 exist as described above, game intervals are set separately from these game states ST1 to ST6. 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 ST6, and the game intervals of the first interval SC1 and the second interval SC2.
[0158] Section 1 SC1 is a section in which a favorable game state (pseudo-bonus state ST4 and AT state ST5) is not started, and the favorable game state described above does not continue, as the stopping order of reels 32L, 32M, and 32R, which enables the player to win a favorable prize when different prizes are won depending on the stopping order of reels 32L, 32M, and 32R, is notified, and the expected net 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) can exceed "0".
[0159] In the first section SC1, a trigger for transitioning to the second section SC2 occurs based on the role lottery process (Figure 13), resulting in a transition from the first section SC1 to the second section SC2. 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 must play a game with a bet of "3", not a game with a bet of "2". The second section SC2 is a section in which the above-mentioned advantageous game state can be started and can continue. The second section SC2 ends when the pseudo-bonus state ST4, AT state ST5, or termination preparation state ST6 ends and the game transitions to the normal game state ST1. When the second section SC2 ends, the game transitions to the first section SC1.
[0160] The ending conditions for Section 2 SC2 are set as follows: either the total number of games played by Section 2 SC2 continuing without a transition to Section 1 SC1 reaches the upper limit of games (specifically, 1500 games), or the total net increase in game tokens with restrictions reaches the upper limit of game tokens (specifically, 2400 tokens) by Section 2 SC2 continuing without a transition to Section 1 SC1. The total net increase in game tokens with restrictions refers to the number of tokens that increase from the predetermined standard value, when the minimum value of the predetermined net increase in game tokens is set as the predetermined standard value, and the value obtained by subtracting the total number of game tokens used to play games while Section 2 SC2 is continuing (0 if no game tokens are played) is set as the predetermined net increase in game tokens. If either of these ending conditions is met, even if the AT state ST5 is still in progress, the AT state ST5 will end in the game in which the ending condition was met, and the second section SC2 will also end, transitioning to the first section SC1, which is the normal game state ST1. This prevents the second section SC2 from continuing excessively.
[0161] 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, the AT state ST5, and the termination preparation state ST6 can never occur in the first section SC1, but only in the second section SC2.
[0162] In the normal game state ST1 of the second section SC2, a transition lottery process to the pseudo-bonus state ST4 may be executed based on the result of the role lottery process in each game (Figure 13). However, this transition lottery process is executed in games where the bet is "3", but not in games where the bet is "2". Also, in the normal game state ST1 of the second section SC2, the value of the release game counter set in the main RAM 74 is decremented by 1 each time a game is executed. If the value of the release game counter after this decrement is "0", the transition to the pseudo-bonus state ST4 is confirmed. However, this decrement of the release game counter is executed in games where the bet is "3", but not in games where the bet is "2". Therefore, in the normal game state ST1 of the second section SC2, it is more advantageous for the player to have games with a bet of "3" executed than to have games with a bet of "2" executed.
[0163] Even if the configuration is such that it is advantageous to have games with a bet of "3" in the normal game state ST1, pseudo-bonus state ST4, and AT state ST5 of the second section SC2, the number of game tokens awarded in games with a bet of "2" in any of the normal game state ST1, pseudo-bonus state ST4, and AT state ST5 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 any of the normal game state ST1, pseudo-bonus state ST4, and AT state ST5 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 any of the normal game state ST1, pseudo-bonus state ST4, and AT state ST5 of the second section SC2 are disadvantageous to the player, those 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 the normal game state ST1, the pseudo-bonus state ST4, or the AT state ST5, it is more advantageous for the player to have a game with a bet of "3" executed than to have a game with a bet of "2" executed.
[0164] 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.
[0165] <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 20. The first control processing of the game section is executed in step S411, which is a process that is executed after the determination of whether a winning combination is achieved in the combination lottery process (Figure 13).
[0166] First, it is determined whether the second section flag in the main RAM 74 is set to "1" (step S701). 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 S701: YES), the processes from step S702 onwards are not executed. As a result, if it is the second section SC2, the direct hit lottery process in step S706 and the lottery process for the number of release games in step S710 are not executed.
[0167] If the second section flag is not set to "1" (step S701: NO), it is determined whether the current game state is the first CB state ST2 or the second CB state ST3 (step S702). If the current game state is the first CB state ST2 or the second CB state ST3 (step S702: YES), the processes from step S703 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 S705, the direct hit lottery process in step S706, and the lottery process for the number of release games in step S710 are not executed.
[0168] If the current game state is neither the first CB state ST2 nor the second CB state ST3 (step S702: 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 S703). If the number of bets for the current game is "2" (step S703: NO), the processes from step S704 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 S705, the direct hit lottery process in step S706, and the lottery process for the number of release games in step S710 are not executed.
[0169] If the number of bets for this game is "3" (Step S703: YES), it is determined whether or not an index value IV was won in the current hand lottery process (Figure 13) (Step S704). If the current hand lottery process (Figure 13) is a miss (Step S704: NO), the processes from Step S705 onwards are not executed. As a result, even if it is the first section SC1, if the hand lottery process (Figure 13) is a miss, the process to set the second section SC2 in Step S705, the direct hit lottery process in Step S706, and the lottery process for the number of release games in Step S710 will not be executed.
[0170] If any index value IV is selected in the current role lottery process (Figure 13) (Step S704: 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 S705). Setting the second section flag to "1" makes it the second section SC2.
[0171] 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 an intervening 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 AT state ST5, 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.
[0172] 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 value of the total acquired 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 AT state ST5, 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.
[0173] Subsequently, a direct hit lottery process is executed (step S706). 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 13), 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 13), 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 13).
[0174] If the direct draw process results in a direct win for the pseudo-bonus state ST4 (step S707: YES), the first transition confirmation flag set in the main RAM 74 is set to "1" (step S708). The first transition confirmation flag is a flag used by the main MPU 72 to identify that the direct draw process executed when transitioning to the second section SC2 (step S706) 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.
[0175] Subsequently, the section indicator unit 67 is illuminated (step S709). 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.
[0176] If the direct hit lottery process does not result in a direct win of the pseudo-bonus state ST4 (step S707: NO), the lottery process for the number of games to be released is executed (step S710). The number of games to be released is the number of games required until the transition to the pseudo-bonus state ST4 occurs. 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. After executing the lottery process for the number of unlocked games, the number of unlocked games selected in that lottery process is set in the unlocked game counter of the main RAM 74 (step S711). The unlocked game counter is a counter used by the main MPU 72 to identify the remaining number of unlocked games.
[0177] Subsequently, the section display unit 67 lighting lottery process is executed (step S712). 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 13), 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 of immediate lighting and a 25% chance of waiting to light up. If the player selects IV=15, there is a 70% chance of immediate lighting and a 30% chance of waiting to light up. If the player selects IV=16, there is a 40% chance of immediate lighting and a 60% chance of waiting to light up. If the player selects IV=17, there is a 30% chance of immediate lighting and a 70% chance of waiting to light up. In this case, the lower the probability of winning an index value IV in the draw process (Figure 13), the higher the probability of immediate lighting being selected.
[0178] If immediate illumination is selected in the illumination lottery process for the section display unit 67 (step S712) (step S713: YES), the illumination process for the section display unit 67 is executed (step S714). 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.
[0179] On the other hand, if the lighting standby state is selected in the lighting lottery process for the section display unit 67 (step S712) (step S713: NO), the lighting standby flag provided in the main RAM 74 is set to "1" (step S715). 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.
[0180] 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 21. The second control process for the game section is executed in step S607 of the response process at the end of the game (Figure 18). 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.
[0181] 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 S801: YES), the state of the flag in the main RAM 74 is checked to determine whether the current game state is the end preparation state ST6 (step S802). The game transitions to the end preparation state ST6 if the pseudo bonus state ST4 ends without a transition to AT state 5, or if the AT state ST5 ends without the ending conditions of the second section SC2 being met.
[0182] If the game is in the termination preparation state ST6 (step S802: YES), it is determined whether the termination preparation complete flag in the main RAM 74 is set to "1" (step S803). The termination preparation complete flag is a flag used by the main MPU 72 to determine whether or not one game has been executed in the termination preparation state ST6. In the pseudo-bonus processing (step S605) in the processing for when the game ends (Figure 18), if it is determined that the remaining number of games in the pseudo-bonus state ST4 is 0 and that the game will then transition to the normal game state ST1, the flag to set the game to the termination preparation state ST6 is set and the termination preparation complete flag is cleared to "0". Also, in the AT processing (step S606) in the processing for when the game ends (Figure 18), if it is determined that the remaining number of game media to be allocated in the AT state ST5 is "0" and the game will then transition to the normal game state ST1, the flag to set the game to the termination preparation state ST6 is set and the termination preparation complete flag is cleared to "0".
[0183] If the termination readiness flag is not set to "1" (step S803: NO), the process from step S805 onwards is executed after setting the termination readiness flag to "1" (step S804). If the termination readiness flag is set to "1" (step S803: YES), it means that one game has been executed in termination readiness state ST6. In this case, the process to terminate the second section SC2 is executed.
[0184] Specifically, the initialization process for the second section SC2 is performed first (step S814). In 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, in the initialization process for the second section SC2, even if the player is in AT state ST5, the game state is changed to normal game state ST1 by clearing various data (including the AT state flag) that indicate that the player is in AT state ST5, including a counter that stores the remaining number of game media to be allocated in AT state ST5. Note that even if the player is in the middle of the first CB state ST2 or the second CB state ST3, the initialization process for the second section SC2 will be performed and the second section SC2 will be terminated, but the first CB state ST2 and the second CB state ST3 will continue without being terminated.
[0185] 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 S815). This terminates the notification that it is the second section SC2 on the section indicator unit 67. 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 S816). This causes the performance-side MPU 92 to execute the performance corresponding to the completion of the second section SC2.
[0186] If the termination preparation state ST6 is not met (step S802: NO), or if the process in step S804 is executed, the value of the continuation game count counter 74c in the main RAM 74 is incremented by 1 (step S805). 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.
[0187] 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 S806). 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 S806, and the process to terminate the second section SC2 in steps S814 to S816 is executed. The processing contents of steps S814 to S816 are as already explained. As a result, the second section SC2 ends and the first section SC1 begins, and even if the AT state ST5 is still in progress, the AT state ST5 is forcibly terminated and the game returns to the normal game state ST1.
[0188] If the value of the continuous game counter 74c is less than 1500 (Step S806: NO), it is determined whether a first chance replay, a second chance replay, or a normal replay was awarded in the current game (Step S807). In this case, the determination in Step S807 applies regardless of whether the number of bets in the current game was "2" or "3", and also regardless of whether the current game is in normal game state ST1, first CB state ST2, second CB state ST3, pseudo bonus state ST4, or AT state ST5.
[0189] If no replay wins occur (Step S807: 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 S808). 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.
[0190] 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.
[0191] Subsequently, it is determined whether any of the small wins that result in the awarding of game tokens (1st to 9th compensation wins, 1st bell win, 2nd bell win, 1st watermelon win, 2nd watermelon win, and cherry win) occurred in the current game (step S809). In this case, the determination in step S809 is made regardless of whether the number of bets in the current game was "2" or "3", and the determination in step S809 is made regardless of whether the current game is in normal game state ST1, 1st CB state ST2, 2nd CB state ST3, pseudo bonus state ST4, or AT state ST5. If the determination in step S809 is positive, the number of game tokens awarded in the current game is added to the total acquisition counter 74d of the main RAM 74 (step S810).
[0192] If a negative result is obtained in step S809, or if the process in step S810 is executed, it is determined whether the value of the total acquired counter 74d in the main RAM 74 is 0 or greater (step S811). If the value of the total acquired counter 74d is less than 0 (step S811: NO), the total acquired counter 74d is cleared to "0" (step S812).
[0193] As described above, in step S808, 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 S811, and the total acquired counter 74d is cleared to "0" in step S812. 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 increase from
[0194] If a positive result is obtained in step S807, step S811, or step S812, it is determined whether the value of the total acquired counter 74d exceeds the upper limit of net increase, "2400" (step S813). 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 S813, and the process to terminate the second section SC2 in steps S814 to S816 is executed. The contents of the process in steps S814 to S816 have already been explained. As a result, the second section SC2 ends and the first section SC1 begins, and even if the AT state ST5 is still in progress, the AT state ST5 is forcibly terminated and the game returns to the normal game state ST1.
[0195] If any replay win occurs, a positive result is determined in step S807, and the processing in steps S808 to S812 is 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 processing in steps S808 to S812 in games in which a replay win occurs, it is possible to omit the execution of the processing 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 processing.
[0196] On the other hand, even in games where a replay win is achieved, step S813 determines whether the value of the total acquired counter 74d exceeds the upper limit of net increase, which is "2400". This makes it possible to determine whether 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 a replay win was achieved, but the initialization process of the second section SC2 was not executed due to noise or other reasons, and to ensure that the initialization process of the second section SC2 is executed in the subsequent game in which a replay win is achieved.
[0197] If a negative result is obtained in step S813, the ending processing is executed (step S817). In the ending processing, provided that the first ending flag set in the main RAM 74 is not set to "1", it is determined whether the sum of the value of the continuation game counter 74c in the main RAM 74 and the value of the AT continuation counter 74e set in the main RAM 74 divided by the expected value of the game medium acquired in AT state ST5 is equal to or greater than the upper limit of the second section SC2. The AT continuation counter 74e is a counter used by the main MPU 72 to determine the remaining number of game mediums to be given in AT state ST5. The expected value of the game medium acquired in one game in AT state ST5 is approximately 5. The upper limit of the second section SC2 is set to 1500 games as previously explained. However, the upper limit of the second section SC2 is not limited to 1500 games; it may be fewer than 1500 games or more than 1500 games.
[0198] If the sum of the above values is greater than or equal to the upper limit of games in the second section SC2, the first ending flag of the main RAM 74 is set to "1". The first ending flag is a flag used by the main MPU 72 to identify that there is a high probability that the number of games played in the second section SC2, which is measured using the continuation game counter 74c, will reach the upper limit of games. When the first ending flag is set to "1", no further additions of the remaining number of awarded points will occur in AT state ST5. This makes it possible to prevent further additions of the remaining number of awarded points in AT state ST5 when the ending conditions of the second section SC2 are met.
[0199] In this slot machine 10, the above sum is configured so that it will not exceed the upper limit of the number of games in the second section SC2 during the pseudo-bonus state ST4, but it may be configured so that it can exceed the upper limit of the number of games. In this case, it is preferable to configure the machine so that the first ending flag is set to "1" when the sum of the value of the continuation game counter 74c of the main RAM 74, the value of the pseudo-bonus continuation counter provided in the main RAM 74, and the value of the AT continuation counter 74e provided in the main RAM 74 is divided by the expected value of the game medium acquired in the AT state ST5 exceeds the upper limit of the number of games in the second section SC2.
[0200] If the first ending flag is set to "1", the first ending command is sent to the performance-side MPU 92. If the performance-side MPU 92 receives the first ending command while it has not yet started an execution mode corresponding to the ending period, and the game state at that time is AT state ST5, it will trigger the reception of the first ending command to change the execution mode of the upper lamp 61, speaker 62, and image display device 63 to the execution mode corresponding to the ending period. On the other hand, if the performance-side MPU 92 receives the first ending command while it has not yet started an execution mode corresponding to the ending period, and the game state is not AT state ST5, it will trigger the transition to AT state ST5 to change the execution mode of the upper lamp 61, speaker 62, and image display device 63 to the execution mode corresponding to the ending period.
[0201] In the ending processing, provided that the second ending flag in the main RAM 74 is not set to "1", it is determined whether the sum of the value of the total acquired count counter 74d in the main RAM 74 and the value of the AT continuation counter 74e in the main RAM 74 is equal to or greater than the upper limit of net increase in the second section SC2. As previously explained, the upper limit of net increase in the second section SC2 is set to 2400 coins. However, the upper limit of net increase in the second section SC2 is not limited to 2400 coins; it may be less than 2400 coins or more than 2400 coins.
[0202] If the sum of the above values is greater than or equal to the upper limit of net increase in the second section SC2, the second ending flag of the main RAM 74 is set to "1". The second ending flag is a flag used by the main MPU 72 to identify that there is a high probability that the total net increase in the gaming medium, which is limited and measured using the total acquisition counter 74d, will reach the upper limit of net increase. When the second ending flag is set to "1", no further additions to the remaining number of awarded coins will occur in AT state ST5. This makes it possible to prevent further additions to the remaining number of awarded coins in AT state ST5 when the ending conditions of the second section SC2 are met.
[0203] In this slot machine 10, the above sum is configured so that it will not exceed the upper limit of net increase in coins during the pseudo-bonus state ST4, but it may be configured so that it can exceed the upper limit of net increase in coins. In this case, it is preferable to configure the machine so that the second ending flag is set to "1" when the sum of the value of the total acquisition counter 74d of the main RAM 74, the value obtained by multiplying the value of the pseudo-bonus continuation counter of the main RAM 74 by the expected value of the game medium acquired in the pseudo-bonus state ST4, and the value of the AT continuation counter 74e of the main RAM 74 exceeds the upper limit of net increase in coins in the second section SC2.
[0204] If the second ending flag is set to "1", the second ending command is sent to the performance-side MPU 92. If the performance-side MPU 92 receives the second ending command while it has not yet started an execution mode corresponding to the ending period, and the game state at that time is AT state ST5, it will trigger the reception of the second ending command to change the execution mode of the upper lamp 61, speaker 62, and image display device 63 to the execution mode corresponding to the ending period. On the other hand, if the performance-side MPU 92 receives the second ending command while it has not yet started an execution mode corresponding to the ending period, and the game state is not AT state ST5, it will trigger the transition to AT state ST5 and then change the execution mode of the upper lamp 61, speaker 62, and image display device 63 to the execution mode corresponding to the ending period.
[0205] <Regarding the normal game state ST1> Next, we will explain the processing details in the normal game state ST1.
[0206] In the normal game state ST1, during the advantageous lottery process at the start of the game (step S410) in the role lottery process (Figure 13), it is determined whether or not an index value IV = 11 to 15 has been won in the current role lottery process (Figure 13), provided that the second section flag of the main RAM 74 is set to "1", the current game state is not the first CB state ST2 or the second CB state ST3, and the value of the bet number setting counter 74a of the main RAM 74 is "3". If it has been won, the transition lottery process is executed. In the transition lottery process, a transition 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 to transition to the pseudo-bonus state ST4. In this case, the lower the probability of winning an index value IV in the role lottery process (Figure 13), the higher the probability of winning the transition to the pseudo-bonus state ST4. If the transition lottery process results in a successful transition to the pseudo-bonus state ST4, the second transition confirmation flag set in the main RAM74 is set to "1".
[0207] In the normal game state ST1, during the normal processing (step S604) in the processing at the end of the game (Figure 18), if the first transition confirmation flag or the second transition confirmation flag of the main RAM 74 is set to "1", processing is executed to transition to the pseudo-bonus state ST4. As previously explained, the first transition confirmation flag is set to "1" when a direct win occurs in the direct win lottery processing (step S706) in the first control processing (Figure 20) of the game section, and as previously explained, the second transition confirmation flag is set to "1" when a transition is won in the transition lottery processing in the advantageous lottery processing at the start of the game (step S410). If the first transition confirmation flag is set to "1", the pseudo-bonus continuation counter of the main RAM 74 is set to "50", setting the pseudo-bonus state ST4 to continue until a game with a bet of "3" is executed 50 times. If the second transition confirmation flag is set to "1", the pseudo-bonus continuation counter in the main RAM 74 is set to "20", thereby setting the pseudo-bonus state ST4 to continue until a game with a bet of "3" is executed 20 times. A command indicating that the system has transitioned to pseudo-bonus state ST4 is also sent to the performance-side MPU 92. Upon receiving this command, the performance-side MPU 92 causes the performance corresponding to pseudo-bonus state ST4 to be executed on the upper lamp 61, speaker 62, and image display device 63.
[0208] In the normal processing (step S604), if neither the first transition confirmation flag nor the second transition confirmation flag of the main RAM 74 is set to "1", then, provided that the second section flag of the main RAM 74 is set to "1", the current game state is not the first CB state ST2 or the second CB state ST3, and the value of the bet count setting counter 74a of the main RAM 74 is "3", the value of the release game count counter of the main RAM 74 is deducted by 1. If the value of the release game count counter after the deduction is "0", then the pseudo-bonus continuation counter of the main RAM 74 is set to "20", thereby setting the pseudo-bonus state ST4 to continue until a game with a bet of "3" is executed 20 times. A command indicating that the game has transitioned to the pseudo-bonus state ST4 is also sent to the performance-side MPU 92. Upon receiving this command, 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.
[0209] In the normal processing (step S604), if the process to transition to the pseudo-bonus state ST4 is executed and the standby flag of the main RAM 74 is set to "1", the section display unit 67 is switched from the off state to the on state. As a result, the section display unit 67 starts notifying that it is the second section SC2.
[0210] <Regarding the pseudo-bonus state ST4> Next, we will explain the processing in the pseudo-bonus state ST4. Figure 22 is a flowchart of the processing for the advantageous state at the start of the game, which is executed by the main MPU 72. The advantageous state lottery processing at the start of the game is executed in step S410, which is a process that is executed after the determination of whether a role is won or lost in the role lottery processing (Figure 13) and before the first control processing of the game section (step S411). The advantageous state processing at the start of the game is executed when the advantageous state lottery processing at the start of the game is performed in the pseudo-bonus state ST4 or AT state ST5.
[0211] First, it is determined 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 S901). If the number of bets for the current game is "2" (step S901: NO), the processing from step S902 onwards is not executed. As a result, even if the pseudo-bonus state ST4 or AT state ST5 is active, the processing from step S902 onwards will not be executed in games where the number of bets is "2".
[0212] If the number of bets in this game is "3" (Step S901: YES), it is determined whether the current game state is the 1st CB state ST2 or the 2nd CB state ST3 (Step S902). If the current game state is the 1st CB state ST2 or the 2nd CB state ST3 (Step S902: YES), the processes from Step S903 onwards are not executed. As a result, even if the pseudo-bonus state flag or AT state flag of the main RAM 74 is set to "1", if the state is the 1st CB state ST2 or the 2nd CB state ST3, the processes from Step S903 onwards will not be executed.
[0213] If the current game state is neither the 1st CB state ST2 nor the 2nd CB state ST3 (Step S902: NO), the system determines whether the current game state is pseudo-bonus state ST4 by checking whether the pseudo-bonus state flag of the main RAM 74 is set to "1" (Step S903). If the current game state is not pseudo-bonus state ST4 (Step S903: NO), it means that the current game state is AT state ST5, so the AT state processing at the start of the game is executed (Step S904). The AT state processing at the start of the game will be explained later.
[0214] When the current gaming state is the pseudo-bonus state ST4 (step S903: YES), it is determined whether a "1" is set in the AT transition confirmation flag provided in the main-side RAM 74 (step S905). The AT transition confirmation flag is a flag for the main-side MPU 72 to identify whether the transition condition to the AT state ST5 has already been satisfied in the pseudo-bonus state ST4. If a "1" has already been set in the AT transition confirmation flag (step S905: YES), since it means that the transition condition to the AT state ST5 has already been satisfied in the current pseudo-bonus state ST4, the process for determining whether to transition to the AT state ST5 after step S906 is not executed.
[0215] If a "1" is not set in the AT transition confirmation flag (step S905: NO), on the condition that the winning index value IV = 11 to 15 in the role lottery process (Fig. 13) in the current game (step S906: YES), the AT transition lottery process is executed (step S907). In the AT transition lottery process, using the AT transition lottery table provided in the main-side ROM 73 and the lottery counter that is periodically updated in the main-side RAM 74, it is determined by lottery whether to transition to the AT state ST5 after the end of the current pseudo-bonus state ST4. In the role lottery process (Fig. 13) in the current game, if the winning index value IV = 11, the probability of winning the AT transition is 20%, if the winning index value IV = 12, the probability of winning the AT transition is 10%, if the winning index value IV = 13, the probability of winning the AT transition is 40%, if the winning index value IV = 14, the probability of winning the AT transition is 30%, and if the winning index value IV = 15, the probability of winning the AT transition is 20%. In this case, the lower the index value IV with a lower probability of winning in the role lottery process (Fig. 13), the higher the probability of winning the AT transition. Thereby, it becomes possible to enhance the advantage of winning with the index value IV having a low winning probability in the role lottery process (Fig. 13).
[0216] When the AT transfer is selected (step S908: YES), a "1" is set in the AT transfer confirmation flag of the main-side RAM 74 (step S909). Then, an AT transfer selection command indicating that the AT transfer has been selected is transmitted to the production-side MPU 92 (step S910). When the production-side MPU 92 receives the AT transfer selection command, it causes the upper lamp 61, the speaker 62, and the image display device 63 to execute an effect indicating that the AT transfer has been selected.
[0217] Next, the pseudo-bonus process executed by the main-side MPU 72 will be described while referring to the flowchart of FIG. 23. The pseudo-bonus process is executed in step S605 in the response process at the end of the game (FIG. 18). As described above, since the response process at the end of the game is executed after all the rotations of the reels 32L, 32M, and 32R in one game have stopped, the pseudo-bonus process is also executed after all the rotations of the reels 32L, 32M, and 32R in one game have stopped.
[0217] First, it is determined whether the value of the bet number setting counter 74a in the main-side RAM 74 is "3" to determine whether the bet number in this game is "3" (step S1001). If the bet number in this game is "2" (step S1001: NO), the processes after step S1002 are not executed. As a result, even if a game with a bet number of "2" is executed in the pseudo-bonus state ST4, the remaining number of continuous games in the pseudo-bonus state ST4 is not subtracted.
[0219] Note that in the case of the CB state (the first CB state ST2 or the second CB state ST3), the pseudo-bonus process (FIG. 23) itself is not executed. Therefore, even if the CB state is started during the pseudo-bonus state ST4, the number of games executed in the CB state is not treated as the number of games consumed in the pseudo-bonus state ST4. Therefore, even if the CB state is entered during the pseudo-bonus state ST4, after the end of the CB state, the pseudo-bonus state ST4 will resume from the state of the remaining number of continuous games immediately before entering the CB state.
[0220] If the number of bets in this game is "3" (Step S1001: YES), the value of the pseudo-bonus continuation counter in the main RAM74 is deducted by 1 (Step S1002). Then, it is determined whether the value of the pseudo-bonus continuation counter is "0" (Step S1003). If the value of the pseudo-bonus continuation counter is "0" (Step S1003: YES), it is determined whether the AT transition confirmation flag in the main RAM74 is set to "1" (Step S1004).
[0221] If the AT transition confirmation flag is set to "1" (step S1004: YES), it means that the conditions for transitioning to AT state ST5 have been met in the current pseudo-bonus state ST4. In this case, first the pseudo-bonus state flag in the main RAM 74 is cleared to "0" (step S1005). Then, information corresponding to "200", the initial number assigned to AT state ST5, is set in the AT continuation counter 74e provided in the main RAM 74 (step S1006). Also, the AT state flag in the main RAM 74 is set to "1" (step S1007). Then, an AT transition command indicating that a transition to AT state ST5 has occurred is sent to the performance-side MPU 92 (step S1008). When the performance-side MPU 92 receives the AT transition command, it causes the upper lamp 61, speaker 62 and image display device 63 to execute an effect indicating that a transition to AT state ST5 has occurred.
[0222] On the other hand, when "1" is not set in the AT transition determination flag (step S1004: NO), the setting process for the end preparation state ST6 is executed (step S1009). In this setting process, the pseudo-bonus state flag in the main-side RAM 74 is cleared to "0". Also, in this setting process, "1" is set in the end preparation state flag provided in the main-side RAM 74. The end preparation state flag is a flag for the main-side MPU 72 to identify that it is the end preparation state ST6. By setting "1" in the end preparation state flag, the game state becomes the end preparation state ST6. Also, the end preparation completion flag in the main-side RAM 74 is cleared to "0" (step S1010). The end preparation completion flag is a flag for the main-side MPU 72 to identify whether one game has been executed in the end preparation state ST6 as already explained.
[0223] As already explained, in the end preparation state ST6, when an affirmative determination is made in step S802 in the second control process (Fig. 21) of the game section and "1" is not set in the end preparation completion flag (step S803: NO), after setting "1" in the end preparation completion flag, a process for identifying whether the ending condition of the second section SC2 is satisfied is executed, and the second control process (Fig. 21) of the game section in this game is ended. On the other hand, when "1" is set in the end preparation completion flag (step S803: YES), a process for ending the second section SC2 and transitioning to the first section SC1 is executed (steps S814 to step S816). As a result, the second section SC2 ends when the next game after the game in which the pseudo-bonus state ST4 has ended ends.
[0224] After executing the process of step S1010, a bonus end command indicating that the pseudo-bonus state ST4 has ended is transmitted to the effect-side MPU 92 (step S1011). When the effect-side MPU 92 receives the bonus end command, an effect indicating that the pseudo-bonus state ST4 has ended is executed on the upper lamp 61, the speaker 62, and the image display device 63.
[0225] <Regarding the AT state ST5> Next, we will explain the processing in AT state ST5. Figure 24 is a flowchart showing the processing for the AT state at the start of the game, which is executed by the main MPU 72. As explained earlier, the processing for the AT state at the start of the game is executed in step S904 of the processing for the advantageous state at the start of the game (Figure 22).
[0226] First, it is determined whether "1" is set in either the first ending flag or the second ending flag of the main RAM 74 (step S1101). As already explained, the first ending flag is a flag used by the main MPU 72 to identify that there is a high probability that the number of games played in the second section SC2, measured using the continuation game counter 74c, will reach the upper limit. As already explained, the second ending flag is a flag used by the main MPU 72 to identify that there is a high probability that the total net increase in tokens with restrictions on the game medium, measured using the total acquisition counter 74d, will reach the upper limit. If "1" is set in either the first ending flag or the second ending flag (step S1101: YES), the processing from step S1102 onwards is not executed. As a result, in situations where there is a high probability that the number of games played in the second section SC2 will reach the upper limit, or in situations where there is a high probability that the total net increase in tokens with restrictions on the game medium will reach the upper limit, the processing to add the remaining number of tokens for AT state ST5 from step S1102 onwards is not executed.
[0227] If neither the first ending flag nor the second ending flag is set to "1" (step S1101: NO), the bonus lottery process is executed (step S1103) on the condition that the player has won an index value IV=11 to 15 in the role lottery process for this game (Figure 13) (step S1102: YES). In the bonus lottery process, the bonus lottery table provided in the main ROM 73 and the lottery counter that is periodically updated in the main RAM 74 are used to determine by lottery whether or not to generate a bonus that will increase the remaining number of game tokens awarded in AT state ST5. In this case, there are two types of ways in which the remaining number of tokens awarded will increase if a bonus is won: a direct hit type that increases the number immediately in that game, and a pre-announcement state type that increases the remaining number of tokens awarded after a waiting number of games corresponding to the pre-announcement state (specifically 10 games) have been played from that game. In addition, even if a bonus is not won in the bonus lottery process, it may still be considered a false pre-announcement win. If a false premonition is triggered, the false premonition state will be maintained until the above-mentioned waiting game count (specifically 10 games) is completed.
[0228] In both the genuine pre-announcement state and the false pre-announcement state, the content of the animations displayed on the image display device 63 for each game is determined according to a table corresponding to the pre-announcement state, so as to make it easier to execute animations that have a high probability of causing an increase in the remaining number of game tokens in AT state ST5. In this case, in both the genuine pre-announcement state and the false pre-announcement state, more elaborate animations are executed in the final game than in the starting game. Specifically, in some consecutive games, including the final game of the genuine pre-announcement state and the false pre-announcement state, animations that display the same character or animations that follow a series of stories may be executed across multiple games. Also, animations with a higher probability of success are more likely to be executed in the genuine pre-announcement state than in the false pre-announcement state. In the genuine pre-announcement state, an animation is displayed to make the player aware that an increase in the remaining number of tokens will occur in the final game of the above-mentioned waiting game count, and in the false pre-announcement state, an animation is displayed to make the player aware that an increase in the remaining number of tokens will not occur in the final game of the above-mentioned waiting game count.
[0229] Specifically regarding the bonus lottery process, if you win with index value IV=11, there is a 5% chance of a direct win resulting in 30 coins, a 5% chance of a win in the pre-bonus state resulting in 30 coins, a 5% chance of a direct win resulting in 50 coins, a 5% chance of a win in the pre-bonus state resulting in 50 coins, a 10% chance of a win in the false pre-bonus state, and a 70% chance of losing. If you win with index value IV=12, there is a 5% chance of a direct win resulting in 20 coins, a 5% chance of a win in the pre-bonus state resulting in 20 coins, a 5% chance of a direct win resulting in 40 coins, a 5% chance of a win in the pre-bonus state resulting in 40 coins, a 10% chance of a win in the false pre-bonus state, and a 70% chance of losing. If you win with index value IV=13, there is a 10% chance of a direct win with 30 coins awarded, a 10% chance of a win in the pre-announcement state with 30 coins awarded, a 10% chance of a direct win with 50 coins awarded, a 10% chance of a win in the pre-announcement state with 50 coins awarded, a 10% chance of a direct win with 100 coins awarded, a 10% chance of a win in the pre-announcement state with 100 coins awarded, a 20% chance of a win in the false pre-announcement state, and a 20% chance of losing. If the index value IV=14 is selected, there is a 10% chance of a direct win with 20 coins awarded, a 10% chance of a win in the pre-announcement state with 20 coins awarded, a 10% chance of a direct win with 40 coins awarded, a 10% chance of a win in the pre-announcement state with 40 coins awarded, a 10% chance of a direct win with 90 coins awarded, a 10% chance of a win in the pre-announcement state with 90 coins awarded, a 20% chance of a win in the false pre-announcement state, and a 20% chance of a miss.If the index value IV=15 is selected, there is a 5% chance of a direct win with 30 coins awarded, a 5% chance of a win in the pre-announcement state with 30 coins awarded, a 5% chance of a direct win with 50 coins awarded, a 5% chance of a win in the pre-announcement state with 50 coins awarded, a 10% chance of a win in the false pre-announcement state, and a 70% chance of losing.
[0230] As described above, the lower the probability of winning in the role lottery process (Figure 13), the higher the probability of receiving an additional bonus. Also, the lower the probability of winning in the role lottery process (Figure 13), the higher the expected value of the additional bonus awarded. Furthermore, the lower the probability of winning in the role lottery process (Figure 13), the higher the probability of winning the false premonition state. 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 13).
[0231] If a direct win is selected in the bonus lottery process (step S1103) (step S1104: YES), the value of the number of points awarded selected as a direct win in this bonus lottery process (step S1103) is added to the AT continuation counter 74e of the main RAM 74 (step S1105). Then, a direct win command is sent to the performance side MPU 92 (step S1106). The direct win command is a command to make the performance side MPU 92 recognize that a direct win has occurred in the bonus lottery process (step S1103) and the number of points awarded in that direct win. When the performance side MPU 92 receives the direct win command, it causes the upper lamp 61, speaker 62 and image display device 63 to execute an effect indicating that an increase in the remaining number of points awarded for the game medium in AT state ST5 has occurred.
[0232] If the bonus lottery process (step S1103) selects a win in the pre-announcement state (step S1107: YES), the value of the number of bonuses selected as a win in the pre-announcement state in this bonus lottery process (step S1103) is added to the planned number counter 74f (see Figure 9) located in the main RAM 74 (step S1108). The planned number counter 74f is a counter used by the main MPU 72 to determine the number of bonuses to be added to the AT continuation counter 74e in the final game of the waiting game count in the pre-announcement state.
[0233] Next, it is determined whether the genuine pre-announcement flag in the main RAM 74 is set to "1" (step S1109). The genuine pre-announcement flag is a flag used by the main MPU 72 to identify that the current state is a genuine pre-announcement state. If the genuine pre-announcement flag is not set to "1" (step S1109: NO), it is determined whether the false pre-announcement flag in the main RAM 74 is set to "1" (step S1110). The false pre-announcement flag is a flag used by the main MPU 72 to identify that the current state is a false pre-announcement state. If the false pre-announcement flag is not set to "1" (step S1110: NO), the value "10" is set in the waiting counter 74g (see Figure 9) in the main RAM 74 as the value corresponding to the number of waiting games for the genuine pre-announcement state to continue (step S1111). The waiting counter 74g is a counter used by the main MPU 72 to identify the remaining number of waiting games when the state is either a genuine pre-announcement state or a false pre-announcement state.
[0234] If the game is already in a pre-announcement state and the role lottery process (Figure 13) results in an index value IV=11 to 15, an additional lottery process is executed. If a direct win occurs in this additional lottery process, even if the game is still in the pre-announcement state, the number of points awarded selected as a direct win is added to the AT continuation counter 74e of the main RAM 74.
[0235] If the bonus lottery process performed while the player is already in a pre-bonus state results in a win for the pre-bonus state, the number of bonuses selected for that win is added to the planned counter 74f in the main RAM 74. When the current pre-bonus state ends, the value of the planned counter 74f after the addition is added is added to the AT continuation counter 74e. In other words, if the player wins the pre-bonus state while the player is in a pre-bonus state, the number of bonuses added to the AT continuation counter 74e when the current pre-bonus state ends increases by the number of bonuses selected for the newly won pre-bonus state. However, even if the player wins the pre-bonus state again, if the pre-bonus flag in the main RAM 74 is already set to "1", a positive judgment is made in step S1109, and the number of waiting games for the waiting counter 74g in step S1111 is not set. Therefore, even if the player wins the pre-bonus state in the bonus lottery process while the player is in a pre-bonus state, the number of waiting games for the pre-bonus state is not extended. This prevents the pre-bonus state from continuing excessively.
[0236] If the bonus lottery process performed while already in a false pre-announcement state results in a win for the true pre-announcement state, the number of points awarded selected for that true pre-announcement state is added to the planned number counter 74f of the main RAM 74, causing the false pre-announcement state to be upgraded to the true pre-announcement state midway through. When the upgraded true pre-announcement state ends, the value of the planned number counter 74f is added to the AT continuation counter 74e. However, even if the win for the true pre-announcement state occurs midway through the false pre-announcement state, if the false pre-announcement flag in the main RAM 74 is already set to "1", a positive judgment is made in step S1110, and the waiting game count for the waiting counter 74g in step S1111 is not set. Therefore, even if the win for the true pre-announcement state occurs in the bonus lottery process midway through the false pre-announcement state, the upgraded true pre-announcement state will end when the remaining waiting games of the false pre-announcement state before the upgrade have been played. This prevents the false pre-announcement state and the true pre-announcement state from continuing excessively.
[0237] When a positive determination is made in step S1109, when a positive determination is made in step S1110, or when the process of step S1111 is executed, this premonitory command is transmitted to the production-side MPU92 (step S1112). This premonitory command is a command for causing the production-side MPU92 to recognize that the current premonitory state has been selected in the additional lottery process (step S1103) and the number of grants in the selection of the current premonitory state. When the production-side MPU92 receives this premonitory command, the production corresponding to the current premonitory state is to be executed by the upper lamp 61, the speaker 62, and the image display device 63. Thereafter, a "1" is set in the current premonitory flag of the main-side RAM74, and the false premonitory flag provided in the main-side RAM74 is cleared to "0" (step S1113).
[0238] When the selection of the false premonitory state is selected in the additional lottery process (step S1103) (step S1114: YES), it is determined whether the value of the standby counter 74g in the main-side RAM74 is 1 or more (step S1115). When the value of the standby counter 74g is "0" (step S1115: NO), "10" is set in the standby counter 74g as the value corresponding to the number of standby games in which the false premonitory state continues. Thereafter, the false premonitory command is transmitted to the production-side MPU92 (step S1117). The false premonitory command is a command for causing the production-side MPU92 to recognize that the false premonitory state has been selected in the additional lottery process (step S1103). When the production-side MPU92 receives the false premonitory command, the production corresponding to the false premonitory state is to be executed by the upper lamp 61, the speaker 62, and the image display device 63. Thereafter, a "1" is set in the false premonitory flag of the main-side RAM74 (step S1118).
[0239] On the other hand, even if a false premonition state is won, if the value of the waiting counter 74g is 1 or greater (step S1115: YES), the process to start the false premonition state in steps S1116 to S1118 is not executed. Therefore, even if a false premonition state is won in the additional lottery process (step S1103) while already in a genuine premonition state or a false premonition state, a new false premonition state will not be set, nor will the number of waiting games in the currently running genuine premonition state or false premonition state increase. This makes it possible to prevent the premonition state from continuing excessively.
[0240] Figure 25 is a flowchart showing the AT processing executed by the main MPU 72. The AT processing is executed in step S606 of the processing at the end of the game (Figure 18). As described above, the processing at the end of the game is executed after the rotation of reels 32L, 32M, and 32R in one game has stopped, so the AT processing is also executed after the rotation of reels 32L, 32M, and 32R in one game has stopped.
[0241] First, it is determined 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 S1201). If the number of bets for the current game is "2" (step S1201: NO), the processing from step S1202 onwards is not executed. As a result, even if a game with a bet count of "2" is played in AT state ST5, the remaining number of granted AT state ST5 is not reduced, and furthermore, if a genuine pre-announcement state or a false pre-announcement state occurs in AT state ST5, the number of waiting games for that pre-announcement state is not reduced.
[0242] Furthermore, if the game is in a CB state (first CB state ST2 or second CB state ST3), the AT processing (Figure 25) itself is not executed. Therefore, even if a CB state starts in the middle of AT state ST5, the number of games played in the CB state is not treated as the number of games played in AT state ST5. Consequently, even if the game transitions to a CB state in the middle of AT state ST5, after the end of the CB state, AT state ST5 will restart from the state of the remaining number of awarded points just before the transition to the CB state.
[0243] If the number of bets for the current game is "3" (Step S1201: YES), it is determined whether a small win occurred in the current game and whether a number of game tokens exceeding the bet of "3" was awarded (Step S1202). Specifically, it is determined whether a first bell win, a second bell win, a first watermelon win, or a second watermelon win occurred. If the determination in Step S1202 is positive, and provided that the value of the AT continuation counter 74e in the main RAM 74 is 1 or greater (Step S1203: YES), a subtraction process for the AT continuation counter 74e is executed (Step S1204). In this subtraction process, the bet of "3" is subtracted from the number of game tokens awarded in the current game, and the resulting value is subtracted from the AT continuation counter 74e.
[0244] The configuration is not limited to the above, and if a game medium is awarded while the value of the AT continuation counter 74e is 1 or more, the number of awarded mediums is subtracted from the value of the AT continuation counter 74e without subtracting the number of bets. In this case, AT state ST5 will end when the total number of game mediums paid out exceeds the termination criterion. Alternatively, if a game medium is awarded in excess of the number of bets or a replay is not awarded, the number of game mediums used by the player that was reduced by the execution of the game may be added to the AT continuation counter 74e. In this case, AT state ST5 will end when the total net increase in game mediums exceeds the termination criterion.
[0245] If a negative determination is made in step S1202, if a negative determination is made in step S1203, or if the process in step S1204 is executed, the value of the standby counter 74g of the main RAM 74 is subtracted by 1, provided that the value of the standby counter 74g of the main RAM 74 is 1 or greater (step S1205: YES). Then, if the value of the standby counter 74g after the subtraction of 1 is "0" (step S1207: YES), it is determined whether or not the main pre-announcement flag of the main RAM 74 is set to "1" (step S1208).
[0246] If the main pre-announcement flag is set to "1" (step S1208: YES), it means that the pre-announcement state ending this time is the main pre-announcement state. In this case, the remaining number of grants is added (step S1209). In this addition process, the value set in the planned number counter 74f of the main RAM 74 is added to the AT continuation counter 74e. As a result, when the final game of the main pre-announcement state ends, the number of game media that were granted in that main pre-announcement state is added to the remaining number of game media to be granted in AT state ST5.
[0247] If a negative determination is made in step S1208 or if the process in step S1209 is executed, the genuine pre-announcement flag and the false pre-announcement flag in the main RAM 74 are both cleared to "0" (step S1210). As a result, if the current state is a genuine pre-announcement state, that state ends, and if the current state is a false pre-announcement state, that state ends.
[0248] If a negative determination is made in step S1205, if a negative determination is made in step S1207, or if the process in step S1210 is executed, it is determined whether the value of the AT continuation counter 74e in the main RAM 74 is "0" (step S1211). If the value of the AT continuation counter 74e is "0" (step S1211: YES), it means that the remaining number of game media to be allocated in the current AT state ST5 has become "0". In this case, it is determined whether the current state is a genuine pre-announcement state or a false pre-announcement state by determining whether the value of the standby counter 74g in the main RAM 74 is "0" (step S1212).
[0249] If the current state is neither a genuine pre-announcement state nor a false pre-announcement state, and the value of the standby counter 74g in the main RAM 74 is "0" (step S1212: YES), the setting process for the termination preparation state ST6 is executed (step S1213). In this setting process, the AT state flag in the main RAM 74 is cleared to "0". In addition, in this setting process, the termination preparation state flag in the main RAM 74 is set to "1". The termination preparation state flag is a flag used by the main MPU 72 to identify that the game state is termination preparation state ST6, and setting the termination preparation state flag to "1" makes the game state termination preparation state ST6. After that, the termination preparation complete flag in the main RAM 74 is cleared to "0" (step S1214). As explained earlier, the termination preparation complete flag is a flag used by the main MPU 72 to identify whether or not one game has been executed in termination preparation state ST6.
[0250] As previously explained, in the termination preparation state ST6, a positive determination is made in step S802 of the second control processing of the game section (Figure 21). If the termination preparation complete flag is not set to "1" (step S803: NO), the termination preparation complete flag is set to "1," and then processing is executed to determine whether the ending conditions for the second section SC2 have been met, and the second control processing of the game section (Figure 21) for this game is terminated. On the other hand, if the termination preparation complete flag is set to "1" (step S803: YES), processing is executed to terminate the second section SC2 and transition to the first section SC1 (steps S814 to S816). As a result, the second section SC2 will terminate when the game following the game in which AT state ST5 has ended ends.
[0251] Subsequently, an AT termination command is sent to the performance-side MPU 92 (step S1215). The AT termination command is a command to make the performance-side MPU 92 recognize that the AT state ST5 has ended. When the performance-side MPU 92 receives the AT termination command, it controls the upper lamp 61, speaker 62, and image display device 63 so that after an animation indicating the end of the AT state ST5 is executed, an animation corresponding to the normal game state ST1 is started.
[0252] On the other hand, if the current state is either a genuine pre-announcement state or a false pre-announcement state and the value of the standby counter 74g of the main RAM 74 is 1 or greater (step S1212: NO), even if the value of the AT continuation counter 74e is "0" and the remaining number of game media to be allocated in the current AT state ST5 is "0", the process to terminate AT state ST5 in steps S1213 to S1215 is not executed. As a result, even if the remaining number of game media to be allocated in AT state ST5 becomes "0", if it is a genuine pre-announcement state or a false pre-announcement state, AT state ST5 will continue without terminating. If it was a genuine pre-announcement state, the value of the planned number counter 74f of the main RAM 74 is added to the AT continuation counter 74e in the final game of that genuine pre-announcement state, so AT state ST5 will continue even after the genuine pre-announcement state has ended. If the state is a false premonition, the value of the AT continuation counter 74e will not be added in the final game of that false premonition state. However, if a direct win occurs in the bonus lottery process (step S1103) during the false premonition state, the number of bonuses selected will be added to the AT continuation counter 74e, so the AT state ST5 may continue even after the false premonition state ends.
[0253] Figure 26 is a flowchart showing the AT (Automatic Trigger) performance control processing executed on the performance-side MPU92. The AT performance control processing is repeatedly executed on the performance-side MPU92 at relatively short intervals (for example, 4-millisecond intervals).
[0254] If an AT transition command is received from the main MPU 72 (step S1301: YES), the AT base table pre-stored in the performance-side ROM 93 is read into the performance-side RAM 94 (step S1302). The performance execution control is performed according to the AT base table, causing the upper lamp 61 to perform a light emission effect corresponding to the base performance of AT state ST5, the speaker 62 to perform a sound output effect corresponding to the base performance of AT state ST5, and the image display device 63 to perform a display effect corresponding to the base performance of AT state ST5.
[0255] Figure 27(a) is an explanatory diagram illustrating an example of the base presentation for AT state ST5 in the image display device 63. As shown in Figure 27(a), the base presentation for AT state ST5 is a video display of the base image G11 using the base character image. In addition, a remaining number display image G12 is displayed to inform the player of the remaining number of game media to be given in AT state ST5, and an acquired number display image G13 is displayed to inform the player of the number of game media acquired in AT state ST5. The presentation-side MPU 92 can grasp the remaining number of game media to be given and the number of game media acquired in AT state ST5 based on commands received from the main-side MPU 72, and updates the display content of the remaining number display image G12 and the acquired number display image G13 as appropriate according to the information grasped.
[0256] If a direct win command is received from the main MPU 72 (step S1303: YES), the number of points awarded in this direct win is determined from the information contained in the direct win command (step S1304), and the direct win table corresponding to the determined number of points awarded is read from the performance-side ROM 93 to the performance-side RAM 94 (step S1305). The execution control of the performance is performed according to the direct win table, so that the upper lamp 61 performs a light-up performance corresponding to the direct win, the speaker 62 performs a sound output performance corresponding to the direct win in AT state ST5, and the image display device 63 performs a display performance corresponding to the direct win. In this case, the image display device 63 displays an image to notify the number of points awarded in this direct win over a part of the base performance of AT state ST5, and after this display, it is displayed that the number of points awarded is added to the number in the remaining points display image G12. The remaining points display image G12 displays the number that is the result of adding the number of points awarded in this direct win to the remaining points awarded up to that point. This allows players to understand that the remaining number of points awarded has increased due to a direct win.
[0257] In this case, if a direct win occurs during the genuine pre-announcement state or the false pre-announcement state, the image display device 63 will display an image in the game in which the direct win occurred, superimposed on part of the effects of the genuine pre-announcement state or the false pre-announcement state, to inform the player of the number of points awarded for this direct win. After this display is made, the number of points awarded will be added to the number displayed in the remaining points display image G12. Therefore, even if the player is in the middle of the genuine pre-announcement state or the false pre-announcement state, they will be able to understand that the remaining number of points awarded has increased due to the direct win.
[0258] If a false premonition command is received from the main MPU 72 (step S1306: YES), the false premonition table is read from the performance-side ROM 93 to the performance-side RAM 94 (step S1307). The execution control of the performance is performed according to the false premonition table, causing the upper lamp 61 to perform a light-up performance corresponding to the false premonition state, the speaker 62 to perform a sound output performance corresponding to the false premonition state, and the image display device 63 to perform a display performance corresponding to the false premonition state.
[0259] Figure 27(b) is an explanatory diagram illustrating an example of a display effect corresponding to a false premonition state or a genuine premonition state in the image display device 63. As shown in Figure 27(b), in the display effect corresponding to a false premonition state or a genuine premonition state, the remaining number of granted display image G12 and the acquired number display image G13 are displayed, similar to the base effect for AT state ST5. In addition, in the display effect corresponding to a false premonition state or a genuine premonition state, a video display of the premonition effect image G14 using the premonition effect character image is performed. In the premonition effect image G14, an effect that is highly likely to occur in which the remaining number of granted game media in AT state ST5 increases is more likely to be executed. Also, more elaborate effects are executed on the final game side than on the starting game side of the false premonition state or genuine premonition state. Specifically, in some consecutive games, including the final game, an effect in which the same character is displayed between multiple games or an effect following a series of stories may be executed. In addition, in the final game of the false premonition state, an image is displayed that makes it possible for the player to recognize that the remaining number of granted game media in AT state ST5 will not increase. In the situation shown in Figure 27(b), the remaining number of game tokens awarded in AT state ST5 becomes "0" during the false premonition state, so the remaining tokens display image G12 shows "0 tokens remaining". However, since it is during the false premonition state, AT state ST5 does not end and continues.
[0260] If a pre-announcement command is received from the main MPU72 (step S1308: YES), the number of points to be awarded selected by the winning of the pre-announcement state that triggered the transmission of this pre-announcement command is determined from the information contained in the pre-announcement command, and the determined number of points to be awarded is added to the number of points to be awarded counter provided in the RAM94 on the performance side (step S1309). After that, it is determined whether the performance is currently being executed in a pre-announcement state or a false pre-announcement state (step S1310).
[0261] If the performance for the genuine pre-announcement state or the false pre-announcement state is not currently being executed (step S1310: NO), the genuine pre-announcement table is read from the performance-side ROM 93 to the performance-side RAM 94 (step S1311). The performance execution control is performed according to the genuine pre-announcement table, causing the upper lamp 61 to perform a light-emitting performance corresponding to the genuine pre-announcement state, the speaker 62 to perform a sound output performance corresponding to the genuine pre-announcement state, and the image display device 63 to perform a display performance corresponding to the genuine pre-announcement state. The content of the display performance of the image display device 63 corresponding to the genuine pre-announcement state is the same as the content of the display performance corresponding to the false pre-announcement state, except for the final game, and as shown in Figure 27(b), a video display of the remaining number of grants display image G12, the number of acquisitions display image G13, and the pre-announcement performance image G14 is performed. In the final game of the genuine pre-announcement state, an image is displayed to notify the number of grants corresponding to the value of the planned number of grants counter in the performance-side RAM 94, and after this display, a display is shown in which the number of grants is added to the number in the remaining number of grants display image G12. Image G12, which displays the remaining number of points awarded, shows the result of adding the number of points awarded at the end of the current pre-announcement state to the remaining number of points awarded up to that point. This allows players to understand that the number of points awarded has increased due to the pre-announcement state.
[0262] If the performance of either the genuine pre-announcement state or the false pre-announcement state is currently being executed (step S1310: YES), a correction process is executed (step S1312). In the correction process, if the current state is in the middle of the false pre-announcement state, the data corresponding to the performance of the final game in the false pre-announcement table read into the performance-side RAM94 is changed to data that enables the execution of a performance corresponding to the increase in the remaining number of game media awarded in AT state ST5, and also enables the notification of the number of awarded corresponding to the value of the award constant counter in the performance-side RAM94. If the current state is in the middle of the genuine pre-announcement state, the data corresponding to the performance of the final game in the genuine pre-announcement table read into the performance-side RAM94 is changed to data that enables the notification of the number of awarded corresponding to the value of the award constant counter in the performance-side RAM94 after the addition in step S1309.
[0263] As already explained, even if the player wins the main pre-announcement state while in a false pre-announcement state or a main pre-announcement state, the value of the standby counter 74g in the main RAM 74 is not changed. Therefore, the remaining number of standby games in the current pre-announcement state is not changed, and after the main pre-announcement state is won, the main pre-announcement state ends when the remaining standby games are consumed. Consequently, even if the player wins the main pre-announcement state while in a false pre-announcement state or a main pre-announcement state, the performance-side MPU 92 only modifies the data of the final game in the pre-announcement table for executing the performance corresponding to the current pre-announcement state, and does not perform any processing to increase the number of games in which the performance corresponding to the pre-announcement state is executed. This makes it possible for the main MPU 72 to notify the player of the number of games to be added when the value of the planned number counter 74f in the main RAM 74 is added to the AT continuation counter 74e in the main RAM 74.
[0264] If an AT termination command is received from the main MPU 72 (step S1313: YES), the AT termination table is read from the performance-side ROM 93 to the performance-side RAM 94 (step S1314). The performance execution control is performed according to the AT termination table, causing the upper lamp 61 to perform a light emission effect corresponding to the termination of AT state ST5, the speaker 62 to perform a sound output effect corresponding to the termination of AT state ST5, and the image display device 63 to perform a display effect corresponding to the termination of AT state ST5.
[0265] Figure 27(c) is an explanatory diagram illustrating an example of a display animation corresponding to the end of AT state ST5 in the image display device 63. As shown in Figure 27(c), the display animation corresponding to the end of AT state ST5 includes a video display of the end image G15 using an end character image. In addition, the text image G16 of "END" is displayed to clearly indicate that AT state ST5 has ended, and the total number of game tokens acquired during this AT state ST5 is displayed as the total number of game tokens acquired G17.
[0266] In the AT (Automatic Transmission) performance control processing (Figure 26), in addition to the above processes, other processes are executed (step S1315). These other processes update the data that should be referenced in various tables as the game progresses, and update the performance content accordingly. Furthermore, when a game medium is provided, the display content of the remaining number of provided display image G12 and the acquired number display image G13 are updated accordingly. In addition, when the first ending command or the second ending command is received from the main MPU 72, processing is executed to ensure that the ending performance is played.
[0267] Next, we will explain how the effects corresponding to the premonition state progress, referring to the time chart in Figure 28. Figure 28(a) shows the period in AT state ST5, Figure 28(b) shows the value of the AT continuation counter 74e of the main RAM 74, Figure 28(c) shows the value of the standby counter 74g of the main RAM 74, Figure 28(d) shows the timing of a direct win in the bonus lottery process (step S1103), Figure 28(e) shows the period in the genuine premonition state, and Figure 28(f) shows the period in the false premonition state.
[0268] First, let's explain the case where the AT continuation counter 74e value becomes "0" and the false pre-announcement state ends during the false pre-announcement state, and the AT state ST5 ends.
[0269] At timing t1, AT state ST5 is started as shown in Figure 28(a). In this case, as shown in Figure 28(b), the AT continuation counter 74e is set to "200", which is the initial number of tokens allocated for AT state ST5. In AT state ST5, the game is repeatedly executed, and as more game tokens than the number of bets are allocated in each game, the value of the AT continuation counter 74e gradually decreases as shown in Figure 28(b).
[0270] Subsequently, at timing t2, a direct win occurs in the additional lottery process (step S1103) as shown in Figure 28(d). Therefore, at timing t2, the value of the AT continuation counter 74e increases as shown in Figure 28(b).
[0271] Subsequently, at timing t3, the bonus lottery process (step S1103) results in a win of the pre-announcement state, which starts the pre-announcement state as shown in Figure 28(e), and the standby counter 74g is set to "10" corresponding to the number of standby games as shown in Figure 28(c). Even in the pre-announcement state, if a game is played and more game media than the number of bets are provided, the value of the AT continuation counter 74e gradually decreases as shown in Figure 28(b). Also, if a game is played in the pre-announcement state, the value of the standby counter 74g gradually decreases as shown in Figure 28(c).
[0272] Subsequently, at timing t4, the value of the standby counter 74g becomes "0" as shown in Figure 28(c), and the pre-announcement state ends as shown in Figure 28(e). In this case, the number of units that were set in the planned number counter 74f of the main RAM 74 when the pre-announcement state started is added to the AT continuation counter 74e, and the value of the AT continuation counter 74e increases as shown in Figure 28(b).
[0273] Subsequently, at timing t5, the bonus lottery process (step S1103) results in a win of the false premonition state, initiating the false premonition state as shown in Figure 28(f), and setting the standby counter 74g to "10" corresponding to the number of standby games as shown in Figure 28(c). Even in the false premonition state, games are executed and game media exceeding the number of bets are awarded, causing the value of the AT continuation counter 74e to gradually decrease as shown in Figure 28(b). Furthermore, as games are executed in the false premonition state, the value of the standby counter 74g gradually decreases as shown in Figure 28(c). Subsequently, at timing t6, the value of the standby counter 74g becomes "0" as shown in Figure 28(c), ending the false premonition state as shown in Figure 28(f). Since no addition of awarded items occurs in the false premonition state, the AT continuation counter 74e does not increase as shown in Figure 28(b).
[0274] Subsequently, at timing t7, the bonus lottery process (step S1103) results in a win of the false premonition state, initiating the false premonition state as shown in Figure 28(f), and setting the standby counter 74g to "10" corresponding to the number of standby games as shown in Figure 28(c). Even in the false premonition state, the game is executed and game media exceeding the number of bets are awarded, causing the value of the AT continuation counter 74e to gradually decrease as shown in Figure 28(b). Also, as the game is executed in the false premonition state, the value of the standby counter 74g gradually decreases as shown in Figure 28(c).
[0275] Subsequently, at timing t8, which is in the middle of the false premonition state, the value of the AT continuation counter 74e becomes "0" as shown in Figure 28(b). However, at timing t8, as shown in Figure 28(c), the value of the standby counter 74g is 1 or greater, and since it is in the middle of the false premonition state, even if the value of the AT continuation counter 74e becomes "0", the AT state ST5 does not end and continues. Subsequently, at timing t9, as shown in Figure 28(c), the value of the standby counter 74g becomes "0", and the false premonition state ends as shown in Figure 28(f). Since no addition of the number of added points occurs in the false premonition state, the AT continuation counter 74e does not increase as shown in Figure 28(b). Also, at timing t9, as shown in Figure 28(b), the value of the AT continuation counter 74e is already "0". Therefore, at timing t9, the AT state ST5 ends as shown in Figure 28(a).
[0276] Next, we will explain the case where the value of the AT continuation counter 74e becomes "0" during the false premonition state, and a direct win occurs during the false premonition state.
[0277] As shown in Figure 28(a), at the timing of t10, which is AT state ST5, the bonus lottery process (step S1103) results in a win of the false premonition state, and as shown in Figure 28(f), the false premonition state begins, and as shown in Figure 28(c), the standby counter 74g is set to "10" corresponding to the number of standby games. Even in the false premonition state, the game is executed and game media exceeding the number of bets are awarded, causing the value of the AT continuation counter 74e to gradually decrease as shown in Figure 28(b). Also, as the game is executed in the false premonition state, the value of the standby counter 74g gradually decreases as shown in Figure 28(c).
[0278] Subsequently, at timing t11, which is in the middle of the false premonition state, the value of the AT continuation counter 74e becomes "0" as shown in Figure 28(b). However, at timing t11, as shown in Figure 28(c), the value of the standby counter 74g is 1 or greater, and since it is in the middle of the false premonition state, even if the value of the AT continuation counter 74e becomes "0", the AT state ST5 does not end and continues.
[0279] Subsequently, at timing t12, which is in the middle of the false premonition state, a direct win occurs in the additional lottery process (step S1103) as shown in Figure 28(d). Therefore, at timing t12, as shown in Figure 28(b), the number of items selected for the direct win is added to the AT continuation counter 74e, causing the value of the AT continuation counter 74e to be 1 or more. As the value of the AT continuation counter 74e becomes 1 or more, the game is executed in the false premonition state and more game media than the number of bets are awarded, causing the value of the AT continuation counter 74e to be subtracted as shown in Figure 28(b).
[0280] Subsequently, at timing t13, the value of the standby counter 74g becomes "0" as shown in Figure 28(c), and the false premonition state ends as shown in Figure 28(f). Since no addition of the number of awarded points occurs in the false premonition state, the AT continuation counter 74e does not increase as shown in Figure 28(b). However, at timing t13, the number of awarded points that increased at timing t12 is not "0" as shown in Figure 28(b), so the value of the AT continuation counter 74e is 1 or greater. Therefore, even if the false premonition state ends, the AT state ST5 continues. Subsequently, at timing t14, the value of the AT continuation counter 74e becomes "0" as shown in Figure 28(b), and the AT state ST5 ends as shown in Figure 28(a).
[0281] Next, we will explain the case where the value of the AT continuation counter 74e becomes "0" during the false premonition state, and the genuine premonition state is won during the false premonition state.
[0282] As shown in Figure 28(a), at the timing of t15, which is AT state ST5, the bonus lottery process (step S1103) results in a win of the false premonition state, and as shown in Figure 28(f), the false premonition state begins, and as shown in Figure 28(c), the standby counter 74g is set to "10" corresponding to the number of standby games. Even in the false premonition state, as the game is executed and game media exceeding the number of bets are awarded, the value of the AT continuation counter 74e gradually decreases as shown in Figure 28(b). Also, as the game is executed in the false premonition state, the value of the standby counter 74g gradually decreases as shown in Figure 28(c).
[0283] Subsequently, at timing t16, which is in the middle of the false premonition state, the value of the AT continuation counter 74e becomes "0" as shown in Figure 28(b). However, at timing t16, as shown in Figure 28(c), the value of the standby counter 74g is 1 or greater, and since it is in the middle of the false premonition state, even if the value of the AT continuation counter 74e becomes "0", the AT state ST5 does not end and continues.
[0284] Subsequently, at timing t17, which is in the middle of the false premonition state, the bonus lottery process (step S1103) results in a win of the true premonition state, and as shown in Figures 28(e) and 28(f), the false premonition state is upgraded to the true premonition state. However, as shown in Figure 28(c), the number of waiting games in the waiting counter 74g is not reset, and the remaining number of waiting games is carried over as is.
[0285] At timing t18, the value of the standby counter 74g becomes "0" as shown in Figure 28(c), and the main pre-announcement state ends as shown in Figure 28(e). In this case, the number of units that were set in the planned number counter 74f of the main RAM 74 when the main pre-announcement state started is added to the AT continuation counter 74e, and the value of the AT continuation counter 74e increases as shown in Figure 28(b). Therefore, even if the main pre-announcement state ends, the AT state ST5 continues. Subsequently, at timing t19, the value of the AT continuation counter 74e becomes "0" as shown in Figure 28(b), and the AT state ST5 ends as shown in Figure 28(a).
[0286] The embodiment described in detail above provides the following excellent effects.
[0287] In AT state ST5, if the player is in a genuine pre-announcement state or a false pre-announcement state, the AT continuation counter 74e will continue even if the value becomes "0", meaning the remaining number of game tokens in AT state ST5 becomes "0". This makes it possible to create a situation where AT state ST5 can continue even if the remaining number of game tokens in AT state ST5 becomes "0". In addition, it makes it possible to prevent the execution of the effects in the genuine pre-announcement state or false pre-announcement state from ending prematurely when AT state ST5 ends.
[0288] In particular, in the case of a false premonition state that does not serve as an opportunity to increase the remaining number of game media in AT state ST5, even if the remaining number of game media in AT state ST5 becomes "0", the AT state ST5 will continue without ending. This makes it possible to make the false premonition state, which in situations where the remaining number of game media is not "0" only serves as a visual effect that does not affect the player's profit, a state that continues AT state ST5 when the remaining number of game media is "0", thereby increasing the player's attention to the false premonition state.
[0289] If the AT state ST5 continues even if the remaining number of game tokens awarded is "0" while in a false premonition state, the AT state ST5 will also end when the false premonition state ends with the remaining number of tokens still "0". This prevents the AT state ST5 from continuing excessively.
[0290] In AT state ST5, if a direct win occurs during the bonus lottery process, the remaining number of game tokens awarded in AT state ST5 increases, so the player will expect a direct win to occur in AT state ST5. In this case, even if the remaining number of tokens is "0" due to being in a false premonition state, if AT state ST5 continues, and a direct win occurs in this continued state, the remaining number of tokens will increase. This makes it possible to make the player expect a direct win even when AT state ST5 is continuing due to being in a false premonition state.
[0291] Even if a genuine pre-announcement or false pre-announcement win occurs during a genuine pre-announcement state or false pre-announcement state, the remaining number of games in the pre-announcement state will not increase and will remain unchanged. This prevents the false pre-announcement state from continuing excessively.
[0292] <Second Embodiment> In this embodiment, the manner in which a replay win is achieved and the content of the game in the pseudo-bonus state ST4 differ from those of the first embodiment. The configurations that differ from those of the first embodiment will be described below. Configurations that are the same as those of the first embodiment will generally not be described.
[0293] Figure 29 is an explanatory diagram illustrating the combinations of symbols that result in a normal replay win, a first special replay win, and a second special replay win.
[0294] As shown in Figure 29, in this embodiment, when the stopping symbol on the left reel 32L on the main line ML is a "Replay" symbol, the stopping symbol on the middle reel 32M is a "Replay" symbol, and the stopping symbol on the right reel 32R is a "Replay" symbol, when the stopping symbol on the left reel 32L on the main line ML is a "Replay" symbol, the stopping symbol on the middle reel 32M is a "Replay" symbol, and the stopping symbol on the right reel 32R is a "Red 7" symbol, when the stopping symbol on the left reel 32L on the main line ML is a "Replay" symbol, the stopping symbol on the middle reel 32M is a "Red 7" symbol, and the stopping symbol on the right reel 32R is a "Red 7" symbol, when the stopping symbol on the left reel 32L on the main line ML is a "Red 7" symbol, and the middle reel 32 If the stopping symbol on the M reel is a "Replay" symbol and the stopping symbol on the right reel 32R is a "Red 7" symbol, if the stopping symbol on the left reel 32L on the main line ML is a "Replay" symbol, the stopping symbol on the middle reel 32M is a "Replay" symbol and the stopping symbol on the right reel 32R is a "BAR" symbol, if the stopping symbol on the left reel 32L on the main line ML is a "Replay" symbol, the stopping symbol on the middle reel 32M is a "BAR" symbol and the stopping symbol on the right reel 32R is a "BAR" symbol, or if the stopping symbol on the left reel 32L on the main line ML is a "BAR" symbol, the stopping symbol on the middle reel 32M is a "Replay" symbol and the stopping symbol on the right reel 32R is a "BAR" symbol, a normal replay win will occur.
[0295] In this embodiment, in addition to regular replay wins, first chance replay wins, and second chance replay wins, first special replay wins and second special replay wins are also set as replay wins. If 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 "red 7", then a first special replay win is achieved. If the stopping symbol on the left reel 32L on the main line ML is a "BAR", the stopping symbol on the middle reel 32M is a "BAR", and the stopping symbol on the right reel 32R is a "BAR", then a second special replay win is achieved.
[0296] In this slot machine 10, as in the first embodiment described above, when the machine is not in a CB state, reel control is performed on each reel 32L, 32M, and 32R that allows the reels to slide up to four symbols after the stop buttons 42 to 44 are operated. In other words, reel control is performed on each reel 32L, 32M, and 32R to stop within a specified time (190 milliseconds) after the stop buttons 42 to 44 are operated. This type of reel control makes it easier to achieve a win corresponding to the winning combination, and prevents wins corresponding to non-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, those symbols may not stop on the main line ML. The first and second special replay wins are wins that may not occur depending on the timing of the stop operation of stop buttons 42-44 relative to the rotation position of reels 32L, 32M, and 32R.
[0297] Figure 30 is an explanatory diagram illustrating the hand selection table for a 3-coin bet in this embodiment, which is selected when the setting value is "3" and the number of bets is "3". The following explanation will refer to the explanatory diagram in Figure 31 as appropriate.
[0298] Index values IV=1 to 16 are set with the same winning data and point value PV as the winning combination table for 3-coin bets in the first embodiment (Figure 14). Also, index value IV=19 is set with the same winning data and point value PV as index value IV=17 in the winning combination table for 3-coin bets in the first embodiment (Figure 14).
[0299] The index value IV=17 is set to both normal replay winning data and first special replay winning data. When a win occurs with index value IV=17, as shown in Figure 31, if the first stop is the left reel 32L or the middle reel 32M, a normal replay win is guaranteed regardless of the type of reels 32L, 32M, or 32R targeted for the second and third stops, and the timing of operation of stop buttons 42-44. On the other hand, if the first stop is the right reel 32R, either a first special replay win or a normal replay win is guaranteed regardless of the type of reels 32L, 32M, or 32R targeted for the second and third stops. In this case, if the timing of operation of each stop button 42-44 relative to the rotation position of reels 32L, 32M, or 32R is such that a first special replay win can be achieved, the achievement of the first special replay win takes priority. If the timing of operation is such that a first special replay win cannot be achieved, a normal replay win is achieved.
[0300] The index value IV=18 is set to normal replay winning data, first special replay winning data, and second special replay winning data. When a win occurs with index value IV=18, as shown in Figure 31, if the first stop is the left reel 32L or the middle reel 32M, a normal replay win is guaranteed regardless of the type of reels 32L, 32M, or 32R targeted for the second and third stops, and the timing of operation of stop buttons 42-44. On the other hand, if the first stop is the right reel 32R, a first special replay win, a second special replay win, or a normal replay win is guaranteed regardless of the type of reels 32L, 32M, or 32R targeted for the second and third stops. In this case, if the timing of operation of each stop button 42-44 relative to the rotation position of reels 32L, 32M, and 32R is such that it is possible to win the first special replay, the winning of the first special replay takes priority. If the timing of operation is such that it is possible to win the second special replay, the winning of the second special replay takes priority. If the timing of operation is such that it is not possible to win either the first or second special replay, then a normal replay is won.
[0301] Here, the symbol arrangement of each reel 32L, 32M, and 32R in this embodiment is the same as the symbol arrangement of each reel 32L, 32M, and 32R in the first embodiment shown in Figure 4. As described above, in order to achieve a first special replay or a second special replay when the index value IV=18 is won, it is necessary to stop the right reel 32R as the first stop. As shown in Figure 4, in the right reel 32R, there are more symbols than the maximum number of slides, which is 4 symbols, between the "red 7" symbol and the "BAR" symbol. Therefore, when the right stop button 44 is operated to stop the right reel 32R so that the "red 7" symbol stops on the main line ML of the right reel 32R in order to achieve a first special replay when the index value IV=18 is won, the "BAR" symbol will not stop on the main line ML, and the second special replay will not be achieved because the "BAR" symbol does not stop. Furthermore, if the player wins an index value of IV=18 and aims to achieve a second special replay win by stopping the right stop button 44 so that the "BAR" symbol stops on the main line ML of the right reel 32R, the "Red 7" symbol will not stop on the main line ML, and because the "Red 7" symbol does not stop, a first special replay win will not be achieved. In other words, when the player wins an index value of IV=18 and the right reel 32R is stopped first, the stopping control of each reel 32L, 32M, and 32R is performed so that the first and second special replay wins take priority over normal replay wins. However, in this stopping control, there is no priority set between the first and second special replay wins, and the player can choose whether to achieve the first or second special replay win by timing their operation of the stop buttons 42-44.
[0302] As shown in Figure 30, the point value PV is set to "600" for index value IV=17, and the point value PV is set to "200" for index value IV=18. Therefore, the probability of winning with index value IV=17 is approximately 1 / 109, and the probability of winning with index value IV=18 is approximately 1 / 328. In other words, the probability of winning with index value IV=18, where both the first and second special replay wins can occur, is set lower than the probability of winning with index value IV=17, where only the first special replay win can occur.
[0303] In the pseudo-bonus state ST4, if the draw process for winning a role (Figure 13) results in an index value of IV=17, a notification prompting the winning of the first special replay will be displayed on the main line ML. Also, in the pseudo-bonus state ST4, if the draw process for winning a role (Figure 13) results in an index value of IV=18, if it is the first half of the pseudo-bonus state ST4, a notification prompting the winning of the first special replay will be displayed on the main line ML, and if it is the second half of the pseudo-bonus state ST4, a notification prompting the winning of the second special replay will be displayed on the main line ML. These notifications will be explained with reference to the explanatory diagrams in Figures 32(a) and 32(b). Figure 32(a) is an explanatory diagram to show how the notification prompting the winning of the first special replay is displayed on the main line ML, and Figure 32(b) is an explanatory diagram to show how the notification prompting the winning of the second special replay is displayed on the main line ML. The first half of the pseudo-bonus state ST4 refers to the situation until half of the initial number of games (20 or 50 games) have been played when the pseudo-bonus state ST4 is started, while the second half of the pseudo-bonus state ST4 refers to the situation after half of the initial number of games has been played.
[0304] In the pseudo-bonus state ST4, if the draw for a winning combination (Figure 13) results in an index value of IV=17, or if the draw for a winning combination (Figure 13) results in an index value of IV=18 in the first half of the pseudo-bonus state ST4, the image display device 63 will display a corresponding stop order as shown in Figure 32(a1), where the first stop is the right reel 32R and the types of the second and third stop targets reels 32L, 32M, and 32R are arbitrary. It will also display an indication that the player should aim for the "red 7" symbol on each reel 32L, 32M, and 32R. Furthermore, the combined display unit 66 will display a corresponding stop order as shown in Figure 32(a2), where the first stop is the right reel 32R and the types of the second and third stop targets reels 32L, 32M, and 32R are arbitrary. Then, by stopping the rotation of reels 32L, 32M, and 32R in the order specified in the notification, and by stopping the stop buttons 42-44 on each reel 32L, 32M, and 32R while aiming for the "Red 7" symbol, the "Red 7" symbol, and combinations of the "Red 7" symbol are displayed on the main line ML as shown in Figure 32(a3).
[0305] If the index value IV=17 is won in the pseudo-bonus state ST4, or if the index value IV=18 is won in the first half of the pseudo-bonus state ST4, it is confirmed that the player will transition to the AT state ST5 after the end of the pseudo-bonus state ST4. In this case, the right reel 32R is stopped first, and a notification is given that the player should aim for the "Red 7" symbol on the main line ML of each reel 32L, 32M, and 32R. The player stops the rotation of the reels 32L, 32M, and 32R in the order indicated by the notification, and stops the stop buttons 42-44 on each reel 32L, 32M, and 32R while aiming for the "Red 7" symbol on the main line ML, resulting in the "Red 7" symbol, the "Red 7" symbol, and the combination of the "Red 7" symbol being stopped and displayed on the main line ML as shown in Figure 32(a3). This makes it possible to inform the player that the transition to AT state ST5 has been confirmed by using the stopping results of reels 32L, 32M, and 32R.
[0306] In the pseudo-bonus state ST4, even if the winning combination is selected in the role lottery process (Figure 13) at index value IV=16, where only normal replay winning data is set, there is a predetermined probability (for example, 20%) that the right reel 32R will be stopped first and a notification will be issued to aim for the "Red 7" symbol on the main line ML of each reel 32L, 32M, and 32R. In this case, even if the reels 32L, 32M, and 32R are stopped in the order indicated by the notification and stop buttons 42-44 are pressed to aim for the "Red 7" symbol on the main line ML of each reel 32L, 32M, and 32R, the "Red 7" symbol will stop on the main line ML of the first two reels 32L, 32M, and 32R, but the "Red 7" symbol will not stop on the main line ML of the third reel 32L, 32M, and 32R. This makes it possible to create a presentation that encourages players to aim for the "Red 7" symbol, as described above, and makes them anticipate a transition to the AT state ST5.
[0307] If the player wins an index value IV=17 in pseudo-bonus state ST4, or wins an index value IV=18 in the first half of pseudo-bonus state ST4, and a notification appears prompting the player to aim for the "Red 7" symbol, if the player does not stop the rotation of reels 32L, 32M, and 32R in the order indicated by the notification, or if the player does not stop buttons 42-44 at the timing when the "Red 7" symbol stops on the main line ML of each reel 32L, 32M, and 32R, the combination of the "Red 7" symbol, the "Red 7" symbol, and the "Red 7" symbol will not be displayed on the main line ML, and a normal replay will be awarded. However, even in this case, the player will transition to AT state ST5 after pseudo-bonus state ST4 ends. This makes it possible to prevent the benefit of transitioning to AT state ST5 from being lost due to the player's stopping operation.
[0308] In the latter half of the pseudo-bonus state ST4, if the index value IV=18 is won in the role lottery process (Figure 13), the image display device 63 will display a stop order corresponding to the first stop being the right reel 32R and the types of the second and third stop targets reels 32L, 32M, and 32R being arbitrary, as shown in Figure 32(b1). It will also display an indication that the player should aim for the "BAR" symbol on each of the reels 32L, 32M, and 32R. In addition, the combined display unit 66 will display a stop order corresponding to the first stop being the right reel 32R and the types of the second and third stop targets reels 32L, 32M, and 32R being arbitrary, as shown in Figure 32(b2). Then, by stopping the rotation of reels 32L, 32M, and 32R in the order specified in the notification, and by stopping the stop buttons 42-44 on each reel 32L, 32M, and 32R while aiming for the "BAR" symbol, the "BAR" symbol, and combinations of "BAR" symbols are displayed on the main line ML as shown in Figure 32(b3).
[0309] If an index value IV=18 is won during the latter half of the pseudo-bonus state ST4, it is guaranteed that the player will transition to AT state ST5 after the end of the pseudo-bonus state ST4. Furthermore, the transition to AT state ST5 will be more advantageous than when an index value IV=17 is won during the pseudo-bonus state ST4 or when an index value IV=18 is won during the first half of the pseudo-bonus state ST4. Specifically, the initial number of points awarded in AT state ST5 will be greater than when transitioning to AT state ST5 under other conditions. In this case, the right reel 32R is stopped first, and a notification is given that the player should aim for the "BAR" symbol on the main line ML of each reel 32L, 32M, and 32R. The player stops the rotation of reels 32L, 32M, and 32R in the order indicated by the notification, and stops the stop buttons 42-44 on each reel 32L, 32M, and 32R while aiming for the "BAR" symbol on the main line ML. As shown in Figure 32(b3), a combination of the "BAR" symbol, the "BAR" symbol, and the "BAR" symbol is displayed on the main line ML. This makes it possible to notify the player that a transition to the more advantageous AT state ST5 is confirmed by using the stopping results of reels 32L, 32M, and 32R.
[0310] In the latter half of the pseudo-bonus state ST4, even if a win occurs in the role lottery process (Figure 13) at index value IV=16, where only normal replay winning data is set, there is a predetermined probability (for example, 10%) that the right reel 32R will be stopped first and a notification will be issued to aim for the "BAR" symbol on the main line ML of each reel 32L, 32M, and 32R. In this case, even if the reels 32L, 32M, and 32R are stopped in the order indicated by the notification and stop buttons 42-44 are pressed to aim for the "BAR" symbol on the main line ML of each reel 32L, 32M, and 32R, the "BAR" symbol will stop on the main line ML of the first two reels 32L, 32M, and 32R, but the "BAR" symbol will not stop on the main line ML of the third reel 32L, 32M, and 32R. This makes it possible to use the notification that prompts the player to aim for the "BAR" symbol as described above to create a presentation that encourages a transition to the more advantageous AT state ST5.
[0311] If, in the latter half of the pseudo-bonus state ST4, an index value IV=18 is won, and a notification appears prompting the player to aim for the "BAR" symbol, if the player does not stop the rotation of reels 32L, 32M, and 32R in the order indicated by the notification, or if the player does not stop buttons 42-44 at the timing when the "BAR" symbol stops on the main line ML of each reel 32L, 32M, and 32R, the combination of "BAR", "BAR", and "BAR" symbols will not be displayed on the main line ML, and a normal replay will be awarded. However, even in this case, the player will transition to the more advantageous AT state ST5 after the pseudo-bonus state ST4 ends. This makes it possible to prevent the benefit of transitioning to the more advantageous AT state ST5 from being lost due to the player's stopping operation.
[0312] Here, the first special replay winning data is set at index value IV=17, and the first special replay winning data and the second special replay winning data are set at index value IV=18. In the first half of the pseudo-bonus state ST4, if index value IV=17 or 18 is won, a notification is made to stop the combination of "Red 7", "Red 7", and "Red 7" on the main line ML. On the other hand, in the second half of the pseudo-bonus state ST4, if index value IV=18 is won, a notification is made to stop the combination of "BAR", "BAR", and "BAR" on the main line ML. As a result, in the second half of the pseudo-bonus state ST4, index value IV=18 is used to stop the combination of "BAR", "BAR", and "BAR" on the main line ML, and the probability of the combination of "Red 7", "Red 7", and "Red 7" stopping on the main line ML in the first half of the pseudo-bonus state ST4 is increased by using index value IV=18 to stop the combination of "BAR", "BAR", and "BAR" on the main line ML.
[0313] If the index value IV=17 is won, and the right reel 32R is stopped first, and the player aims for the "Red 7" symbol on the main line ML on each reel 32L, 32M, and 32R and stops the stop buttons 42-44, the "Red 7" symbol, the "Red 7" symbol, and the combination of the "Red 7" symbol will be displayed on the main line ML even if the game is not in the pseudo-bonus state ST4. Even if the "Red 7" symbol, the "Red 7" symbol, and the combination of the "Red 7" symbol are displayed on the main line ML in a game that is not in the pseudo-bonus state ST4, the player will not be granted any benefit other than being able to play again. In this case, if the first special replay winning data is not set for index value IV=18, and the probability of the combination of "Red 7" symbol, "Red 7" symbol, and "Red 7" symbol stopping on the main line ML in the first half of the pseudo-bonus state ST4 is to be the same, it becomes necessary to increase the winning probability for index value IV=17. However, if the winning probability for index value IV=17 is increased, the probability of the combination of "Red 7" symbol, "Red 7" symbol, and "Red 7" symbol stopping on the main line ML in game states other than the pseudo-bonus state ST4 will increase accordingly. In response to this, by setting not only the second special replay winning data but also the first special replay winning data for index value IV=18 as described above, and by providing a notification to stop the combination of "Red 7", "Red 7", and "Red 7" on the main line ML when index value IV=18 is won in the first half of the pseudo-bonus state ST4, it becomes possible to set the probability of the combination of "Red 7", "Red 7", and "Red 7" being displayed on the main line ML in the first half of the pseudo-bonus state ST4 to a predetermined probability, while preventing the probability of winning index value IV=17 from becoming too high.
[0314] Furthermore, as already explained, in the right reel 32R, there are more symbols between the "Red 7" symbol and the "BAR" symbol than the maximum number of symbols that can slide, which is 4 symbols. Therefore, if you win an index value of IV=18 and stop the right stop button 44 so that the "Red 7" symbol stops on the main line ML of the right reel 32R with the aim of achieving a first special replay, the "BAR" symbol will not stop on the main line ML, and as a result of the "BAR" symbol not stopping, a second special replay will not be achieved. Also, if you win an index value of IV=18 and stop the right stop button 44 so that the "BAR" symbol stops on the main line ML of the right reel 32R with the aim of achieving a second special replay, the "Red 7" symbol will not stop on the main line ML, and as a result of the "Red 7" symbol not stopping, a first special replay will not be achieved. In other words, when the index value IV=18 is won and the right reel 32R is the first to stop, the stopping control of each reel 32L, 32M, and 32R is performed so that the first special replay and the second special replay are given priority over the normal replay. However, in this stopping control, no priority is set between the first special replay and the second special replay, and the player can choose whether to achieve the first or second special replay by operating the stop buttons 42-44 at the right time. As a result, when index value IV=18 is won, in the first half of the pseudo-bonus state ST4, a notification will be made to stop the combination of "Red 7" symbol, "Red 7" symbol, and "Red 7" symbol on the main line ML, and in the second half of the pseudo-bonus state ST4, a notification will be made to stop the combination of "BAR" symbol, "BAR" symbol, and "BAR" symbol on the main line ML. In a configuration where the first special replay winning data and the second special replay winning data are set for index value IV=18, it becomes possible to stop and display the appropriate combination of symbols on the main line ML for each situation.
[0315] Figure 33 is a flowchart showing the stop order notification control process in this embodiment, which is executed by the main MPU 72. The stop order notification control process is executed in step S412 of the role lottery process (Figure 13).
[0316] First, it is determined 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 S1401). If the number of bets for the current game is "2" (step S1401: NO), the processes from step S1402 onwards are not executed. If the number of bets for the current game is "3" (step S1401: YES), and the current game state is AT state ST5 (step S1402: YES), the notification control process for the advantageous state is executed (step S1403). In the notification control processing for the advantageous state, if the draw for the winning combination (Figure 13) results in an index value IV of 1 to 6, a command is sent to the performance-side MPU 92 to display on the combined display unit 66 the stop order of reels 32L, 32M, and 32R that enables the first bell win, and to notify the image display device 63 of the stop order of reels 32L, 32M, and 32R that enables the first bell win.
[0317] If the current game state is pseudo-bonus state ST4 (step S1404: YES), and if the draw process for the winning combination (Figure 13) results in an index value of IV=17 (step S1405: YES), the process of setting display data for the first stop of the right reel is executed (step S1406). As a result, the display corresponding to the stop order in which the first stop is the right reel 32R and the types of the second and third stop targets reels 32L, 32M, and 32R are arbitrary is started on the shared display unit 66. This display is started before the stop operation of reels 32L, 32M, and 32R becomes effective and ends when a stop command is issued for all reels 32L, 32M, and 32R in the game for which this display was executed.
[0318] Subsequently, a command for notifying the red 7 is sent to the performance-side MPU 92 (step S1407). Figure 34 is a flowchart of the notification control process executed by the performance-side MPU 92. The notification control process is repeatedly executed by the performance-side MPU 92 at relatively short intervals (e.g., 4 millisecond intervals). When the performance-side MPU 92 receives the command for notifying the red 7 (step S1501: YES), it reads the red 7 notification table from the performance-side ROM 93 to the performance-side RAM 94 (step S1502). As a result, the image display device 63 starts displaying a display corresponding to a stop order in which the first stop is the right reel 32R and the types of the second and third stop targets reels 32L, 32M, and 32R are arbitrary, and a display indicating that the "red 7" symbol should be aimed at on the main line ML for each reel 32L, 32M, and 32R. This display starts before the stop operation for reels 32L, 32M, and 32R becomes effective, and ends when a stop command is issued for all reels 32L, 32M, and 32R in the game to which the display is applied.
[0319] Returning to the explanation of the stop order notification control process (Figure 33), if the current game state is pseudo-bonus state ST4 (Step S1404: YES) and the index value IV=18 has been won in the role lottery process (Figure 13) (Step S1408: YES), then it is determined whether the current state is the first half of pseudo-bonus state ST4 (Step S1409). As already explained, the first half of pseudo-bonus state ST4 refers to the situation until half of the initial number of continuous games (20 games or 50 games) has been played when the pseudo-bonus state ST4 is started, and the second half of pseudo-bonus state ST4 refers to the situation after half of the initial number of continuous games has been played.
[0320] If the game is in the first half of the pseudo-bonus state ST4 (step S1409: YES), the process of setting display data for the first stop of the right reel is executed (step S1410). As a result, the display corresponding to the stop order in which the first stop is the right reel 32R and the types of the second and third stop targets reels 32L, 32M, and 32R are arbitrary is started on the shared display unit 66. This display is started before the stop operations of reels 32L, 32M, and 32R become effective and ends when stop commands are issued for all reels 32L, 32M, and 32R in the game in which this display was executed.
[0321] Subsequently, a command for notifying the red 7 is sent to the performance-side MPU 92 (step S1411). When the performance-side MPU 92 receives the command for notifying the red 7, as previously explained, it starts displaying on the image display device 63 a display corresponding to a stop order in which the first stop is the right reel 32R and the types of the second and third stop targets reels 32L, 32M, and 32R are arbitrary, and a display indicating that the "red 7" symbol should be aimed at the main line ML for each reel 32L, 32M, and 32R. This display starts before the stop operation of reels 32L, 32M, and 32R becomes effective and ends when a stop command is issued for all reels 32L, 32M, and 32R in the game to which this display was executed.
[0322] If the game is in the latter half of the pseudo-bonus state ST4 (step S1409: NO), the process of setting display data for the first stop of the right reel is executed (step S1412). As a result, the display corresponding to the stop order in which the first stop is the right reel 32R and the types of the second and third stop targets reels 32L, 32M, and 32R are arbitrary is started on the shared display unit 66. This display is started before the stop operations of reels 32L, 32M, and 32R become effective and ends when stop commands are issued for all reels 32L, 32M, and 32R in the game in which this display was executed.
[0323] Subsequently, a BAR notification command is sent to the performance-side MPU 92 (step S1413). If the performance-side MPU 92 receives the BAR notification command during the notification control process (Figure 34) (step S1503: YES), it reads the BAR notification table from the performance-side ROM 93 to the performance-side RAM 94 (step S1504). As a result, the image display device 63 starts displaying a display corresponding to a stop order in which the first stop is the right reel 32R and the types of the second and third stop targets reels 32L, 32M, and 32R are arbitrary, and a display indicating that the player should aim for the "BAR" symbol on the main line ML for each reel 32L, 32M, and 32R. This display starts before the stop operation of reels 32L, 32M, and 32R becomes effective and ends when a stop command is issued for all reels 32L, 32M, and 32R in the game to which this display is executed.
[0324] Returning to the explanation of the stop order notification control process (Figure 33), if the current game state is the pseudo-bonus state ST4 (Step S1404: YES), and neither index value IV=17 nor 18 is won in the role lottery process (Figure 13) (Step S1408: NO), then other processing is performed (Step S1414). In the other processing, if index value IV=1 to 6 is won in the role lottery process (Figure 13), a command is sent to the performance-side MPU 92 to display on the combined display unit 66 the stop order of reels 32L, 32M, and 32R that enables the first bell win, and to notify the image display device 63 of the stop order of reels 32L, 32M, and 32R that enables the first bell win. In addition, during other processes, if the draw process for winning a role (Figure 13) results in an index value of IV=7 to 9, the combined display unit 66 displays the stop order of reels 32L, 32M, and 32R that enables the second bell win, and a command is sent to the performance-side MPU 92 so that the stop order of reels 32L, 32M, and 32R that enables the second bell win is announced on the image display device 63.
[0325] In other processes, if the draw process for a winning combination (Figure 13) is successful at index value IV=16, where normally only replay winning data is set, a notification draw process is executed. If the notification draw process results in a "Red 7" notification win (with a winning probability of, for example, 20%), a Red 7 notification command is sent to the performance-side MPU 92. When the performance-side MPU 92 receives the Red 7 notification command, as previously explained, it starts displaying on the image display device 63 a display corresponding to a stop order where the first stop is the right reel 32R and the types of the second and third stop targets reels 32L, 32M, and 32R are arbitrary, and a display indicating that the "Red 7" symbol should be aimed at the main line ML for each reel 32L, 32M, and 32R. This display starts before the stop operation of reels 32L, 32M, and 32R becomes effective and ends when a stop command is issued for all reels 32L, 32M, and 32R in the game for which the display was executed. In this case, the setting process for the display data for the first stop on the right is not executed, and the combined display unit 66 does not display a stop sequence in which the first stop is the right reel 32R and the types of the second and third stop targets, reels 32L, 32M, and 32R, are arbitrary.
[0326] In the latter half of the pseudo-bonus state ST4, if the draw process (Figure 13) results in a win at index value IV=16, where only normal replay winning data is set, a notification draw process is executed. If the notification draw process results in a "BAR" notification win (with a winning probability of, for example, 10%), a BAR notification command is sent to the performance-side MPU92. When the performance-side MPU92 receives the BAR notification command, as previously explained, it starts displaying on the image display device 63 a display corresponding to a stop order where the first stop is the right reel 32R and the types of the second and third stop targets reels 32L, 32M, and 32R are arbitrary, and a display indicating that the "BAR" symbol should be aimed at the main line ML for each reel 32L, 32M, and 32R. This display starts before the stop operation of reels 32L, 32M, and 32R becomes effective and ends when a stop command is issued for all reels 32L, 32M, and 32R in the game for which the display was executed. In this case, the setting process for the display data for the first stop on the right is not executed, and the combined display unit 66 does not display a stop sequence in which the first stop is the right reel 32R and the types of the second and third stop targets, reels 32L, 32M, and 32R, are arbitrary.
[0327] Figure 35 is a flowchart showing the pseudo-bonus processing in this embodiment, which is executed by the main MPU 72. The pseudo-bonus processing is executed in step S605 of the corresponding processing at the end of the game (Figure 18).
[0328] First, it is determined 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 S1601). If the number of bets for the current game is "2" (step S1601: NO), the processing from step S1602 onwards is not executed. As a result, even if a game with a bet of "2" is played in the pseudo-bonus state ST4, the remaining number of games in the pseudo-bonus state ST4 is not reduced.
[0329] Furthermore, if the game is in a CB state (first CB state ST2 or second CB state ST3), the pseudo-bonus processing (Figure 35) itself is not executed. Therefore, even if a CB state is started in the middle of pseudo-bonus state ST4, the number of games played in the CB state is not treated as the number of games played in pseudo-bonus state ST4. Consequently, even if the game transitions to a CB state in the middle of pseudo-bonus state ST4, after the end of that CB state, pseudo-bonus state ST4 will restart from the state with the remaining number of games played just before the transition to that CB state.
[0330] If the number of bets in this game is "3" (Step S1601: YES), the value of the pseudo-bonus continuation counter in the main RAM 74 is deducted by 1 (Step S1602). Then, it is determined whether or not the index value IV=17 was won in the role lottery process in this game (Figure 13) (Step S1603). If the index value IV=17 was won (Step S1603: YES), the value of the transition advantage counter set in the main RAM 74 is incremented by 1 (Step S1604). The transition advantage counter is a counter used by the main MPU 72 to determine whether or not to transition to the AT state ST5 after the pseudo-bonus state ST4 ends, and if so, to determine the advantage of that AT state ST5. The transition advantage counter is reset to "0" when transitioning to the pseudo-bonus state ST4. Furthermore, step S1604 is configured to increment the value of the transition advantage counter by 1, and the larger the value of the transition advantage counter, the greater the initial number of AT state ST5 awarded after the pseudo-bonus state ST4 ends. Therefore, the more times the index value IV=17 is won in the role lottery process (Figure 13) in the pseudo-bonus state ST4, the more likely it is that the advantageous AT state ST5 will occur afterward.
[0331] Subsequently, a first advantage generation command containing information that the transition advantage counter has been incremented by 1 and the value of the transition advantage counter after the increment is sent to the performance-side MPU 92 (step S1605). When the performance-side MPU 92 receives the first advantage generation command in the performance control processing (Figure 34), in other processing (step S1513), it reads a table corresponding to the information of the first advantage generation command from the performance-side ROM 93 to the performance-side RAM 94. As a result, if the value of the transition advantage counter becomes "1" after the increment, an effect indicating that the transition to AT state ST5 is confirmed is executed on the upper lamp 61, speaker 62 and image display device 63. If the value of the transition advantage counter becomes 2 or more after the increment, an effect indicating that the already confirmed AT state ST5 has become more advantageous is executed on the upper lamp 61, speaker 62 and image display device 63.
[0332] Returning to the explanation of the pseudo-bonus processing (Figure 35), if the index value IV=18 is drawn in the role lottery processing in this game (Figure 13) (Step S1606: YES), and the current situation is the first half of pseudo-bonus state ST4 (Step S1607: NO), then the value of the transition advantage counter in the main RAM74 is increased by 1 (Step S1608). If the value of the transition advantage counter is "0" and 1 is added in Step S1608, then the transition to AT state ST5 is confirmed. If the value of the transition advantage counter is 1 or more and 1 is added in Step S1608, then the AT state ST5, which has already been confirmed, becomes more advantageous.
[0333] Subsequently, a first advantage generation command containing information that the transition advantage counter has been incremented by 1 and the value of the transition advantage counter after the increment is sent to the performance-side MPU 92 (step S1609). When the performance-side MPU 92 receives the first advantage generation command in the performance control processing (Figure 34), in other processing (step S1513), it reads a table corresponding to the information of the first advantage generation command from the performance-side ROM 93 to the performance-side RAM 94. As a result, if the value of the transition advantage counter becomes "1" after the increment, an effect indicating that the transition to AT state ST5 is confirmed is executed on the upper lamp 61, speaker 62 and image display device 63. If the value of the transition advantage counter becomes 2 or more after the increment, an effect indicating that the already confirmed AT state ST5 has become more advantageous is executed on the upper lamp 61, speaker 62 and image display device 63.
[0334] Returning to the explanation of the pseudo-bonus processing (Figure 35), if the index value IV=18 is drawn in the role lottery processing in this game (Figure 13) (Step S1606: YES), and the current situation is the latter half of the pseudo-bonus state ST4 (Step S1607: YES), then the value of the transition advantage counter in the main RAM 74 is increased by 2 (Step S1610). If the value of the transition advantage counter is "0" and 2 is added in Step S1610, then the transition to the advantageous AT state ST5 is confirmed. If the value of the transition advantage counter is 1 or more and 2 is added in Step S1610, then the AT state ST5, which has already been confirmed, has become even more advantageous.
[0335] Subsequently, a second advantage generation command is sent to the performance-side MPU 92, which includes information that the transition advantage counter has been incremented by 2 and the value of the transition advantage counter after the increment (step S1611). When the performance-side MPU 92 receives the second advantage generation command in the performance control processing (Figure 34), in other processing (step S1513), it reads a table corresponding to the information of the second advantage generation command from the performance-side ROM 93 to the performance-side RAM 94. As a result, if the value of the transition advantage counter becomes "2" after the increment, an effect indicating that the transition to the advantageous AT state ST5 is confirmed is executed on the upper lamp 61, speaker 62 and image display device 63. If the value of the transition advantage counter becomes 3 or more after the increment, an effect indicating that the already confirmed AT state ST5 has become more advantageous is executed on the upper lamp 61, speaker 62 and image display device 63.
[0336] If the process in step S1605 is executed, if a negative determination is made in step S1606, if the process in step S1609 is executed, or if the process in step S1611 is executed, it is determined whether the value of the pseudo-bonus continuation counter in the main RAM 74 is "0" (step S1612). If the value of the pseudo-bonus continuation counter is "0" (step S1612: YES), it is determined whether the value of the transition advantage counter in the main RAM 74 is 1 or greater (step S1613).
[0337] If the value of the transition advantage counter is 1 or greater (step S1613: YES), it means that the conditions for transitioning to the AT state ST5 have been met in the current pseudo-bonus state ST4. In this case, first the pseudo-bonus state flag of the main RAM 74 is cleared to "0" (step S1614). After that, the setting process for the AT continuation counter 74e is executed (step S1615). In this setting process, an initial allocation number corresponding to the value of the transition advantage counter of the main RAM 74 is selected, and that selected initial allocation number is set in the AT continuation counter 74e of the main RAM 74. Specifically, if the value of the transition advantage counter is "1", "200" is selected as the initial allocation number; if the value of the transition advantage counter is "2", "300" is selected as the initial allocation number; if the value of the transition advantage counter is "3", "400" is selected as the initial allocation number; and so on, with "200" as the minimum initial allocation number, the initial allocation number is increased by "100" for every increase of 1 in the value of the transition advantage counter. As a result, the higher the value of the transition advantage counter, the more advantageous AT state ST5 will occur.
[0338] Subsequently, the AT state flag in the main RAM 74 is set to "1" (step S1616). Then, an AT transition command indicating that a transition to AT state ST5 is occurring is sent to the performance-side MPU 92 (step S1617). When the performance-side MPU 92 receives the AT transition command, it causes the performance to be executed on the upper lamp 61, speaker 62, and image display device 63 to indicate that a transition to AT state ST5 is occurring.
[0339] On the other hand, if the value of the transition advantage counter in the main RAM 74 is "0" (step S1613: NO), the setting process for the termination preparation state ST6 is executed (step S1618). In this setting process, the pseudo-bonus state flag in the main RAM 74 is cleared to "0". In addition, in this setting process, the termination preparation state flag provided in the main RAM 74 is set to "1". The termination preparation state flag is a flag used by the main MPU 72 to identify that the game state is termination preparation state ST6, and when the termination preparation state flag is set to "1", the game state becomes termination preparation state ST6. Also, the termination preparation complete flag in the main RAM 74 is cleared to "0" (step S1619). In addition, a bonus termination command indicating that the pseudo-bonus state ST4 has ended is sent to the performance side MPU 92 (step S1620). When the performance-side MPU92 receives a bonus termination command, it causes the upper lamp 61, speaker 62, and image display device 63 to execute a display indicating that the pseudo-bonus state ST4 has ended.
[0340] Figure 36 is a flowchart showing the prize determination process in this embodiment, which is executed by the main MPU 72. The prize determination process is executed in step S512 of the reel control process (Figure 17).
[0341] If a first special replay is achieved in this game (the combination of "Red 7" symbols, "Red 7" symbols, and "Red 7" symbols stops on the main line ML) (Step S1701: YES), and the current state is pseudo-bonus state ST4 (Step S1702: YES), the first special achievement command is sent to the performance-side MPU 92 (Step S1703). When the performance-side MPU 92 receives the first special achievement command in the performance control processing (Figure 34) (Step S1505: YES), it reads the first special achievement table from the performance-side ROM 93 to the performance-side RAM 94 (Step S1506). As a result, the upper lamp 61, speaker 62, and image display device 63 execute an effect indicating that a first special replay has been achieved, that is, that the combination of "Red 7" symbols, "Red 7" symbols, and "Red 7" symbols has stopped and been displayed on the main line ML.
[0342] As already explained, in pseudo-bonus state ST4, if the index value IV=17 is won, regardless of the stopping result of reels 32L, 32M, and 32R, after the rotation of the said reels 32L, 32M, and 32R stops, the first advantageous condition command is sent from the main MPU 72 to the performance MPU 92 in step S1605 of the pseudo-bonus processing (Figure 35). Based on this, if the value of the transition-time advantageous counter becomes "1" after adding 1, an effect indicating that the transition to AT state ST5 is confirmed is executed on the upper lamp 61, speaker 62, and image display device 63. If the value of the transition-time advantageous counter becomes 2 or more after adding 1, an effect indicating that the already confirmed transition to AT state ST5 has become more advantageous is executed on the upper lamp 61, speaker 62, and image display device 63. Furthermore, if the index value IV=18 is won in the first half of the pseudo-bonus state ST4, regardless of the stopping result of reels 32L, 32M, and 32R, after the rotation of the said reels 32L, 32M, and 32R stops, a first advantageous condition command is sent from the main MPU 72 to the performance MPU 92 in step S1609 of the pseudo-bonus processing (Figure 35). Based on this, if the value of the transition-time advantageous counter becomes "1" after adding 1, an effect indicating that the transition to AT state ST5 is confirmed is executed on the upper lamp 61, speaker 62, and image display device 63. If the value of the transition-time advantageous counter becomes 2 or more after adding 1, an effect indicating that the already confirmed transition to AT state ST5 has become more advantageous is executed on the upper lamp 61, speaker 62, and image display device 63.Furthermore, if the index value IV=18 is won in the latter half of the pseudo-bonus state ST4, regardless of the stopping result of reels 32L, 32M, and 32R, a second advantageous state generation command is sent from the main MPU 72 to the performance MPU 92 in step S1611 of the pseudo-bonus processing (Figure 35) after the rotation of the said reels 32L, 32M, and 32R stops. Based on this, if the value of the transition-time advantageous counter becomes "2" after the addition of 2, an effect indicating that the transition to the advantageous AT state ST5 is confirmed is executed by the upper lamp 61, speaker 62, and image display device 63. If the value of the transition-time advantageous counter becomes 3 or more after the addition of 2, an effect indicating that the already confirmed transition to AT state ST5 has become even more advantageous is executed by the upper lamp 61, speaker 62, and image display device 63.
[0343] In contrast, as described above, if the first special replay is achieved in the pseudo-bonus state ST4, a Red 7 achievement animation is performed by the upper lamp 61, speaker 62, and image display device 63, indicating that the combination of the "Red 7" symbol, the "Red 7" symbol, and the "Red 7" symbol has stopped on the main line ML. In this case, the Red 7 achievement animation is performed before the animation indicating that the transition to the AT state ST5 has been confirmed or the animation indicating that the AT state ST5 has become more advantageous. After the Red 7 achievement animation is performed for a predetermined period (for example, 5 seconds), the animation indicating that the transition to the AT state ST5 has been confirmed or the animation indicating that the AT state ST5 has become more advantageous is performed for a specific period (for example, 10 seconds).
[0344] Furthermore, if, in the pseudo-bonus state ST4, the player wins an index value of IV=17 and the first stop is the right reel 32R, and a notification is issued indicating that the player should aim for the "Red 7" symbol on the main line ML on each reel 32L, 32M, and 32R, but the first special replay is not achieved, an effect will be shown for a predetermined period (e.g., 5 seconds) indicating that the combination of the "Red 7" symbol, the "Red 7" symbol, and the "Red 7" symbol was not displayed on the main line ML. After that, an effect will be shown for a specific period (e.g., 10 seconds) indicating that the transition to the AT state ST5 has been confirmed, or that the AT state ST5 has become more advantageous. Furthermore, if, in the first half of the pseudo-bonus state ST4, the player wins an index value IV=18 and the first stop is the right reel 32R, and a notification is issued indicating that the player should aim for the "Red 7" symbol on the main line ML on each reel 32L, 32M, and 32R, but the first special replay is not achieved, then an effect indicating that the combination of the "Red 7" symbol, the "Red 7" symbol, and the "Red 7" symbol was not displayed on the main line ML will be shown for a predetermined period (for example, 5 seconds), followed by an effect indicating that the transition to the AT state ST5 has been confirmed, or an effect indicating that the AT state ST5 has become more advantageous will be shown for a specific period (for example, 10 seconds).
[0345] Returning to the explanation of the prize determination process (Figure 36), if a second special replay is awarded in this game (a combination of "BAR" symbols, "BAR" symbols, and "BAR" symbols stops on the main line ML) (Step S1705: YES), and the current situation is the latter half of the pseudo-bonus state ST4 (Step S1706: YES, Step S1708: YES), the second special award command is sent to the performance-side MPU 92 (Step S1709). If the performance-side MPU 92 receives the second special award command in the performance control process (Figure 34) (Step S1507: YES), it reads the second special award table from the performance-side ROM 93 to the performance-side RAM 94 (Step S1508). As a result, the upper lamp 61, speaker 62, and image display device 63 will be activated to indicate that a second special replay has been achieved, that is, that the combination of the "BAR" symbol, the "BAR" symbol, and the "BAR" symbol has stopped and been displayed on the main line ML.
[0346] As already explained, in the latter half of the pseudo-bonus state ST4, if the index value IV=18 is won, regardless of the stopping result of reels 32L, 32M, and 32R, after the rotation of the said reels 32L, 32M, and 32R stops, a second advantage generation command is sent from the main MPU 72 to the performance MPU 92 in step S1611 of the pseudo-bonus processing (Figure 35). Based on this, if the value of the transition advantage counter becomes "2" after adding 2, an effect indicating that the transition to the advantageous AT state ST5 is confirmed is executed on the upper lamp 61, speaker 62, and image display device 63. If the value of the transition advantage counter becomes 3 or more after adding 2, an effect indicating that the already confirmed AT state ST5 has become even more advantageous is executed on the upper lamp 61, speaker 62, and image display device 63.
[0347] In contrast, as described above, if a second special replay is achieved in the pseudo-bonus state ST4, a BAR formation animation is performed by the upper lamp 61, speaker 62, and image display device 63, indicating that a combination of "BAR" symbols, "BAR" symbols, and "BAR" symbols has stopped on the main line ML. In this case, the BAR formation animation is performed before the animation indicating that the transition to the advantageous AT state ST5 has been confirmed or the animation indicating that the AT state ST5 has become more advantageous. After the BAR formation animation is performed for a predetermined period (for example, 5 seconds), the animation indicating that the transition to the advantageous AT state ST5 has been confirmed or the animation indicating that the AT state ST5 has become more advantageous is performed for a specific period (for example, 10 seconds).
[0348] Furthermore, in the latter half of the pseudo-bonus state ST4, if the index value IV=18 is won and the first stop is the right reel 32R, and a notification is given indicating that the player should aim for the "BAR" symbol on the main line ML on each reel 32L, 32M, and 32R, but the second special replay is not achieved, an effect will be shown for a predetermined period (for example, 5 seconds) indicating that the combination of the "BAR" symbol, the "BAR" symbol, and the "BAR" symbol was not displayed on the main line ML, followed by an effect showing that the transition to the advantageous AT state ST5 has been confirmed, or an effect showing that the AT state ST5 has become more advantageous, which will be shown for a specific period (for example, 10 seconds).
[0349] Returning to the explanation of the prize winning determination process (Figure 36), if a first special replay win occurs in this game (Step S1701: YES) and the current state is not the pseudo-bonus state ST4 (Step S1702: NO), the first irregular command is sent to the performance-side MPU 92 (Step S1704). Also, if a second special replay win occurs in this game (Step S1705: YES) and the current state is not the pseudo-bonus state ST4 (Step S1706: NO), the first irregular command is sent to the performance-side MPU 92 (Step S1707). If the performance-side MPU 92 receives the first irregular command in the performance control process (Figure 34) (Step S1509: YES), it reads the first irregular table from the performance-side ROM 93 to the performance-side RAM 94 (Step S1510). When the first irregularity table is read, speaker 62 outputs a notification sound as the first irregularity notification sound, allowing the player to recognize that a replay has been won. The content of this notification sound is arbitrary as long as it allows the player to recognize that a replay has been won, but for example, the voice "It's a replay." is output.
[0350] In a game state other than the pseudo-bonus state ST4, even if a combination of "Red 7", "Red 7", and "Red 7" symbols stops and is displayed on the main line ML, the player will be granted the benefit of being able to play again, but no other benefits will be granted. In this case, if a combination of "Red 7", "Red 7", and "Red 7" symbols stops and is displayed on the main line ML in a game state other than the pseudo-bonus state ST4, the first irregular notification sound will be output, making it possible to make the player aware that even though a combination of "Red 7", "Red 7", and "Red 7" symbols has stopped and is displayed on the main line ML, no benefits other than the benefit of being able to play again will be granted.
[0351] When the first irregularity table is read, the speaker 62 outputs a first irregularity notification sound, but the upper lamp 61 and image display device 63 do not perform any notification corresponding to the stopping display of the "Red 7" symbol, the "Red 7" symbol, and the "Red 7" symbol combination on the main line ML in a game state other than the pseudo-bonus state ST4. This makes it possible to prevent the notification corresponding to the stopping display of the "Red 7" symbol, the "Red 7" symbol, and the "Red 7" symbol combination on the main line ML in a game state other than the pseudo-bonus state ST4 from being too conspicuous.
[0352] Returning to the explanation of the prize determination process (Figure 36), if a second special replay prize is awarded in this game (Step S1705: YES), and the current situation is the first half of the pseudo-bonus state ST4 (Step S1706: YES, Step S1708: NO), the second irregular command is sent to the performance-side MPU 92 (Step S1710). When the performance-side MPU 92 receives the second irregular command in the performance control process (Figure 34) (Step S1511: YES), it reads the second irregular table from the performance-side ROM 93 to the performance-side RAM 94 (Step S1512). When the second irregular table is read, the speaker 62 outputs a notification sound as a second irregular notification sound, allowing the player to recognize that the same benefit as when the "Red 7" symbol, the "Red 7" symbol, and the combination of the "Red 7" symbol are displayed stopped on the main line ML has been granted. The content of the notification sound is optional, as long as it allows the player to recognize that the same benefit has been granted as when the "Red 7" symbol, the "Red 7" symbol, and a combination of the "Red 7" symbols are displayed on the main line (ML). For example, the voice output may say, "It's the same as getting a Red 7."
[0353] In the first half of the pseudo-bonus state ST4, even if a combination of "BAR", "BAR", and "BAR" symbols stops on the main line ML, the player is only granted the benefit of being able to play again, and the value of the transition advantage counter in the main RAM74 is increased by 1, not by 2. In this case, if a combination of "BAR", "BAR", and "BAR" symbols stops on the main line ML in the first half of the pseudo-bonus state ST4, a second irregular notification sound is output, making it possible to make the player aware that even though a combination of "BAR", "BAR", and "BAR" symbols stops on the main line ML, only the same benefit as when a combination of "Red 7", "Red 7", and "Red 7" symbols stops on the main line ML is granted.
[0354] When the second irregularity table is read, the speaker 62 outputs a second irregularity notification sound, but the upper lamp 61 and image display device 63 do not perform a notification corresponding to the stopping display of the "BAR" symbol, the "BAR" symbol and the combination of the "BAR" symbol on the main line ML during the first half of the pseudo-bonus state ST4. This makes it possible to prevent the notification corresponding to the stopping display of the "BAR" symbol, the "BAR" symbol and the combination of the "BAR" symbol on the main line ML during the first half of the pseudo-bonus state ST4 from being too conspicuous.
[0355] In addition to the above processes, the prize-winning determination process (Figure 36) also executes other processes (step S1711). These other processes execute processes corresponding to the prize-winning results in this game, excluding steps S1701 to S1710.
[0356] Next, we will explain the actions taken when a first special replay or a second special replay is achieved in each game state, referring to the time chart in Figure 37. Figure 37(a) shows the execution period of one game, Figure 37(b) shows the period in pseudo-bonus state ST4, Figure 37(c) shows the period in the latter half of pseudo-bonus state ST4, Figure 37(d) shows the timing when the index value IV=17 is won in the role lottery process (Figure 13), Figure 37(e) shows the timing when the index value IV=18 is won in the role lottery process (Figure 13), Figure 37(f) shows the period when the first stop is the right reel 32R and the image display device 63 is displaying a notification (hereinafter referred to as "red 7 notification") indicating that the "red 7" symbol should be aimed at the main line ML on each reel 32L, 32M, 32R, and Figure 37(g) shows when the first stop is the right reel Figure 37(h) shows the period during which the image display device 63 provides notification (hereinafter referred to as "BAR notification") indicating that the player should aim for the "BAR" symbol on the main line ML of each reel 32L, 32M, and 32R. Figure 37(i) shows the timing when the "Red 7" symbol, the "Red 7" symbol, and a combination of the "Red 7" symbol are displayed stopped on the main line ML. Figure 37(j) shows the period during which the first irregular notification sound is output from the speaker 62. Figure 37(...
Claims
[Claim 1] A pattern display means that displays a pattern in a variable manner, Means for controlling the pattern display means so that the variation display of the pattern is performed in the game, A means for setting a situation in which a favorable transition is possible, In the aforementioned advantageous transition situation, a means for transitioning the game state to an advantageous game state that is favorable to the player, In the aforementioned advantageous transition possible situation, an advantageous notification control means controls the advantageous notification means to enter a notification state, In a game where the advantageous game state and the advantageous transition possible state end, a notification termination means terminates the notification state in the advantageous notification means at a predetermined timing after the end of the display of the changing symbols, A continuation response control means that generates a continuation response effect, in which, after a first effect is performed that makes the player aware that the advantageous game state may end even if the advantageous game state continues, a second effect is performed that makes the player aware that the advantageous game state will actually continue. Equipped with, In a game in which the continuous response performance is performed, the timing at which the second performance begins is after the end of the display of the changing symbols, and before the predetermined timing at which the notification state in the advantageous notification means ends after the end of the display of the changing symbols in the game in which the notification state ends. The predetermined timing is characterized in that it is a timing that occurs after a specific period of time has elapsed since the timing at which the display of the changing patterns has ended.