Gaming machine

The gaming machine enhances processing efficiency by using jump instructions with reference memory area checks to ensure consistent execution, addressing inefficiencies in existing systems.

JP7882406B2Active Publication Date: 2026-06-30SANYO BUSSAN KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
SANYO BUSSAN KK
Filing Date
2025-09-22
Publication Date
2026-06-30

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Abstract

To provide a game machine that allows transmission of an information group to be executed appropriately.SOLUTION: A game machine includes a primary side RAM 74 having a plurality of storage areas set in correspondence with addresses. A primary side MPU transmits a starting time command to a performance side MPU. The primary side MPU sets the starting time command by using various kinds of information including information stored in a storage area included in a transfer object range in common command transmission processing of the plurality of storage areas provided to the primary side RAM 74. The storage area of the transfer object range in the common command transmission processing is set in continuous address ranges of "0001H" to "000DH".SELECTED DRAWING: Figure 46
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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, when a pachinko ball enters a ball entry part 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 game 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 a 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 those exemplified above, the processing needs to be preferably executed, and there is still room for improvement in this regard.

[0006] The present invention has been made in view of the circumstances illustrated above, and aims to provide a gaming machine that enables processing to be carried out favorably. [Means for solving the problem]

[0007] To solve the above problem, the invention described in claim 1 is configured such that in a predetermined program, a predetermined first program address is set to a predetermined first jump instruction that jumps to a predetermined second program address. A predetermined second jump instruction is set to a predetermined third program address as the jump destination for the program address to which the instruction set to the predetermined second program address is to be executed after the instruction set to the predetermined second program address has been executed. The system includes a predetermined reference memory area that is referenced to determine whether a jump condition is met when the predetermined first jump instruction becomes the instruction to be executed, and when the predetermined second jump instruction becomes the instruction to be executed. The state of the predetermined reference storage area is maintained before and after the execution of the predetermined first jump instruction. When the predetermined second jump instruction is to be executed, the predetermined reference storage area referenced is the same predetermined reference storage area referenced when the predetermined first jump instruction is to be executed. The state of the predetermined reference storage area in which the jump condition is satisfied in the predetermined second jump instruction is the same as the state of the predetermined reference storage area in which the jump condition is satisfied in the predetermined first jump instruction. The system is configured such that if the predetermined first jump instruction is executed and the jump condition in the predetermined first jump instruction is not met, the system executes predetermined processing and then proceeds to the predetermined second program address. The state of the predetermined reference storage area, which is referenced when the predetermined first jump instruction is to be executed, is characterized in that it changes according to the content of an instruction executed before the predetermined first jump instruction is to be executed. [Effects of the Invention]

[0008] According to the present invention, it becomes possible to carry out the process in a suitable manner. [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) A front view of the common display area, and (b) An explanatory diagram for explaining the display content of the stop sequence corresponding display performed by the shared display unit. [Figure 8] (a) and (b) are explanatory diagrams for explaining the relationship between the content of the stop order notification performed by the image display device and the content of the stop order corresponding display performed by 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 power outage processing performed by the main MPU. [Figure 13]It is a flowchart showing normal processing executed by the main MPU. [Figure 14] It is an explanatory diagram for explaining the configuration of the main RAM. [Figure 15] It is a flowchart showing start waiting processing executed by the main MPU. [Figure 16] It is a flowchart showing bet correspondence processing executed by the main MPU. [Figure 17] (a) It is a flowchart showing bet state management processing executed by the main MPU, and (b) it is a flowchart showing setting processing at the start executed by the main MPU. [Figure 18] It is a flowchart showing role lottery processing executed by the main MPU. [Figure 19] It is an explanatory diagram for explaining the role lottery table for three bets. [Figure 20] It is an explanatory diagram for explaining the role lottery table for two bets. [Figure 21] It is an explanatory diagram for explaining the relationship between the stop order of the reels and the winning modes that are established. [Figure 22] It is a flowchart showing reel control processing executed by the main MPU. [Figure 23] It is an explanatory diagram for explaining the game states and game intervals existing in the slot machine. [Figure 24] (a) It is an explanatory diagram for explaining the conditions for executing stop order correspondence display, ratio display, and award number display on the shared display unit, (b) it is an explanatory diagram for explaining the relationship between the value of the index value counter, the value of the stop order type counter, and the display content of the stop order correspondence display executed on the shared display unit, and (c) it is an explanatory diagram for explaining the configuration of the main ROM. [Figure 25] It is a flowchart showing lottery result correspondence processing executed by the main MPU. [Figure 26] It is a flowchart showing winning determination processing executed by the main MPU. [Figure 27]This flowchart shows the management processes executed on the primary MPU. [Figure 28] This flowchart shows the port output processing performed by the main MPU. [Figure 29] (a)~(i) This is a time chart showing how the stop order corresponding display and the number of units to be assigned are executed in the combined display unit. [Figure 30] (a)~(f) This is a time chart showing how ratio display and assigned number display are performed in the combined display unit. [Figure 31] (a) This is an explanatory diagram for explaining the configuration of the game section area, and (b) This is an explanatory diagram for explaining the configuration of the game state area. [Figure 32] This is a flowchart showing the processing performed by the main MPU when a game ends. [Figure 33] This flowchart shows the CB processing performed on the main MPU. [Figure 34] This is a flowchart showing the first control process for the game section, which is executed by the main MPU. [Figure 35] (a) This is an explanatory diagram illustrating the contents of the unlock game count lottery table, and (b) This is a flowchart showing the unlock game count lottery process executed by the main MPU. [Figure 36] This flowchart shows the second control process for the game section, which is executed by the main MPU. [Figure 37] This flowchart shows the ending processing performed on the main MPU. [Figure 38] This flowchart shows the advantage lottery process performed by the main MPU at the start of the game. [Figure 39] This flowchart shows the normal processing performed on the primary MPU. [Figure 40] This flowchart shows the process for establishing an advantageous state at the start of the game, which is executed on the main MPU. [Figure 41] This flowchart shows the processing for the pseudo-bonus that is executed on the main MPU. [Figure 42]This flowchart shows the AT-specific processing performed on the main MPU. [Figure 43] (a) This is an explanatory diagram illustrating the contents of the first bonus lottery table, (b) This is an explanatory diagram illustrating the contents of the second bonus lottery table, and (c) This is a flowchart illustrating the initial bonus processing executed by the main MPU. [Figure 44] This flowchart shows the command output process executed on the main MPU. [Figure 45] This is an explanatory diagram illustrating the electrical configuration of the main control board and the performance control board for sending commands from the main MPU to the performance MPU. [Figure 46] (a) An explanatory diagram for explaining the data structure of the header; (b) An explanatory diagram for explaining the data structure of the footer; (c) An explanatory diagram for explaining the configuration of the memory area in the main RAM that is set for the start command, end command, and power restoration command. [Figure 47] (a) An explanatory diagram for explaining the data structure of the start command and the end command; (b) An explanatory diagram for explaining the data structure of the start command after conversion; (c) An explanatory diagram for explaining the data structure of the end command after conversion. [Figure 48] (a) This is an explanatory diagram illustrating the conversion method of the start command, and (b) This is an explanatory diagram illustrating the conversion method of the end command. [Figure 49] (a) This is an explanatory diagram for explaining what the production-side MPU understands based on the command at the start of the conversion, and (b) This is an explanatory diagram for explaining what the production-side MPU understands based on the command at the end of the conversion. [Figure 50] This flowchart shows the common command transmission process executed on the main MPU. [Figure 51] This flowchart shows the top-level aggregation process executed on the primary MPU. [Figure 52] This flowchart shows the command reception processing performed on the MPU on the production side. [Figure 53]This flowchart shows the highest-level configuration process executed on the production-side MPU. [Figure 54] This flowchart shows the command conversion process executed on the production-side MPU. [Figure 55] This flowchart shows the startup reception processing performed by the MPU on the production side. [Figure 56] This flowchart shows the process for receiving and processing prize winning results, which is executed on the production-side MPU. [Figure 57] This flowchart shows the termination reception processing performed on the production-side MPU. [Figure 58] This flowchart shows the processing for the second section, which is executed on the production-side MPU. [Figure 59] This flowchart shows the pseudo-bonus state handling process executed by the MPU on the production side. [Figure 60] This flowchart shows the AT state response processing performed by the MPU on the production side. [Figure 61] (a) This is an explanatory diagram for illustrating the configuration of the main MPU, and (b) This is an explanatory diagram for illustrating the data and program settings in the main ROM. [Figure 62] (a) This is an explanatory diagram for explaining the types of jump instructions, (b) This is an explanatory diagram for explaining the program contents of the power cut-off standby process executed by the main MPU, and (c) This is an explanatory diagram for explaining the state of the jump flag when the OUT instruction at line number "1001" is executed. [Figure 63] (a) This is an explanatory diagram illustrating the configuration for outputting signals from the slot machine to the hall computer; (b) This is a flowchart showing the external output setting process executed by the main MPU; and (c) This is an explanatory diagram illustrating the relationship between the value of the AT status flag, the value of the AT status signal counter, and the AT status signal. [Figure 64](a) This is an explanatory diagram for explaining the program content of the AT status signal setting process executed by the main MPU, and (b) and (c) These are explanatory diagrams for explaining the jump instruction set to jump from the program address "ADR112" to the program address "ADR114" in the AT status signal setting process and the comparative example of the AT status signal setting process. [Figure 65] This is an explanatory diagram illustrating the relationship between the value of the A register before adding "246", and the value of the A register and the carry flag CF after adding "246". [Figure 66] This is an explanatory diagram illustrating the program content for the lottery result processing executed on the main MPU. [Figure 67] (a) This is an explanatory diagram for explaining the program content of the first comparative example of the lottery result handling process, and (b) This is an explanatory diagram for explaining the instructions set to execute the process of setting the stop order type number in the stop order type counter on the condition that the index value is "1" to "9". [Figure 68] (a) and (b) are explanatory diagrams illustrating the jump instructions set to jump from program addresses "ADR122" and "ADR125" to program address "ADR126" in the lottery result handling process and the second comparative example of the lottery result handling process. [Figure 69] (a) This is an explanatory diagram illustrating the relationship between the value of the A register before subtracting "11", the value of the A register after subtracting "11", and the value of the carry flag after subtracting "11". (b) This is an explanatory diagram illustrating the program content of the startup surcharge process executed by the main MPU. [Figure 70] (a) This is an explanatory diagram for explaining the program content of the first comparative example of the startup bonus processing, and (b) This is an explanatory diagram for explaining the commands set to select the first bonus lottery table and the commands set to select the second bonus lottery table in the startup bonus processing and the first comparative example of the startup bonus processing. [Figure 71](a) and (b) are explanatory diagrams illustrating the jump instructions set to jump from program addresses "ADR131" and "ADR132" to program address "ADR133" in the startup surcharge processing and the second comparative example of the startup surcharge processing. [Figure 72] (a) This is an explanatory diagram illustrating the configuration of the main RAM 74 in the second embodiment, and (b) This is a flowchart showing the common command transmission process executed by the main MPU. [Figure 73] This flowchart shows the top-level aggregation process executed on the primary MPU. [Figure 74] (a) This is an explanatory diagram illustrating the configuration of the main RAM in the third embodiment, and (b) This is a flowchart showing the common command transmission process executed by the main MPU. [Figure 75] This flowchart shows the top-level aggregation process executed on the primary MPU. [Figure 76] (a) This is an explanatory diagram illustrating the data structure of the common data table in the fourth embodiment, and (b) This is an explanatory diagram illustrating the configuration of the main RAM. [Figure 77] This flowchart shows the common command transmission process executed on the main MPU. [Figure 78] This flowchart shows the top-level aggregation process executed on the primary MPU. [Figure 79] (a) An explanatory diagram for illustrating the address range in the fifth embodiment where the common data table of the main ROM is set, which includes the address range where the storage area of ​​the main RAM where the data set for the start command is stored is set, and the address range where the storage area of ​​the main RAM where the data set for the end command is stored is set; (b) An explanatory diagram for illustrating the data structure of the start command; (c) An explanatory diagram for illustrating the data structure of the end command. [Figure 80](a) This is an explanatory diagram illustrating the electrical configuration of the main control board and the performance control board for sending commands from the main MPU to the performance MPU, and (b) This is an explanatory diagram illustrating the configuration of the highest level setting area. [Figure 81] This flowchart shows the common command transmission process executed on the main MPU. [Figure 82] This flowchart shows the command reception processing performed on the MPU on the production side. [Figure 83] This flowchart shows the highest-level configuration process executed on the production-side MPU. [Figure 84] (a) An explanatory diagram illustrating the configuration of the common data table in the sixth embodiment; (b) An explanatory diagram illustrating the data configuration of the startup command; and (c) An explanatory diagram illustrating the data configuration of the shutdown command. [Figure 85] This is an explanatory diagram illustrating the configuration of the main RAM. [Figure 86] This flowchart shows the common command transmission process executed on the main MPU. [Figure 87] This flowchart shows the top-level aggregation process executed on the primary MPU. [Figure 88] This flowchart shows the highest-level configuration process executed on the production-side MPU. [Figure 89] (a) An explanatory diagram illustrating the conditions under which the dual-purpose display unit in the seventh embodiment is completely off, the conditions under which the stop order corresponding display is executed on the dual-purpose display unit, the conditions under which the ratio display is executed, and the conditions under which the assigned number display is executed; (b) An explanatory diagram illustrating the configuration of the main RAM; (c) A flowchart showing the startup setting process executed by the main MPU. [Figure 90] This flowchart shows the reel control process executed by the main MPU. [Figure 91] This flowchart shows the port output processing performed by the main MPU. [Figure 92](a)~(k) This is a time chart showing the state in which the combined display unit is completely off in games where the stop order corresponding display is performed on the combined display unit. [Figure 93] (a)~(i) This is a time chart showing the state in which the combined display unit is completely off in games where the stop order corresponding display is not shown on the combined display unit. [Figure 94] (a) This is an explanatory diagram illustrating the configuration of the main RAM in the eighth embodiment, and (b) This is a flowchart showing the lottery result response processing performed by the main MPU. [Figure 95] This flowchart shows the timer decrement process performed by the main MPU. [Figure 96] (a)~(j) This is a time chart showing the state in which the combined display unit is completely off in games where the stop order corresponding display is not shown on the combined display unit. [Figure 97] (a) An explanatory diagram illustrating the display mode of the non-guided display performed by the dual-purpose display unit in the ninth embodiment; (b) An explanatory diagram illustrating the conditions under which the non-guided display is performed, the conditions under which the stop order corresponding display is performed, the conditions under which the ratio display is performed, and the conditions under which the number of items to be assigned is performed by the dual-purpose display unit; and (c) A flowchart showing the lottery result corresponding processing performed by the main MPU. [Figure 98] This flowchart shows the port output processing performed by the main MPU. [Figure 99] (a)~(h) This is a time chart showing how non-inductive displays are executed in the combined display unit. [Figure 100] (a) This is an explanatory diagram illustrating the program content of the startup surcharge processing executed by the main MPU in the 10th embodiment. (b) and (c) These are explanatory diagrams illustrating the jump instructions set to jump from the program addresses "ADR141" and "ADR142" to the program address "ADR133" in the startup surcharge processing and the third comparative example of the startup surcharge processing. [Figure 101](a) An explanatory diagram for illustrating the execution circuit of a jump instruction provided in the main MPU in the 11th embodiment; (b) An explanatory diagram for illustrating the configuration of the main ROM for executing the bonus lottery; (c) An explanatory diagram for illustrating the contents of the third bonus lottery table; (d) An explanatory diagram for illustrating the relationship between the value of the index value counter and the values ​​of the zero flag and carry flag after the execution of the operation to subtract "2". [Figure 102] (a) An explanatory diagram for explaining the program content of the startup surcharge processing executed on the main MPU; (b) An explanatory diagram for explaining the program content of the fourth comparative example of the startup surcharge processing; (c) An explanatory diagram for explaining the instructions set to select the first to third surcharge lottery tables in the startup surcharge processing and the fourth comparative example of the startup surcharge processing. [Figure 103] (a) An explanatory diagram illustrating the configuration of the main ROM for executing the bonus lottery in the 12th embodiment; (b) An explanatory diagram illustrating the configuration of the main RAM for executing the lottery animation; and (c) A flowchart illustrating the AT processing executed by the main MPU. [Figure 104] This flowchart shows the startup surcharge process executed on the main MPU. [Figure 105] (a) and (b) are explanatory diagrams illustrating the jump instructions set to jump from program addresses "ADR161" and "ADR162" to program address "ADR163" in the initial surcharge processing and the fifth comparative example of the initial surcharge processing. [Figure 106] (a) This is an explanatory diagram for illustrating the program content of the initial surcharge processing in the 13th embodiment, and (b) and (c) These are explanatory diagrams for illustrating the instructions set to call the lottery execution processing in the initial surcharge processing and the 6th comparative example of the initial surcharge processing. [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 "2".

[0037] There are three types of wins that grant the bonus of being able to play the next game without betting any more betting tokens: regular replay win, 1st chance replay win, and 2nd chance replay win. Specifically, 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 23).

[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 no winning data corresponding to the first bell win is set, 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 slippage to a maximum of one symbol width is not limited to the left reel 32L. The control may also be applied to the reel corresponding to the first stop button operated, or to only a predetermined reel. Moreover, the reel control may be applied to the reels corresponding to the stop buttons operated in a certain order, such as the reel corresponding to the second or last stop button operated, which slips to a maximum of one symbol width.

[0043] In the 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, and also displays information corresponding to the information provided by the image display device 63 when the stopping order of reels 32L, 32M, and 32R is announced, as well as a display for announcing the results of game history management; and a section display unit 67 which displays information corresponding to the fact that the game section is the second section. The credit display unit 65 is composed of a 7-segment display, and each segment uses a single-color emitting LED such as green.

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

[0050] When any of the following minor wins (1st to 9th compensation wins, 1st bell win, 2nd bell win, 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," as will be explained in detail later. 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 a corresponding indication of that win. In this case, the display of "0" on the left 7-segment display unit 66a and the right 7-segment display unit 66b will indicate that a small win was not achieved. 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 timing of this bet, "0" is displayed on the left 7-segment display unit 66a and the right 7-segment display unit 66b. Game mediums are bet to start a game when "1" or more game mediums are bet by operating the credit insertion buttons 47 and 48, or when medals inserted into the medal insertion slot 45 are detected by the inserted medal detection sensor 45a, which will be described later.

[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 dual-purpose display unit 66. In this specification, the announcement of the stopping order of reels 32L, 32M, and 32R by the image display device 63 is also referred to as stopping order announcement. The display corresponding to the stopping order of reels 32L, 32M, and 32R performed on the dual-purpose display unit 66 is also referred to as stopping order corresponding display. Figure 7(b) is an explanatory diagram for illustrating the display content of the stopping order corresponding display performed on the dual-purpose display unit 66. In this slot machine 10, the stopping order of reels 32L, 32M, and 32R as notified by the image display device 63 is as follows: First stopping order is left reel 32L, second stopping order is middle reel 32M, third stopping order is right reel 32R; Second stopping order is left reel 32L, second stopping order is right reel 32R, third stopping order is middle reel 32M; Third stopping order is middle reel 32M, second stopping order is left reel 32L, third stopping order is right reel 32R; First stopping order is middle reel 32M, second stopping order is right reel 32R There are four stopping sequences: a fourth sequence where the third stop is 32L on the left reel (2R), a fifth sequence where the first stop is 32R on the right reel (32R), the second stop is 32L on the left reel (32L), and the third stop is 32M on the middle reel (32M), a sixth sequence where the first stop is 32R on the right reel (32R), the second stop is 32M on the middle reel (32M), and the third stop is 32L on the left reel (32L), a seventh sequence where the first stop is 32L on the left reel (32L) and the rest are arbitrary, an eighth sequence where the first stop is 32M on the middle reel (32M) and the rest are arbitrary, and a ninth sequence where the first stop is 32R on the right reel (32R) and the rest are arbitrary.

[0054] The stop order notification on the image display device 63 may be executed in the lottery process for winning roles in a non-CB state if a role is won that includes the first bell winning data and one of the first to sixth compensation winning data, or if a role is won that includes the second bell winning data and one of the seventh to ninth compensation winning data. Specifically, if 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 stop order corresponding to the winning role among the above stop orders, and one of the first to sixth compensation wins may be achieved if reels 32L, 32M, and 32R do not stop in the stop 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 hidden, while the right 7-segment display 66b displays the stop sequence corresponding to the announced stop sequence (stop sequence corresponding display). The content of the stop sequence corresponding display in the dual-purpose display unit 66 is set to correspond one-to-one with the content of the stop sequence announcement in the image display device 63. Specifically, as shown in Figure 7(b), when the first stop sequence is announced by the image display device 63, the first stop sequence corresponding display is shown in the dual-purpose display unit 66; when the second stop sequence is announced by the image display device 63, the second stop sequence corresponding display is shown in the dual-purpose display unit 66; when the third stop sequence is announced by the image display device 63, the third stop sequence corresponding display is shown in the dual-purpose display unit 66; when the fourth stop sequence is announced by the image display device 63, the fourth stop sequence corresponding display is shown in the dual-purpose display unit 66; and the fifth stop sequence is shown in the image display device 63. If the fifth stop order is announced, the dual-purpose display unit 66 will display the corresponding information. If the sixth stop order is announced on the image display device 63, the dual-purpose display unit 66 will display the corresponding information. If the seventh stop order is announced on the image display device 63, the dual-purpose display unit 66 will display the corresponding information. If the eighth stop order is announced on the image display device 63, the dual-purpose display unit 66 will display the corresponding information. If the ninth stop order is announced on the image display device 63, the dual-purpose display unit 66 will display the corresponding information.

[0057] In this specification, the display of the number of game media to be awarded, which is performed by the dual-purpose display unit 66, and the display of "00" when the stop order correspondence display and the ratio display described later are not performed by the dual-purpose display unit 66, are also referred to as the "awarded number display." The awarded number display is a display performed by the dual-purpose display unit 66 based on the value of the awarded number counter 74e (see Figure 14), which will be described later. The display content of the stop order correspondence display in the dual-purpose display unit 66 is different from the display content of the awarded number display in the dual-purpose display unit 66. This makes it easier to distinguish between the state in which the awarded number display is performed and the state in which the stop order correspondence display is performed by the dual-purpose display unit 66.

[0058] Figures 8(a) and 8(b) are explanatory diagrams illustrating the relationship between the notification content of the stop order notification performed by the image display device 63 and the display content of the stop order corresponding display performed by the combined display unit 66. When the image display device 63 performs the stop order notification for reels 32L, 32M, and 32R, 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 stop 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. Figure 8(a) shows how the stopping order (third stopping order) is announced when the first stop is the middle reel 32M, the second stop is the left reel 32L, and the third stop is the right reel 32R. 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.

[0059] In the image display device 63, as described above, an image is displayed that notifies 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, which corresponds to the stopping order (third 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 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.

[0060] 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.

[0061] When the stopping order of reels 32L, 32M, and 32R is announced, the corresponding display of the stopping order of reels 32L, 32M, and 32R on the dual-purpose display unit 66 and the announcement of the stopping order of reels 32L, 32M, and 32R on the image display device 63 begin after the draw for the winning combination has taken place and before the stopping operation of reels 32L, 32M, and 32R is activated. In this case, the corresponding display of the stopping order of reels 32L, 32M, and 32R on the dual-purpose display unit 66 begins simultaneously or nearly simultaneously with the announcement of the stopping order of reels 32L, 32M, and 32R on the image display device 63. Furthermore, the corresponding display of the stopping order on the dual-purpose display unit 66 and the announcement of the stopping order on the image display device 63 end when a stop command is issued for all reels 32L, 32M, and 32R in the game for which these corresponding displays and announcements are executed. Furthermore, the display of the stopping order of reels 32L, 32M, and 32R on the dual-purpose display unit 66 may be configured to start before the notification of the stopping order of reels 32L, 32M, and 32R on the image display device 63, and the notification of the stopping order of reels 32L, 32M, and 32R on the image display device 63 may be configured to start before the display of the stopping order of reels 32L, 32M, and 32R on the dual-purpose display unit 66. Also, the display of the stopping order of reels 32L, 32M, and 32R on the dual-purpose display unit 66 may be configured to end before the notification of the stopping order of reels 32L, 32M, and 32R on the image display device 63, and the notification of the stopping order of reels 32L, 32M, and 32R on the image display device 63 may be configured to end before the display of the stopping order of reels 32L, 32M, and 32R on the dual-purpose display unit 66.

[0062] 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 23). The second section SC2 is a section in which an advantageous game state (specifically, pseudo-bonus state ST4 and AT state ST5) can be started and can continue, by informing the player of the stopping order of reels 32L, 32M, and 32R, which enables the player to win a prize that is advantageous to the player when a different prize is won depending on the stopping order of reels 32L, 32M, and 32R, and the expected value of acquiring game media in one game (the value obtained by subtracting the number of game media bet in one game from the expected number of game media given in one game) can be 1 or more when an advantageous prize is won. On the other hand, Section 1 SC1 is a section in which the above-mentioned advantageous game state does not begin and in which the above-mentioned advantageous game state does not continue.

[0063] The section indicator 67 changes from an off state to an on state when the game section transitions from the first section SC1 to the second section SC2. When the section indicator 67 is lit, it remains lit until the second section SC2 ends, and then turns off when the second section SC2 ends and the game transitions to the first section SC1. Therefore, even if the pseudo-bonus state ST4 or AT state ST5 ends and the game returns to the normal game state ST1, the second section SC2 may be maintained. In this case, even if the pseudo-bonus state ST4 or AT state ST5 ends, the section indicator 67 remains lit, and turns off when the second section SC2 ends. The manager of the gaming hall can determine that the game section is the first section SC1 by confirming that the section indicator 67 is off, and can determine that the game section is the second section by confirming that the section indicator 67 is lit.

[0064] 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.

[0065] 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.

[0066] 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.

[0067] 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.

[0068] Next, the electrical configuration of this slot machine 10 will be explained based on the block diagram in Figure 9.

[0069] As previously described, the main control board 71 of the main control device 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 etc. when executing the control programs stored in the ROM 73, and a random number circuit 75 that sequentially updates a first random number within a predetermined numerical range based on the clock signal output from the clock circuit. In addition, the main MPU 72 has a built-in transmission circuit 85 for sending commands to the performance control device 90. Furthermore, the MPU 72 also has built-in interrupt circuits, data input / output circuits, etc. Note 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.

[0070] 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.

[0071] 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 credit display unit 65, the multi-purpose display unit 66, the section display unit 67, and the performance control device 90, etc. In each game, the rotation 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.

[0072] When a minor win occurs and medals are dispensed, the MPU 72 controls the drive of the hopper device 53. The MPU 72 also controls the display of the credit display unit 65 so that the number of stored virtual medals is displayed. The MPU 72 also controls the display of the credit display unit 65 so that the current setting value is displayed when the setting value is updated. 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 notification is given when the game section transitions to the second section SC2. 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. Furthermore, the MPU 72 sends commands to the performance control device 90 at each timing in 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 executes display control of the combined display unit 66 so that the display corresponding to the content to be notified is shown. In this case, the direct display control of the image display device 63 is performed by the performance control device 90, while the direct display control of the combined display unit 66 is performed by the MPU 72. In other words, the image display device 63, which is subject to relatively complex display control, is directly controlled by the performance control device 90, while the combined display unit 66, which is subject to relatively simple 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 increased attention to the performance and displays that prioritize reliability.

[0073] The main control board 71 is equipped with an abnormality monitoring circuit 86 that monitors whether the MPU 72 is operating normally and outputs a reset signal to the MPU 72 to restore it to a normal state if it is not operating normally. The abnormality monitoring circuit 86 is connected to the input and output sides of the MPU 72. The abnormality monitoring circuit 86 includes a watchdog timer 86a. The watchdog timer 86a is a down counter that is decremented by 1 at a predetermined period (specifically, once every 10 milliseconds), and the initial value of the watchdog timer 86a is "18H" (24). In this specification, "H" after a number indicates that the number is expressed in hexadecimal.

[0074] The abnormality monitoring circuit 86 is electrically connected to the power supply unit 54, and the operating power of the abnormality monitoring circuit 86 is supplied from the power supply unit 54, similar to the operating power of the MPU 72. The supply of operating power to the abnormality monitoring circuit 86 is started when the supply of operating power to the slot machine 10 is started, similar to the supply of operating power to the MPU 72. The abnormality monitoring circuit 86 includes a hardware circuit for setting an initial value, which sets the watchdog timer 86a to an initial value of "18H" when the supply of operating power to the abnormality monitoring circuit 86 is started, and a hardware circuit for subtraction (not shown) that subtracts 1 from the value of the watchdog timer 86a at a predetermined period (specifically, once every 10 milliseconds) while the abnormality monitoring circuit 86 is supplied with operating power. The calculation of subtracting 1 from the value of the watchdog timer 86a is performed by the subtraction hardware circuit without control by the MPU 72. The calculation of subtracting 1 from the value of the watchdog timer 86a at a predetermined period is started when the supply of operating power to the abnormality monitoring circuit 86 begins and continues until the supply of operating power to the abnormality monitoring circuit 86 ends.

[0075] The MPU72 can set an initial value for the watchdog timer 86a, but it cannot stop the watchdog timer 86a. The watchdog timer 86a underflows if it remains without an initial value for 240 milliseconds. The MPU72 periodically (specifically every 1.49 milliseconds) sets the watchdog timer 86a to the initial value "18H" in the timer interrupt processing (Figure 11), which will be described later. Therefore, the watchdog timer 86a does not underflow when the MPU72 is operating normally. If the watchdog timer 86a underflows, a reset signal is output to the input port of the MPU72. Upon receiving this reset signal, the MPU72 initiates a process to reset its program. This allows the MPU72 to reset its program and return to a normal state if it enters an abnormal state where it cannot set an initial value for the watchdog timer 86a.

[0076] 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).

[0077] The performance control device 90 is equipped with a performance control board 91 for controlling the execution of various notifications and various performances. The performance control board 91 is fitted 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. The MPU 92 also has a built-in receiving circuit 87 for receiving commands transmitted from the MPU 72 of the main control device 70. Furthermore, the MPU 92 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.

[0078] 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.

[0079] 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.

[0080] 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.

[0081] 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.

[0082] 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.

[0083] The main process first executes an initial setup process (step S101). This initial setup process performs various initial settings on the registers and I / O devices within the main MPU 72. After that, an interrupt is enabled by the timer interrupt process (Figure 11) (step S102). As described above, the timer interrupt process (Figure 11) executes the process of setting an initial value for the watchdog timer 86a of the abnormality monitoring circuit 86 (processing in step S204). By enabling the interrupt by the timer interrupt process in step S102, the process of setting an initial value for the watchdog timer 86a (processing in step S204) can be made to execute at a predetermined period (specifically, a period of 1.49 milliseconds). This prevents the watchdog timer 86a from underflowing when the main MPU 72 is operating normally.

[0084] Subsequently, it is determined whether the power is turned on with the setting key inserted into the setting key insertion hole 57 and the ON operation performed (step S103). If the power is turned on with the setting key ON operation performed (step S103: YES), and the reset button 56 was not pressed when the power was turned on (step S104: NO), a partial clear operation is performed (step S105), followed by a setting value update operation (step S107). On the other hand, if the reset button 56 was pressed when the power was turned on (step S104: YES), a complete clear operation is performed (step S106), followed by a setting value update operation (step S107).

[0085] In the partial clear process (step S105), all memory areas in the main RAM 74 except for the memory area where the second CB winning data is set (the second CB winning data area 74k described later) are initialized, and in the full clear process (step S106), all memory areas of the main RAM 74, including the memory area where the second CB winning data is set, are initialized.

[0086] In the setting value update process, the current setting value is read and displayed on the credit display unit 65, provided that the setting key is inserted and turned ON. When the setting value update process is executed, either a partial clear process (step S105) or a full clear process (step S106) has been performed beforehand, so when the setting value update process starts, the credit display unit 65 displays a message corresponding to the setting value being "1". In the setting value update process, the setting value is updated by 1 each time the reset button 56 is operated, and the updated setting value is displayed on the credit display unit 65. If the reset button 56 is operated while the setting value is "6", the setting value is updated to "1". If the ON operation of the setting key is released after the start lever 41 has been operated, the setting value selected at that time becomes the setting value set in this setting value update process, and the setting value update process ends. In this case, the display of the setting value on the credit display unit 65 ends. After that, the process moves to normal processing (step S108). Normal processing will be explained in detail later.

[0087] If the setting key is not turned ON during the main process (step S103: NO), the power restoration process from step S109 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 to determine whether it is normal or not by checking the main RAM 74 (step S109). Specifically, if the value of the setting value counter provided in the main RAM 74 is any of "1" to "6", it is determined to be normal, and if it is "0" or "7" or higher, it is determined to be abnormal. The setting value counter is a counter that allows the main MPU 72 to know the current setting value of the slot machine 10. The setting value counter consists of 1 byte. If the setting value is normal, it is determined whether the power outage flag is set to "1" (step S110). The power outage flag is provided in the main RAM 74, and if the predetermined power outage process is executed normally when the supply of operating power to the main MPU 72 is stopped, the power outage flag will be set to "1". If the power outage flag is set to "1", check whether the RAM judgment value is normal (step S111). Specifically, check the checksum value of the main RAM 74 and check whether that value is normal.

[0088] If all steps S109 to S111 result in a positive outcome, 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 S112). Also, the power outage flag in the main RAM 74 is cleared to "0" (step S113).

[0089] Subsequently, the power restoration command flag in the main RAM 74 is set to "1" (step S114), and then the system returns to the address before the power was cut off (step S115). The power restoration command flag is a flag that allows the main MPU 72 to understand that it should send a power restoration command to the performance MPU 92 to recognize the execution of the power restoration process. When the power restoration command flag is set to "1" in step S114, the command output process in step S210 of the timer interrupt processing (Figure 11), which will be described later, is executed to send the power restoration command to the performance MPU 92. Details of the power restoration command will be described later.

[0090] On the other hand, if a negative determination is made in any of steps S109 to S111, an operation prohibition process is executed. In the operation prohibition process, the execution of the next timer interrupt process (Figure 11) is prohibited (step S116), all output ports of the main MPU 72 are cleared to "0" to turn off all actuators connected to those output ports (step S117), and an error notification process is executed to notify the hall manager or others that an error has occurred (step S118).

[0091] Subsequently, a power-off standby process is executed (step S119). In the power-off standby process, the process of setting the watchdog timer 86a to its initial value of "18H" ("24") is repeatedly executed until the supply of operating power to the main MPU 72 is stopped. If the value of the watchdog timer 86a continues to be updated without being initialized while interrupts by the timer interrupt process (Figure 11) are disabled, the watchdog timer 86a will underflow and a reset signal will be output. When this reset signal is received, a process to reset the program of the main MPU 72 is activated, and the operation disabled state (the state in which the operation disabled process is executed) is automatically released. In contrast, by repeatedly executing the process of setting the initial value of the watchdog timer 86a in the power-off standby process in step S119, underflow of the watchdog timer 86a can be prevented, and the operation disabled state can be maintained until the power to the slot machine 10 is cut off by the administrator of the gaming hall. The operation prohibition state is released by performing a partial clear process (step S105) or a full clear process (step S106). Details of the program contents of the power cut-off standby process (step S119) will be described later.

[0092] 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.

[0093] In the register saving process (step S201), the values ​​of all registers in the main MPU 72 used in the normal processing described later (Figure 13) 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. The power outage flag is set to "1" when a power outage signal from the power outage monitoring circuit of the power supply unit 54 is input to the main MPU 72. Figure 12 is a flowchart of the power outage processing (step S203) executed by the main MPU 72.

[0094] In the power outage processing, it is first determined whether the command transmission has finished (step S301). If the command transmission has not finished (step S301: NO), the power outage processing (Figure 12) is terminated, and the system returns to the timer interrupt processing (Figure 11) to terminate the command transmission. If the command transmission has finished (step S301: YES), the value of the stack pointer of the main MPU 72 is saved to the main RAM 74 (step S302). After that, the output status of the output port of the main MPU 72 is cleared (step S303), and all actuators (not shown) are turned off (step S304). Then, a determination value is calculated to determine whether the data in the main RAM 74 is normal when the power outage is resolved (step S305), and the calculated determination value is saved to the main RAM 74 (step S306). After that, access to the main RAM 74 is prohibited (step S307).

[0095] Subsequently, the power-off standby process is executed (step S308) in the same manner as step S119 of the main process (Figure 10) that has already been explained. In the power-off standby process, the process of setting the watchdog timer 86a to its initial value of "18H" ("24") is repeatedly executed until the supply of operating power to the main MPU 72 is stopped. In the timer interrupt process (Figure 11), the process of setting the initial value of the watchdog timer 86a is executed in step S204, which will be described later, but when the power-off standby process (step S308) is being executed, the process in step S204 is not executed. If the value of the watchdog timer 86a continues to be updated while the process of setting the initial value of the watchdog timer 86a in step S204 is not executed, the watchdog timer 86a will underflow and a reset signal will be output. When this reset signal is received, the process to reset the program of the main MPU 72 is started, and the standby state in preparation for a power outage is automatically canceled. In the power-off standby process in step S308, the process of setting an initial value for the watchdog timer 86a is repeatedly executed. This prevents underflow of the watchdog timer 86a and prevents the program of the main MPU 72 from being reset before the supply of operating power to the main MPU 72 is stopped. Details of the program content of the power-off standby process (step S308) will be described later.

[0096] Returning to the explanation of the timer interrupt processing (Figure 11), if the power outage flag is not set to "1" in step S202, various processes from step S204 onwards are performed. In step S204, the watchdog timer 86a is initialized to its initial value of "18H" ("24"). This prevents underflow of the watchdog timer 86a and prevents the program of the main MPU 72 from being reset while the main MPU 72 is operating normally.

[0097] Subsequently, in step S205, an interrupt termination declaration process is performed for the main MPU 72 itself, enabling it to set the next timer interrupt. In step S206, a stepper 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.

[0098] 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.

[0099] In step S213, management processing is performed to manage the game history and display the corresponding content on the dual-purpose display unit 66. In the management processing in step S213, processing is performed on the dual-purpose display unit 66 to display the ratio of the total number of games in the second section SC2 to the total number of games. Hereinafter, in this specification, the ratio of the total number of games in the second section SC2 to the total number of games is also referred to as the "second section SC2 stay ratio". The second section SC2 stay ratio is calculated as a percentage from 0% to 100%. In this specification, the display corresponding to the second section SC2 stay ratio performed on the dual-purpose display unit 66 is also referred to as the "ratio display". The ratio display on the dual-purpose display unit 66 is started when the ratio display start operation described later is performed while no game is being played, and is stopped when the ratio display end operation described later is performed. Details of the management processing in step S213 will be described later. After that, in step S214, interrupt enable processing is performed to allow the next timer interrupt, and this series of timer interrupt processing is terminated.

[0100] Next, the normal processing performed on the main MPU72 will be explained with reference to the flowchart in Figure 13. The normal processing is performed in step S108 of the main processing (Figure 10).

[0101] In normal processing, first, an interrupt enable process is performed to allow the next timer interrupt (step S401). After that, a start waiting process is executed (step S402). Before explaining the start waiting process (Figure 15), the configuration of the main RAM 74 for determining the number of bets on the main MPU 72 will be explained. Figure 14 is an explanatory diagram for illustrating the configuration of the main RAM 74.

[0102] As shown in Figure 14, the main RAM 74 is equipped with a bet limit counter 74a, a bet number setting counter 74b, and a bet number history counter 74c. The bet limit counter 74a is a counter that allows the main MPU 72 to determine the bet limit, which is the maximum number of game tokens that can be bet on in the current game. The bet limit counter 74a is set to "2" or "3". The bet number setting counter 74b is a counter that allows the main MPU 72 to identify the number of bets for the game to be executed. The bet number setting counter 74b is set to an integer from "1" to "3". The bet number history counter 74c is a counter that allows the main MPU 72 to identify the number of bets for the previous game. The bet number history counter 74c is set to "2" or "3".

[0103] Next, the startup waiting process executed on the main MPU72 will be explained with reference to the flowchart in Figure 15. The startup waiting process is executed in step S402 of the normal process (Figure 13).

[0104] In the start-waiting process, it is first determined whether the replay bet setting flag in the main RAM 74 is set to "1" (step S501). The replay bet setting flag is a flag used by the main MPU 72 to determine whether the same number of bets as the previous bet have already been set if any replay win occurred in the previous game. If a negative determination is made in step S501, it is determined whether any replay win occurred in the previous game by checking whether the replay win flag in the main RAM 74 is set to "1" (step S502). The replay win flag is a flag that allows the main MPU 72 to recognize that a replay win has occurred. The replay win flag is set to "1" in step S1207 of the win determination process (Figure 26) described later.

[0105] If a positive result is obtained in step S502, the value of the bet history counter 74c in the main RAM 74 is set to the bet number setting counter 74b in the main RAM 74 (step S503). The bet history counter 74c stores the number of bets from the previous game, and in step S503, the number of bets from the previous game stored in the bet history counter 74c is set to the bet number setting counter 74b. In this way, if any replay win occurred in the previous game, the same number of bets as the previous bet will be set. After that, the bet setting flag for replay is set to "1" (step S504), and the replay win flag in the main RAM 74 is cleared to "0" (step S505).

[0106] If a positive result is obtained in step S501, a negative result is obtained in step S502, or the process in step S505 is executed, the bet response process is executed (step S506). Figure 16 is a flowchart of the bet response process.

[0107] In the betting process, if the current game state is not the 2nd CB state ST3 (step S601: NO), the bet limit counter 74a in the main RAM 74 is set to "3" as the maximum number of game tokens that can be bet on in this game (step S602). If the current game state is the 2nd CB state ST3 (step S601: YES), the bet limit counter 74a in the main RAM 74 is set to "2" as the maximum number of game tokens that can be bet on in this game (step S603). In other words, in this slot machine 10, the bet limit is set to "2" when the game is in the 2nd CB state ST3, and to "3" when the game is not in the 2nd CB state ST3.

[0108] If the processing in step S602 or step S603 is executed, it is determined whether a valid bet operation has been performed, provided that the value of the bet number setting counter 74b in the main RAM 74 is not the maximum bet number for the current operation (step S604: NO). (step S605) The main RAM 74 is provided with a credit counter 74d (see Figure 14) as an area for storing the number of virtual medals stored. In step S605, it is determined whether there is one or more virtual medals stored by checking whether the value of the credit counter 74d is 1 or more. In addition, if the first credit insertion button 47 (Figure 1) is operated, it is determined that a valid bet operation has been performed, and if the second credit insertion button 48 (Figure 1) is operated, it is determined that a valid bet operation has been performed, provided that the value of the bet number setting counter 74b is 1 or less.

[0109] If a positive result is obtained in step S605, the bet setting process is executed (step S606). The main MPU 72 determines the bet limit by referring to the bet limit counter 74a. In the bet setting process in step S606, if the first credit insertion button 47 is operated, if the sum of the value of the bet setting counter 74b and the value of the credit counter 74d is greater than or equal to the bet limit, the value of the bet setting counter 74b is set to the bet limit, and the value of the virtual medals used in the setting is subtracted from the credit counter 74d. If the sum of the value of the bet setting counter 74b and the value of the credit counter 74d is less than the bet limit, the value of the credit counter 74d is added to the bet setting counter 74b, and then the value of the credit counter 74d is cleared to "0". Furthermore, during the bet setting process, if the second credit insertion button 48 is operated, and the sum of the bet setting counter 74b and the credit counter 74d is 2 or more, the value of the bet setting counter 74b is set to "2", and the number of virtual medals used in the setting is subtracted from the credit counter 74d. If the sum of the bet setting counter 74b and the credit counter 74d is less than 2, the value of the credit counter 74d is added to the bet setting counter 74b, and then the value of the credit counter 74d is cleared to "0".

[0110] Subsequently, the value of the grant counter 74e (Figure 14) located in the main RAM 74 is cleared to "0" (step S607). The grant counter 74e is a counter that allows the main MPU 72 to determine the number of game tokens awarded to the player when a small win is achieved. The grant counter 74e consists of 1 byte. The grant counter 74e can be set to "1", "2", "5", or "15". The value of the grant counter 74e is cleared to "0" when a valid bet operation is performed while one or more virtual tokens are stored.

[0111] If a positive determination is made in step S604, if a negative determination is made in step S605, or if the process in step S607 is executed, it is determined whether or not one medal has been detected by the inserted medal detection sensor 45a due to a medal being inserted into the medal slot 45 (step S608). If a positive determination is made in step S608, if the value of the bet count setting counter 74b of the main RAM 74 is less than the maximum bet (step S609: NO), the value of the bet count setting counter 74b is incremented by 1 (step S610), and if the value of the bet count setting counter 74b is equal to or greater than the maximum bet (step S609: YES), the value of the credit counter 74d of the main RAM 74 is incremented by 1 (step S611).

[0112] If the process in step S610 or step S611 is executed, the value of the award counter 74e is cleared to "0" (step S612). Thus, the value of the award counter 74e is cleared to "0" when a medal inserted into the medal slot 45 is detected by the inserted medal detection sensor 45a. Also, as described above, the value of the award counter 74e is cleared to "0" when a valid bet operation is performed while one or more virtual medals are stored.

[0113] Subsequently, if the value of the bet setting counter 74b is equal to or greater than the maximum bet amount and the value of the credit counter 74d is equal to or greater than the maximum storage amount (specifically "50") (step S613: YES), the acceptance prohibition process is executed (step S614). 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.

[0114] If a negative determination is made in step S608, step S613, or step S614, the bet status management process is executed (step S615) to terminate this bet processing. Figure 17(a) is a flowchart of the bet status management process (step S615).

[0115] In the bet state management process, if the current game state is the first CB state ST2 (step S701: YES), and provided that the value of the bet count setting counter 74b is "3" (step S702: YES), the bet setting flag at the time of acceptance, provided that the value of the bet count setting counter 74b is "3", is set to "1" (step S703). On the other hand, if the current game state is not the first CB state ST2 (step S701: NO), and provided that the value of the bet count setting counter 74b is 2 or more (step S704: YES), the bet setting flag at the time of acceptance is set to "1" (step S703). The bet setting flag at the time of acceptance is a flag used by the main MPU 72 to determine whether or not the number of game media required to start one game has been bet. When the game state is the first CB state ST2, it is not possible to start one game unless "3" game media have been bet, and it becomes possible to start one game once "3" game media have been bet. Furthermore, if the game state is not the 1st CB state ST2, a game cannot be started unless two or more game tokens are bet. A game can only be started when two or more game tokens are bet.

[0116] Returning to the explanation of the start waiting process (Figure 15), after executing the bet response process in step S506, it is determined whether or not the settlement button 51 has been operated (step S507). If the settlement button 51 has been operated (step S507: YES), after executing the settlement process (step S508), the bet setting flag in the main RAM 74 at the time of receipt is cleared to "0" (step S509), and this start waiting process is terminated. In the settlement process of step S508, if the bet setting flag in the main RAM 74 at the time of replay is not set to "1", the hopper device 53 is driven and controlled so that a number of medals corresponding to the sum of the value of the bet number setting counter 74b and the value of the credit counter 74d are discharged into the medal tray 59. In this case, both the bet number setting counter 74b and the credit counter 74d are cleared to "0". On the other hand, if the bet setting flag for replay in the main RAM 74 is set to "1", the hopper device 53 is driven and controlled so that the number of medals corresponding to the value of the credit counter 74d is dispensed into the medal tray 59. In this case, the credit counter 74d is reset to "0".

[0117] Returning to the explanation of the normal process (Figure 13), after the start waiting process is executed in step S402, it is determined whether "1" is set in either the bet set flag for replay or the bet set flag for acceptance in the main RAM 74 (step S403). As already explained, "1" is set in the bet set flag for replay in step S504 of the start waiting process (Figure 15), and "1" is set in the bet set flag for acceptance in step S703 of the bet state management process (Figure 17(a)).

[0118] If a negative result is obtained in step S403, the process returns to step S402. If a positive result is obtained in step S403, it is determined whether or not the start lever 41 has been operated (step S404). If the start lever 41 has not been operated, the process returns to step S402.

[0119] If the start lever 41 is operated (step S404: YES), the main line ML is activated and then the acceptance prohibition process is executed (step S405). 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 ejected into the medal tray 59.

[0120] Subsequently, in step S406, an initial setup process is executed to configure various settings for when the game starts. In step S407, a winning combination lottery process is executed to determine the winning combinations for the current game. In step S408, 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. Details of the initial setup process (step S406), the winning combination lottery process (step S407), and the reel control process (step S408) will be described later.

[0121] Subsequently, the media provision process is executed (step S409). In the media provision process, if a minor win has occurred in the current game, a process is executed to provide the player with a number of game media corresponding to the minor win. Specifically, when providing virtual medals, a value corresponding to the minor win is added to the credit counter 74d of the main RAM 74, and if the value of the credit counter 74d has reached the upper limit of the 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.

[0122] 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 S410). 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 S411). Details of the processing step (step S410) and the external output setting process (step S411) will be described later. After that, a reception permission process is performed (step S412). 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.

[0123] Next, the initial setup process, which is performed in step S406 of the normal process (Figure 13), will be explained with reference to the flowchart in Figure 17(b).

[0124] In the initial setup process, the value of the index value counter 74f located in the main RAM 74 is first cleared to "0" (step S801). The index value counter 74f is a counter that allows the main MPU 72 to track the index value IV that is won in the hand lottery process (Figure 18) described later. The index value counter 74f consists of 1 byte. As will be described in detail later, in the hand lottery process (Figure 18), if an index value IV from "1" to "17" is won, that index value IV is set in the index value counter 74f, and if no index value IV is won, "0" is set. By clearing the value of the index value counter 74f to "0" in step S801, the data of the index value IV set in the index value counter 74f in the hand lottery process (Figure 18) can be cleared at the start of the next game after the game in which the data of that index value IV was set in the index value counter 74f.

[0125] Subsequently, both the bet setting flag for replay and the bet setting flag for acceptance in the main RAM 74 are cleared to "0" (step S802), and the in-game flag in the main RAM 74 is set to "1" (step S803). The in-game flag is a flag that allows the main MPU 72 to recognize that a game is in progress. The in-game flag is cleared to "0" in step S1510 of the corresponding processing at the end of the game (Figure 32), which will be described later. The in-game flag is referenced in the management processing (see Figure 27), which will be described later.

[0126] Subsequently, the value of the bet count setting counter 74b in the main RAM 74 is set to the bet count history counter 74c in the main RAM 74 (step S804), and the initial setup process is completed. By setting the value of the bet count setting counter 74b to the bet count history counter 74c in step S804, the number of bets for the game can be determined by the main MPU 72 after the game that was just started has finished. The value of the bet count setting counter 74b is cleared to "0" in step S1509 of the game end processing (Figure 32) described later when the game ends.

[0127] Next, we will explain the lottery process for determining the winning combination, which is performed in step S407 of the normal process (Figure 13), referring to the flowchart in Figure 18.

[0128] In step S901, a random number is obtained to determine whether a winning combination is achieved. In this slot machine 10, when the start lever 41 is operated, the random number at that moment is latched from the random number circuit 75. The random number circuit 75 generates random numbers between "0" and "65535", and when the main MPU 72 confirms that the start lever 41 has been operated, it stores the value latched by the random number circuit 75 in the main RAM 74. This configuration makes it possible to quickly obtain a random number when the start lever 41 is operated, thus avoiding synchronization problems. The random number circuit 75 is configured to latch the value of the free-run counter each time the start lever 41 is operated.

[0129] After obtaining a random number, the lottery table for determining whether a winning combination is achieved is read from the main ROM 73 (step S902). 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 S902, the lottery table corresponding to the combination of the current setting value, the current number of bets, and the current game state is selected.

[0130] The lottery table in a non-CB state will be explained using the case where the setting value is "3" as an example. Figure 19 is an explanatory diagram for the lottery table for a 3-coin bet selected when the number of bets is "3", and Figure 20 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 21 will be referred to as appropriate.

[0131] 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 19 and 20. 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.

[0132] 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 21, 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.

[0133] 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.

[0134] 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 21, 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.

[0135] As shown in Figures 19 and 20, 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 21, 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.

[0136] As shown in Figures 19 and 20, 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 21. 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 19 and 20, 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 21. However, depending on the timing of operation of each stop button 42 to 44, the second watermelon may not be awarded.

[0137] As shown in Figures 19 and 20, only cherry winning data is set for index value IV=13. When a win occurs with index value IV=13, a cherry can be awarded regardless of the stopping order of reels 32L, 32M, and 32R, as shown in Figure 21. 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.

[0138] As shown in Figures 19 and 20, 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 21, 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 19 and 20, 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 21, 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 19 and 20, 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 21, 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.

[0139] 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 19. 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 20. 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 21. 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 2nd CB win is set, and the number of bets on the game medium is "2", then, as shown in Figure 21, the 2nd CB win may occur 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 2nd CB win may not occur.

[0140] 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 S105) or full clearing (step S106) for the 1st CB winning data, and full clearing (step S106) 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.

[0141] 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.

[0142] When the hand lottery table for a 3-coin bet shown in Figure 19 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.

[0143] On the other hand, when the two-coin betting combination table shown in Figure 20 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.

[0144] 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.

[0145] In addition to the winning combination tables for 3-coin bets and 2-coin bets, the main ROM 73 also stores CB (Bonus Chance) draw tables that are referenced in the winning combination draw process (Figure 18) for the first CB state ST2 and the second CB state ST3, respectively. 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 win is achieved 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 win will not occur 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 win may occur.

[0146] 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".

[0147] Returning to the explanation of the role lottery process (Figure 18), after selecting the lottery table in step S902, the index value IV is set to "1" (step S903), and then the judgment value DV used to determine whether a role is correct or not is set (step S904). 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 S901 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.

[0148] Subsequently, a determination is made as to whether the corresponding hand is correct or incorrect (step S905). In determining whether the hand is correct or incorrect, it is determined whether the judgment value DV exceeds "65535". If the judgment value DV exceeds "65535" (step S905: YES), the setting process for the index value counter 74f provided in the main RAM 74 is executed (step S906). As already explained, the index value counter 74f is a counter that makes it possible for the main MPU 72 to know the index value IV that was won in the hand lottery process (Figure 18). In the setting process for the index value counter 74f in step S906, one of the index values ​​IV from "1" to "17" that was won this time is set in the index value counter 74f. This makes it possible for the main MPU 72 to know the index value IV that was won in the hand lottery process (Figure 18).

[0149] Subsequently, the process of acquiring winning data is executed (step S907). In the process of acquiring winning data, the winning data corresponding to the index value IV that was won this time is set in the main RAM 74. As shown in Figure 14, the main RAM 74 is provided with a first winning data area 74g, a second winning data area 74h, a first CB winning data area 74j, and a second CB winning data area 74k. The first winning data area 74g and the second winning data area 74h are 1-byte storage areas in which winning data for roles corresponding to the index value IV that was won in the role lottery process (Figure 18), excluding the first CB role and the second CB role, is set. The first CB winning data area 74j is a 1-byte storage area for storing first CB winning data indicating that the first CB role has been won, and the second CB winning data area 74k is a 1-byte storage area for storing second CB winning data indicating that the second CB role has been won. In the draw process for winning combinations (Figure 18), if the player wins the index value IV for which the first CB winning data is set, the first CB winning data is set in the first CB winning data area 74j, and if the first CB win is achieved, the first CB winning data is cleared from the first CB winning data area 74j. Similarly, in the draw process for winning combinations (Figure 18), if the player wins the index value IV for which the second CB winning data is set, the second CB winning data is set in the second CB winning data area 74k, and if the second CB win is achieved, the second CB winning data is cleared from the second CB winning data area 74k. The state in which the first CB winning data is set in the first CB winning data area 74j means that the least significant bit, bit 0, of bits 0 to 7 of the first CB winning data area 74j is set to "1", and the state in which the second CB winning data is set in the second CB winning data area 74k means that the least significant bit, bit 0, of bits 0 to 7 of the second CB winning data area 74k is set to "1".

[0150] In the process of acquiring winning data in step S907, if the winning role corresponding to the winning index value IV is the 1st CB role, the 1st CB winning data is set in the 1st CB winning data area 74j (the 0th bit of the 1st CB winning data area 74j is set to "1"). If the winning role corresponding to the winning index value IV is the 2nd CB role, the 2nd CB winning data is set in the 2nd CB winning data area 74k (the 0th bit of the 2nd CB winning data area 74k is set to "1"). As already explained, in the role lottery table for 3-coin bets (Figure 19) and the role lottery table for 2-coin bets (Figure 20), one or two roles are set for the index value IV from "1" to "17". In the process of acquiring winning data in step S907, if the winning role corresponding to the winning index value IV is one role other than the 1st CB role and the 2nd CB role, the winning data corresponding to that role is set in the 1st winning data area 74g. Furthermore, in the process of acquiring winning data in step S907, if the winning combination corresponding to the index value IV is one of two combinations other than the 1st CB combination and the 2nd CB combination, the two winning data corresponding to those two combinations are set in the 1st winning data area 74g and the 2nd winning data area 74h.

[0151] If the judgment value DV does not exceed "65535" (step S905: NO), it means that the hand corresponding to the index value IV has not been determined. In this case, the index value IV is incremented by 1 (step S908), 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 as correct or incorrect (step S909). Specifically, it is determined whether or not the incremented index value IV exceeds "17", which is the maximum value of the index value IV set in the lottery table. If there is a hand to be judged as correct or incorrect, the process returns to step S904 and the judgment of the hand continues. At this time, in step S904, 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 S905, the judgment of the hand is determined based on this judgment value DV.

[0152] If a negative result is determined in step S909, that is, if none of the index values ​​IV from "1" to "17" are selected, the value of the index value counter 74f is cleared to "0" (step S910). This allows the main MPU 72 to recognize that the draw process for the winning combination (Figure 18) resulted in a loss.

[0153] If the process in step S907 or step S910 is executed, it means that the determination of whether the role is correct or incorrect has been completed. In this case, the first stop information setting process is performed to set stop information for reel stop control (step S911). After that, the advantageous lottery process at the start of the game is executed (step S912), the first control process for the game section is executed (step S913), and the lottery result response process is executed (step S914). The lottery result response process in step S914 includes the process of setting the start command, which will be described later, to be sent to the performance-side MPU92. The start command is a command that makes the performance-side MPU92 recognize that a new game has started, and is a command that makes the performance-side MPU92 recognize various information determined by the main-side MPU72. When the performance-side MPU92 receives the start command, it grasps various information for the current game from the game start command. The performance-side MPU92 then determines the content of the performance in a manner corresponding to the various information it has grasped. Then, a data table corresponding to the determined performance content is read from the performance-side ROM 93 to the performance-side RAM 94, and 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 are executed according to the read data table. Details of the advantageous lottery processing at the start of the game (step S912), the first control processing of the game section (step S913), and the lottery result response processing (step S914) will be described later.

[0154] Next, the reel control process, which is performed in step S408 of the normal process (Figure 13), will be explained with reference to the flowchart in Figure 22.

[0155] In the reel control process, the first step is to start the rotation of each reel 32L, 32M, and 32R (step S1001). In the rotation start process, it is checked whether a predetermined wait time (e.g., 4.1 seconds) has elapsed since the rotation of reels 32L, 32M, and 32R started in the previous game. If it has not elapsed, the system waits until the wait time has elapsed. Once the wait time has elapsed, the wait time for the next game is reset, and rotation start information is set in the motor control storage area provided in the main RAM 74. By performing this process, the stepping motor acceleration process is started in the stepping motor control process of step S206 in the timer interrupt process (Figure 11), and each reel 32L, 32M, and 32R starts to rotate.

[0156] Subsequently, it is determined whether the acceleration period for reels 32L, 32M, and 32R has ended and each reel 32L, 32M, and 32R is rotating at a predetermined constant speed (step S1002). If the acceleration period for reels 32L, 32M, and 32R has not ended (step S1002: NO), the process in step S1002 is repeated until the acceleration period ends. If the acceleration period for reels 32L, 32M, and 32R has ended (step S1002: YES), the operation activation notification process is executed (step S1003). In the operation activation notification process, the player is notified that it is now possible to issue a stop command by lighting up lamps (not shown) that are provided in one-to-one correspondence with each stop button 42 to 44. After the operation activation notification process (step S1003) is executed, the processes from step S1004 onwards are executed, making it possible to generate a stop command by operating the stop buttons 42-44 corresponding to the rotating reels 32L, 32M, and 32R. This makes it possible to stop the rotating reels 32L, 32M, and 32R.

[0157] Next, it is determined whether or not one of the stop buttons 42-44 has been operated (step S1004). If none of the stop buttons 42-44 have been operated (step S1004: NO), the process in step S1004 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 S1005). If no stop command has been issued, the process returns to step S1004 and steps S1004-S1005 are repeated until one of the stop buttons 42-44 has been operated.

[0158] If a stop command is issued (step S1005: YES), an operation deactivation notification process corresponding to the stop button 42-44 that was operated is executed (step S1006). In step S1006, the lamps (not shown) for each stop button 42-44 that were lit in the operation activation notification process in step S1003 are switched off to the off state for the stop button 42-44 that was operated this time. This allows the player to be aware of which stop button 42-44 has already been stopped.

[0159] Subsequently, a stop command is sent to the performance-side MPU 92 (step S1007). The stop command is a command that allows the performance-side MPU 92 to recognize which of the stop buttons 42-44 was operated to generate the stop command. When a stop command is sent, the stop control processing shown in steps S1008-S1014 is performed to stop the rotating reels.

[0160] 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 S1008). 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 S1009).

[0161] 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 positions; a stopping pattern in which they are stopped after sliding by three symbol positions; and a stopping pattern in which they are stopped after sliding by four symbol positions. In step S1009, a value from "0" to "4" is calculated as the number of slips based on the stop information stored in the main RAM 74.

[0162] 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 S1010). Then, it is determined whether the symbol number of the reached symbol and the symbol number of the stopping symbol are equal for reels 32L, 32M, and 32R that should be stopped this time (step S1011). If they are equal, a reel stop process is performed to stop the rotation of reels 32L, 32M, and 32R (step S1012). After that, it is determined whether all reels 32L, 32M, and 32R have stopped (step S1013). If all reels 32L, 32M, and 32R have not stopped, the second stop information setting process is performed (step S1014), and the process returns to step S1004.

[0163] 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 18). 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.

[0164] To set the above stop information, there are two processes: a first stop information setting process executed in step S911 of the role lottery process (Figure 18), and a second stop information setting process executed in step S1014 of the reel control process (Figure 22). 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.

[0165] If it is determined in step S1013 that all reels 32L, 32M, and 32R have stopped, the winning determination process is executed (step S1015). In this winning determination process, the type of symbol stopped on the main line ML for each reel 32L, 32M, and 32R is determined. Based on the contents of the winning data stored in the main RAM 74, it is determined whether the combination of symbols stopped and displayed on the main line ML for each reel 32L, 32M, and 32R corresponds to the combination of symbols that won in the winning combination lottery process. If it does, it is determined that a winning combination has been achieved. If it is determined that a winning combination has been achieved, if the win 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. If the win is a replay win, a flag is set so that the re-play setting process is executed in the next start waiting process (Figure 15). Details of the prize-winning determination process (step S1015) will be described later.

[0166] After executing the prize determination process, the prize result command flag in the main RAM 74 is set to "1" (step S1016). The prize result command flag is a flag that allows the main MPU 72 to know that a prize result command should be sent to the performance-side MPU 92. When the prize result command flag is set to "1" in step S1016, the prize result command transmission process is executed in step S2705 of the command output process (Figure 44) described later, in which the prize result command is sent to the performance-side MPU 92. The prize result command is set with data stored in the first CB winning data area 74j and the second CB winning data area 74k in the main RAM 74, as well as data stored in the prize data area 78 provided in the main RAM 74. The prize data area 78 is a storage area where 1 byte of data is set that allows the main MPU 72 to know which combinations have been achieved to win in this game. The performance-side MPU92 determines whether a win has occurred based on the data set in the winning result command, and if a win has occurred, it determines the type of win. Then, it controls the illumination of the upper lamp 61, the sound output of the speaker 62, and the display of the image display device 63 so that the performance corresponding to the information obtained from the winning result command is carried out.

[0167] <Regarding game status and game section> Next, the game state and game interval will be explained. Figure 23 is an explanatory diagram illustrating the game state and game interval present in this slot machine 10.

[0168] In this slot machine 10, there are four game states: Normal game state ST1, 1st CB state ST2, 2nd CB state ST3, Pseudo Bonus state ST4, AT state ST5, and End preparation state ST6. These game states do not occur simultaneously with each other.

[0169] The normal game state ST1 is a game state that is reached when a partial clearing process (step S105) or a full clearing process (step S106) of the main RAM 74 is executed. 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".

[0170] 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.

[0171] 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".

[0172] 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 owned by the player at the start of the game state. Details of the first CB state ST2 and the second CB state ST3 will be explained later.

[0173] The pseudo-bonus state ST4 is a 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" or when the ending conditions of the second section SC2 are met. If the pseudo-bonus state ST4 ends without the ending conditions of the second section SC2 (described later) being met, and the conditions for transitioning to the AT state ST5 are not met, the game transitions to the termination preparation state ST6. Also, if the pseudo-bonus state ST4 ends due to the fulfillment of the ending conditions of the second section SC2 (described later), the game transitions to the normal game state ST1.

[0174] 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.

[0175] In 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 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 pseudo-bonus state ST4. When betting 3 coins in pseudo-bonus state ST4, the expected net increase in game tokens in one game is greater than "0", and when betting 2 coins in pseudo-bonus state ST4, the expected net increase in game tokens in one game is "0" or less.

[0176] 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 games in AT state ST5 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, and the second section SC2 ends upon transitioning to normal game state ST1, the game transitions to termination preparation state ST6. If AT state ST5 ends without the ending conditions of the second section SC2 (described later) being met, and the second section SC2 does not end upon transitioning to normal game state ST1, the game transitions to normal game state ST1 without transitioning to termination preparation state ST6. Also, if AT state ST5 ends due to the fulfillment of the ending conditions of the second section SC2 (described later), the game transitions to normal game state ST1.

[0177] 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.

[0178] 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 will be greater than "0", and in AT state ST5, if 2 tokens are bet, the expected net increase in game tokens in one game will be "0" or less.

[0179] The termination preparation state ST6 is a game state that is entered when the pseudo-bonus state ST4 ends without the ending conditions of the second section SC2 (described later) being met and without the conditions for transitioning to the AT state ST5 being met. Furthermore, the termination preparation state ST6 is a game state that is entered when the AT state ST5 ends without the ending conditions of the second section SC2 (described later) being met, and when the second section SC2 ends upon transitioning to the normal game state ST1.

[0180] 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.

[0181] As described above, in a configuration where various game states exist (normal game state ST1, 1st CB state ST2, 2nd CB state ST3, pseudo bonus state ST4, AT state ST5, and end preparation state ST6), game intervals are set separately from these game states. The game intervals are set as the 1st interval SC1 and the 2nd 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, and the game intervals of the 1st interval SC1 and the 2nd interval SC2.

[0182] Section 1 SC1 is a section in which an advantageous game state (pseudo-bonus state ST4 and AT state ST5) is not started, and the advantageous 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 be greater than "0". Section 2, SC2, is the section in which the above-mentioned advantageous game state may begin and in which the above-mentioned advantageous game state may continue.

[0183] As described above, if a partial clearing process (step S105) or a full clearing process (step S106) of the main RAM 74 is performed, the first section SC1 is created, and the first section SC1 is also created when the initialization process for the second section SC2 is performed. On the other hand, the second section SC2 is created when a trigger for transitioning to the second section SC2 occurs in the first section SC1 based on the role lottery process (Figure 18). In this case, if a game with a bet of "3" is played in the first section SC1, a trigger for transitioning to the second section SC2 may occur, while if a game with a bet of "2" is played in the first section SC1, a trigger for transitioning to the second section SC2 will not occur. Therefore, players who expect to transition to the second section SC2 in the first section SC1 need to play a game with a bet of "3" rather than a game with a bet of "2".

[0184] In the first section SC1, the expected net increase in game currency per game is always "0" or less, whereas in the second section SC2, the expected net increase in game currency per game may not only be "0" or less, but may also be greater than "0". Therefore, the second section SC2 is a more favorable situation than the first section SC1. Consequently, players will expect to transition to the second section SC2 while in the first section SC1.

[0185] Section 1 SC1 ends when a trigger for transitioning to Section 2 SC2 occurs, and the game transitions to Section 2 SC2. Conversely, Section 2 SC2 may end when the pseudo-bonus state ST4, AT state ST5, or termination preparation state ST6 ends and the game transitions to the normal game state ST1. If Section 2 SC2 ends, the game transitions to Section 1 SC1. Furthermore, there are ending conditions for Section 2 SC2, which are that either the total number of games played by Section 2 SC2 continuing without a transition to Section 1 SC1 reaching the upper limit of games (specifically 1500 games), or the total net increase in game tokens with restrictions reaching the upper limit of net increase in tokens (specifically 2400 tokens) by Section 2 SC2 continuing without a transition to Section 1 SC1 reaching the upper limit of net increase in tokens. The limited total net increase in gaming media refers to the number of coins added to the predetermined net increase from a predetermined standard value, where the predetermined net increase is calculated by subtracting the total number of gaming media used to play games while SC2 is ongoing (0 if no games are played) from the total number of gaming media awarded by games played while SC2 is ongoing (0 if no gaming media are awarded).

[0186] In other words, if the second section SC2 continues and the total net increase in game tokens with restrictions from the start of the second section SC2 reaches the maximum net increase, the second section SC2 will end and the game will transition to the first section SC1. Also, if the second section SC2 continues and the number of games played from the start of the second section SC2 reaches the maximum number of games, the second section SC2 will end and the game will transition to the first section SC1. When either of these ending conditions is met, even if the pseudo-bonus state ST4 or AT state ST5 is still in progress, the pseudo-bonus state ST4 or AT state ST5 will end in the game in which the ending condition is met, and the second section SC2 will also end, transitioning to the first section SC1, which is the normal game state ST1. This makes it possible to prevent the second section SC2 from continuing excessively.

[0187] As shown in Figure 23, 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.

[0188] As already explained, in the normal game state ST1, pseudo-bonus state ST4, AT state ST5, and end preparation state ST6, the game can be played whether the number of bets on the game medium is "3" or "2". In the first CB state ST2, the game can only be played when the number of bets on the game medium is "3", and in the second CB state ST3, the game can only be played when the number of bets on the game medium is "2".

[0189] In the second section SC2, when the game is in the normal game state ST1, the expected net increase in game tokens is "0" or less, regardless of whether a game with a bet of "3" or a game with a bet of "2" is played. In this case, in the normal game state ST1 of the second section SC2, as described later, a lottery process for transitioning to the pseudo-bonus state ST4 may be executed based on the result of the role lottery process (Figure 18) in each game. However, this transition lottery process is executed in games with a bet of "3" but not in games with a bet of "2". Furthermore, in the normal game state ST1 of the second section SC2, as described later, the value of the release game counter provided in the main RAM 74 is decremented by 1 each time a game is played. 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 with a bet of "3" but not in games with a bet of "2". Therefore, in the normal game state ST1 of the second section SC2, it is more advantageous for the player to have a game with a bet of "3" executed than to have a game with a bet of "2" executed. The release game count counter is a counter used by the main MPU72 to determine the remaining release game count, which is the number of games required to transition to the pseudo-bonus state ST4 when none of the first to third transition confirmation flags of the main RAM74 are set to "1".

[0190] In the pseudo-bonus state ST4, if a game with a bet of "3" is played, the expected net increase in game currency can be greater than "0", whereas if a game with a bet of "2" is played, the expected net increase in game currency is "0" or less. Therefore, in the pseudo-bonus state ST4, it is more advantageous for the player to play a game with a bet of "3" than to play a game with a bet of "2". In the pseudo-bonus state ST4, as will be described later, a lottery process for transitioning to AT state ST5 may be performed based on the result of the role lottery process in each game (Figure 18), but this transition lottery process is performed in games with a bet of "3" and not in games with a bet of "2". Therefore, from this point of view as well, in the pseudo-bonus state ST4, it is more advantageous for the player to play a game with a bet of "3" than to play a game with a bet of "2".

[0191] When the AT state is ST5, if a game with a bet of "3" is played, the expected net increase in the game currency can be greater than "0", whereas if a game with a bet of "2" is played, the expected net increase in the game currency is "0" or less. Therefore, when the AT state is ST5, it is more advantageous for the player to play a game with a bet of "3" than to play a game with a bet of "2". In the AT state of ST5, as will be described later, an additional lottery process may be performed to determine whether or not to increase the remaining number of games in the AT state of ST5 based on the result of the role lottery process in each game (Figure 18). However, this additional lottery process is performed in games with a bet of "3", but not in games with a bet of "2". Therefore, from this point of view as well, when the AT state is ST5, it is more advantageous for the player to play a game with a bet of "3" than to play a game with a bet of "2".

[0192] As described above, even if the configuration is such that games with a bet of "3" are played 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 as 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 as 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, these games end up contributing to fulfilling the ending conditions of the second section SC2. From this perspective, in the second section SC2, if the game is in 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.

[0193] 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.

[0194] Note that although the game execution in the end preparation state ST6 has a net increase expected value of "0" or less whether the game being executed has a bet number of "3" or "2" in the second section SC2, the second section SC2 ends with the end of the pseudo bonus state ST4 or the AT state ST5, and it is a game state where only one game is executed. Therefore, the game executed in the end preparation state ST6 does not contribute to the restricted total net increase number of game media in the second section SC2, nor does it contribute to the total number of games in the second section SC2. However, it is not limited to this, and even the game executed in the end preparation state ST6 may be configured to contribute to the restricted total net increase number of game media in the second section SC2 and further contribute to the total number of games in the second section SC2.

[0195] <Regarding the CB states ST2 and ST3> Next, the first CB state ST2 and the second CB state ST3 will be described in detail. The first CB role can be won in a game with a bet number of "3", but cannot be won in a game with a bet number of "2". In a game with a bet number of "3", the first CB role is won with a probability of approximately 1 / 3.3. However, when it is in any of the winning states of the first CB role (i.e., the state where the first CB winning data is stored in the main side RAM74), the winning state of the second CB role (i.e., the state where the second CB winning data is stored in the main side RAM74), the first CB state ST2, and the second CB state ST3, the first CB role is excluded from the lottery targets in the lottery process of the role (Figure 18).

[0196] The 2nd CB role can be won in games where the bet is "2", but cannot be won in games where the bet is "3". In games where the bet is "2", the 2nd CB role is won with a probability of approximately 1 / 2.2. However, if the 1st CB role is won (i.e., the 1st CB winning data is stored in the main RAM 74), the 2nd CB role is won (i.e., the 2nd CB winning data is stored in the main RAM 74), or if the 1st CB state ST2 or 2nd CB state ST3 is active, the 2nd CB role is excluded from the draw in the role draw process (Figure 18).

[0197] In the state where the 1st CB role is won, the 1st CB can be won in games with a bet of "3", but not in games with a bet of "2". Therefore, even if a game with a bet of "2" is played in the state where the 1st CB role is won and the role lottery process (Figure 18) results in a loss where none of the index values ​​IV are won, the 1st CB will not be won regardless of the stopping order of reels 32L, 32M, 32R and the stopping timing of stop buttons 42-44. Also, even if a game with a bet of "2" is played in the state where the 1st CB role is won and the role lottery process (Figure 18) results in an index value IV, which can result in a so-called miss, the 1st CB will not be won regardless of the stopping order of reels 32L, 32M, 32R and the stopping timing of stop buttons 42-44. When a game with a bet of "3" is played in the state where the 1st CB role is won and the 1st CB is won, the state becomes 1st CB state ST2.

[0198] In the first CB state ST2, it is possible to play a game with a bet of "3", but it is not possible to play a game when the bet is 2 or less. In the first CB state ST2, in the lottery process for the winning combination in each game (Figure 18), there is a 3 / 10 probability that normal replay winning data will be stored in the main RAM 74. If normal replay winning data is stored, a normal replay will be awarded regardless of the stopping order of reels 32L, 32M, and 32R, as long as the timing of the operation of the left stop button 42 is at the predetermined timing. If the timing of the operation of the left stop button 42 is not at the predetermined timing, a normal replay will not be awarded even if normal replay winning data is stored.

[0199] In the first CB state ST2, if the normal replay winning data is not stored in the main RAM 74 during the role lottery process (Figure 18), or if the normal replay winning data is stored in the main RAM 74 but the timing of the left stop button 42 operation is not at the predetermined timing and a normal replay win cannot be achieved, a first bell win may be achieved. In this case, a first bell win will be achieved regardless of the stopping order of reels 32L, 32M, and 32R, but a first bell win may not be achieved depending on the stopping timing of the left stop button 42.

[0200] However, the configuration is not limited to this, and if normal replay winning data is stored in the main RAM 74 during the role lottery process (Figure 18) in the first CB state ST2, a configuration may be made in which a normal replay is reliably achieved regardless of the stopping order of reels 32L, 32M, and 32R and the stopping timing of each stop button 42 to 44. Also, if normal replay winning data is not stored in the main RAM 74 during the role lottery process (Figure 18) in the first CB state ST2, a configuration may be made in which the first bell is reliably achieved regardless of the stopping order of reels 32L, 32M, and 32R and the stopping timing of each stop button 42 to 44.

[0201] In the first CB state ST2, if the first bell is won, "1" game token is awarded. As already explained, in the first CB state ST2, the game can only be played if "3" game tokens are bet. In contrast, the number of game tokens awarded in a game in the first CB state ST2 is "1". The first CB state ST2 ends when "30" game tokens have been awarded. Therefore, in the first CB state ST2, the event of "1" game token being awarded in a game played by betting "3" game tokens must occur 30 times. In this case, the number of game tokens the player possesses will decrease by at least 60 from the start to the end of the first CB state ST2. Thus, the first CB state ST2 is a disadvantageous game state for the player.

[0202] Furthermore, in the first CB state ST2, as described above, it is possible for a normal replay to occur, and it is also possible for neither a normal replay nor a first bell to occur. In that case, if the first CB state ST2 occurs in the second section SC2, the first CB state ST2, which is disadvantageous to the player, will continue for 30 games or more, and that number of games will be added to the total number of games played in the second section SC2.

[0203] In the state where the 2nd CB role is won, a 2nd CB win can occur in games with a bet of "2", but not in games with a bet of "3". Therefore, even if a game with a bet of "3" is played in the state where the 2nd CB role is won and the role lottery process (Figure 18) results in a loss where none of the index values ​​IV are won, a 2nd CB win will not occur regardless of the stopping order of reels 32L, 32M, 32R and the stopping timing of stop buttons 42-44. Also, even if a game with a bet of "3" is played in the state where the 2nd CB role is won and the role lottery process (Figure 18) results in a win of index value IV, where a so-called miss can occur, a 2nd CB win will not occur regardless of the stopping order of reels 32L, 32M, 32R and the stopping timing of stop buttons 42-44. When a game with a bet of "2" is played in the state where the 2nd CB role is won and a 2nd CB win occurs, the state becomes 2nd CB state ST3.

[0204] In the second CB state ST3, it is possible to play the game with a bet of "2", and the maximum bet for the game medium is also "2". In the second CB state ST3, in the lottery process for winning combinations in each game (Figure 18), there is a 3 / 10 probability that normal replay winning data will be stored in the main RAM 74. If normal replay winning data is stored, a normal replay will be awarded regardless of the stopping order of reels 32L, 32M, and 32R, as long as the left stop button 42 is operated at the predetermined timing. If the left stop button 42 is not operated at the predetermined timing, a normal replay will not be awarded even if normal replay winning data is stored.

[0205] In the second CB state ST3, if the normal replay winning data is not stored in the main RAM 74 during the role lottery process (Figure 18), or if the normal replay winning data is stored in the main RAM 74 but the timing of the left stop button 42 operation is not at the predetermined timing and a normal replay win cannot be achieved, a first bell win may be achieved. In this case, a first bell win will be achieved regardless of the stopping order of reels 32L, 32M, and 32R, but a first bell win may not be achieved depending on the stopping timing of the left stop button 42.

[0206] However, the configuration is not limited to this, and if normal replay winning data is stored in the main RAM 74 during the role lottery process (Figure 18) in the second CB state ST3, the configuration may be such that a normal replay is reliably achieved regardless of the stopping order of reels 32L, 32M, and 32R and the stopping timing of each stop button 42 to 44. Also, if normal replay winning data is not stored in the main RAM 74 during the role lottery process (Figure 18) in the second CB state ST3, the configuration may be such that a first bell is reliably achieved regardless of the stopping order of reels 32L, 32M, and 32R and the stopping timing of each stop button 42 to 44.

[0207] In the 2nd CB state ST3, if the first bell is won, "1" game token is awarded. As already explained, in the 2nd CB state ST3, the game can only be played if "2" game tokens are bet. In contrast, the number of game tokens awarded in the game in the 2nd CB state ST3 is "1". The 2nd CB state ST3 ends when "30" game tokens have been awarded. Therefore, in the 2nd CB state ST3, the event of "1" game token being awarded in a game played by betting "2" game tokens must occur 30 times. In this case, the number of game tokens the player possesses will decrease by at least 30 from the start to the end of the 2nd CB state ST3. Thus, the 2nd CB state ST3 is a disadvantageous game state for the player. However, the degree of disadvantage in the 2nd CB state ST3 is lower than in the 1st CB state ST2.

[0208] Furthermore, in the second CB state ST3, as described above, it is possible for a normal replay to occur, and it is also possible for neither a normal replay nor a first bell to occur. In that case, if the second CB state ST3 occurs in the second section SC2, the second CB state ST3, which is disadvantageous to the player, will continue for 30 games or more, and that number of games will be added to the total number of games played in the second section SC2.

[0209] As described above, in a configuration where the 1st CB state ST2 and 2nd CB state ST3 are set as unfavorable game states for the player, by playing a game with a bet of "2", the player enters a state where the 2nd CB role is won, but the 2nd CB win is not achieved. Then, by playing a game with a bet of "3", it becomes possible to play without transitioning to the 1st CB state ST2 or 2nd CB state ST3, regardless of the stopping order of reels 32L, 32M, 32R and the stopping timing of each stop button 42-44, as a result of the role lottery process (Figure 18) in each game. In other words, if the player enters a state where the 2nd CB role is won by playing a game with a bet of "2", then playing a game with a bet of "3" will prevent the 2nd CB win from being achieved, even if the player enters a state where the 2nd CB role is won. Also, in the state where the 2nd CB role is won, even if a game with a bet of "3" is played, the 1st CB role is excluded from the lottery in the role lottery process (Figure 18), so the player does not enter a state where the 1st CB role is won. Furthermore, because the state of winning the 1st CB role is not achieved, the 1st CB win is not established, and the game state does not transition to the 1st CB state ST2. This makes it possible to play a game with a bet of "3" while preventing transitions to the 1st CB state ST2 and the 2nd CB state ST3. And by playing a game with a bet of "3", as explained earlier, a transition to the 2nd section SC2 may occur, as well as a transition to the pseudo-bonus state ST4.

[0210] In a game where the bet is "2", the probability of winning the 2nd CB (Chance Bonus) is approximately 1 / 2.2, while in a game where the bet is "3", the probability of winning the 1st CB is approximately 1 / 3.3. In other words, the probability of winning the 2nd CB is set higher than the probability of winning the 1st CB. This makes it possible to reduce the number of games required to reach the state of winning the 2nd CB when playing a game with a bet of "2" in a gaming hall, etc. On the other hand, even if a game with a bet of "3" is played by mistake before reaching the state of winning the 2nd CB, the probability of winning the 1st CB is lower than the probability of winning the 2nd CB, making it difficult to win the 1st CB.

[0211] Furthermore, the configuration is not limited to one in which the probability of winning the second CB role is higher than the probability of winning the first CB role; it may also be a configuration in which the probability of winning the first CB role is higher than the probability of winning the second CB role, or a configuration in which the probability of winning the first CB role and the probability of winning the second CB role are the same or approximately the same.

[0212] <Display content in the multi-purpose display unit 66> Next, the display contents of the dual-purpose display unit 66 will be explained. As already explained, the dual-purpose display unit 66 displays the stop order corresponding to the stopping order of reels 32L, 32M, and 32R, the ratio display showing the dwell time ratio in the second section SC2, and the number of assigned items based on the value of the assigned item counter 74e in the main RAM 74.

[0213] As already explained, the main RAM 74 is equipped with a grant counter 74e (Figure 14) that allows the main MPU 72 to determine the number of game tokens awarded to the player when a small win is achieved. The value of the grant counter 74e is cleared to "0" in step S607 when a valid bet operation is performed while one or more virtual tokens are stored in the bet response process (Figure 16) as already explained, and is also cleared to "0" in step S612 when a token inserted into the token slot 45 is detected by the inserted token detection sensor 45a.

[0214] As already explained with reference to Figure 7(b), there are 1st to 9th stop sequences for the stop sequences of reels 32L, 32M, and 32R that are notified by the image display device 63, and there are 1st to 9th stop sequence corresponding displays that are executed by the combined display unit 66. As shown in Figure 14, the main RAM 74 is provided with a stop sequence type counter 74m and a ratio display counter 74n. The stop sequence type counter 74m is a counter that allows the main MPU 72 to grasp the stop sequence type number, which indicates the type of display corresponding to the stop sequence of reels 32L, 32M, and 32R that should be displayed on the combined display unit 66 when a stop sequence corresponding display is executed. The stop sequence type counter 74m consists of 1 byte. The stop sequence type counter 74m is set to one of the stop sequence type numbers from "1" to "9", or "0", which indicates that no stop sequence corresponding display is performed on the combined display unit 66.

[0215] The ratio display counter 74n is a counter that enables the main MPU 72 to grasp the calculation result data of the dwell time ratio of the second section SC2, which is the target of the ratio display, and that the dual-purpose display unit 66 should perform ratio display. The ratio display counter 74n consists of 1 byte. The initial value of the ratio display counter 74n is "255", which indicates that the dual-purpose display unit 66 will not perform ratio display. If a partial clear process is performed in step S105 of the main process (Figure 10), or if a full clear process is performed in step S106, the ratio display counter 74n is set to this initial value ("255"). In the management process in step S213 of the timer interrupt process (Figure 11), if the ratio display start operation described later is performed while the game is not running, a calculation is performed to calculate the dwell time ratio of the second section SC2 in the range of 0% to 100%, and the result of this calculation is set in the ratio display counter 74n. The ratio display counter 74n is set with a numerical value between "0" and "100" as the calculation result data for the stay ratio in the second section SC2. When the ratio display counter 74n is set with a calculation result data between "0" and "100", the dual-purpose display unit 66 displays the ratio corresponding to that calculation result data. In the management processing in step S213 of the timer interrupt processing (Figure 11), if the ratio display termination operation described later is performed, the ratio display counter 74n is set to its initial value of "255". This terminates the ratio display on the dual-purpose display unit 66. Details of the management processing (step S213) will be described later.

[0216] Figure 24(a) is an explanatory diagram illustrating the conditions under which the combined display unit 66 performs stop order correspondence display, ratio display, and assigned number display. As shown in Figure 24(a), the combined display unit 66 performs stop order correspondence display on the condition that one of the stop order type numbers from "1" to "9" is set in the stop order type counter 74m in the main RAM 74. In addition, the combined display unit 66 performs ratio display on the condition that one of the calculation result data from "0" to "100" is set in the ratio display counter 74n. Furthermore, the combined display unit 66 performs assigned number display on the condition that neither one of the stop order type numbers from "1" to "9" is set in the stop order type counter 74m nor one of the calculation result data from "0" to "100" is set in the ratio display counter 74n. As described above, in this embodiment, the numerical information set in the stop order type counter 74m is a stop order type number from "1" to "9" or "0". Specifically, the state in which a stop order type number from "1" to "9" is not set in the stop order type counter 74m is when the value of the stop order type counter 74m is "0". Also, as described above, in this embodiment, the numerical information set in the ratio display counter 74n is a calculation result data from "0" to "100" or the initial value of "255". Specifically, the state in which a calculation result data from "0" to "100" is not set in the ratio display counter 74n is when "255" is set in the ratio display counter 74n.

[0217] When any stop order type number from "1" to "9" is set in the stop order type counter 74m, it starts during the execution of the game and ends during the execution of the game. On the other hand, when the calculation result data of the stay ratio of the second section SC2 is set in the shared display unit 66, it starts in a state where the game is not being executed and ends in a state where the game is not being executed. Also, the game does not start when the calculation result data of the stay ratio of the second section SC2 is set in the shared display unit 66. The period in which any stop order type number from "1" to "9" is set in the stop order type counter 74m and the period in which any calculation result data from "0" to "100" is set in the ratio display counter 74n do not overlap. Therefore, the conditions for executing the stop order corresponding display and the conditions for executing the ratio display in the shared display unit 66 are not satisfied simultaneously.

[0218] As described above, in the shared display unit 66, when the game is being executed and any stop order type number from "1" to "9" is set in the stop order type counter 74m, the stop order display is preferentially executed over the award number display based on the value of the award number counter 74e. Also, when the game is not being executed and any calculation result data from "0" to "100" is set in the ratio display counter 74n, the ratio display is preferentially executed over the award number display based on the value of the award number counter 74e.

[0219] Figure 24(b) is an explanatory diagram for explaining the relationship between the value of the index value counter 74f, the value of the stop order type counter 74m, and the display content of the stop order corresponding display executed by the shared display unit 66. As already described, when winning any index value IV from "1" to "17" in the role lottery process (Figure 18), the index value IV is set in the index value counter 74f, and when not winning any index value IV in the role lottery process (Figure 18), "0" is set in the index value counter 74f.

[0220] In the lottery process of the game combination (Fig. 18) where the gaming state is the pseudo-bonus state ST4 or the AT state ST5 and the bet number is "3", if any index value IV from "1" to "9" is won, the corresponding index value IV from "1" to "9" is set as the stop order type number in the stop order type counter 74m. As shown in Fig. 24(b), in the shared display unit 66, when "1" is set in the stop order type counter 74m, a stop order corresponding display corresponding to the first stop order of "left → middle → right" is performed; when "2" is set in the stop order type counter 74m, a stop order corresponding display corresponding to the second stop order of "left → right → middle" is performed; when "3" is set in the stop order type counter 74m, a stop order corresponding display corresponding to the third stop order of "middle → left → right" is performed; when "4" is set in the stop order type counter 74m, a stop order corresponding display corresponding to the fourth stop order of "middle → right → left" is performed; when "5" is set in the stop order type counter 74m, a stop order corresponding display corresponding to the fifth stop order of "right → left → middle" is performed; when "6" is set in the stop order type counter 74m, a stop order corresponding display corresponding to the sixth stop order of "right → middle → left" is performed; when "7" is set in the stop order type counter 74m, a stop order corresponding display corresponding to the seventh stop order of "the first stop is on the left" is performed; when "8" is set in the stop order type counter 74m, an eighth stop order corresponding display corresponding to the stop order of "the first stop is in the middle" is performed; when "9" is set in the stop order type counter 74m, a stop order corresponding display corresponding to the ninth stop order of "the first stop is on the right" is performed.

[0221] In a game where the game state is pseudo-bonus state ST4 or AT state ST5 and the number of bets is "3", if the winning combination is drawn with an index value from "10" to "17" (Figure 18), or if the winning combination is not drawn with any index value from "1" to "17" (IV), the value of the stop order type counter 74m becomes "0". Also, if the game state is not pseudo-bonus state ST4 or AT state ST5, and the number of bets is "2", the stop order type counter 74m is set to "0" regardless of the result of the winning combination drawing process (Figure 18). As shown in Figure 24(b), a stop order type number of "0" indicates that the combined display unit 66 will not display the corresponding stop order. When the value of the stop order type counter 74m is "0", the combined display unit 66 displays the assigned number based on the value of the assigned number counter 74e, provided that the value of the ratio display counter 74n is at its initial value ("255"). The display of the number of granted items based on the value of the grant count counter 74e includes the display of a number indicating the number of granted items when the grant count counter 74e is set to "1", "2", "5", or "15", and the display of "0" when the value of the grant count counter 74e is "0".

[0222] As shown in Figure 14, the main RAM 74 is provided with a left-side combined display area 74p and a right-side combined display area 74q. The left-side combined display area 74p is a storage area where 1 byte of display data to be output to the left 7-segment display 66a of the combined display unit 66 is set, and the right-side combined display area 74q is a storage area where 1 byte of display data to be output to the right 7-segment display 66b of the combined display unit 66 is set.

[0223] Figure 24(c) is an explanatory diagram illustrating the configuration of the main ROM 73. As shown in Figure 24(c), the main ROM 73 stores a stop order corresponding display data table 73a for displaying stop order corresponding information on the combined display unit 66, and a numeric display data table 73b for displaying ratios and assigned numbers on the combined display unit 66. The stop order corresponding display data table 73a contains display data for stop order corresponding information corresponding to stop order type numbers from "1" to "9". When the main MPU 72 performs stop order corresponding information on the combined display unit 66, it reads the stop order corresponding display data table 73a and sets the display data corresponding to the stop order number set in the stop order type counter 74m in the right combined display unit display area 74q. It also sets data to be hidden in the left combined display unit display area 74p. As a result, the left 7-segment display 66a in the combined display unit 66 becomes invisible, and the right 7-segment display 66b displays a stop order corresponding to one of the 1st to 9th stop orders.

[0224] The numerical display data table 73b contains display data for displaying the numbers "1" to "9" on the left 7-segment display 66a and the right 7-segment display 66b of the combined display unit 66. When the main MPU 72 performs ratio display on the combined display unit 66, it reads the numerical display data table 73b and sets the display data corresponding to the tens digit of the calculation result data set in the ratio display counter 74n in the left combined display unit display area 74p, and sets the display data corresponding to the units digit of the calculation result data in the right combined display unit display area 74q. As a result, a ratio display is performed in which either "0", "01" to "99", or "00" is displayed on the 7-segment displays 66a and 66b of the combined display unit 66. In ratio display, if the value of the ratio display counter 74n is "0", the left 7-segment display 66a is hidden and "0" is lit up on the right 7-segment display 66b. Therefore, the dual-purpose display unit 66 displays "0". Also, when the value of the ratio display counter 74n is "100", the left 7-segment display unit 66a and the right 7-segment display unit 66b light up and display "0". Therefore, the dual-purpose display unit 66 displays "00". This makes it easier to distinguish between the display indicating that the stay ratio in the second section SC2 is 0% and the display indicating that the stay ratio is 100%.

[0225] When the main MPU 72 performs the assignment number display on the combined display unit 66, it reads the numeric display data table 73b and sets the display data corresponding to the tens digit of the assignment number set in the assignment number counter 74e in the left combined display unit display area 74p, and sets the display data corresponding to the units digit of the same assignment number in the right combined display unit display area 74q. As a result, the assignment number display is performed, showing "00", "01", "02", "05", or "15" on the 7-segment displays 66a and 66b of the combined display unit 66.

[0226] As described above, the main MPU 72 recognizes that it is the execution period for the stop order corresponding display in the combined display unit 66 based on whether the value of the stop order type counter 74m is one of "1" to "9", and recognizes that it is not the execution period for the said stop order corresponding display based on whether the stop order type counter 74m is not set to a stop order type number from "1" to "9". In a configuration in which the combined display unit 66 executes a stop order corresponding display based on the value of the stop order type counter 74m or an assigned number display based on the value of the assigned number counter 74e during game execution, the slot machine 10 lacks a flag that allows the main MPU 72 to recognize whether the combined display unit 66 is in a state where it should execute the stop order corresponding display or the assigned number display. Therefore, compared to a configuration equipped with such a flag, the data capacity of the main RAM 74 required to create the state in which the stop order corresponding display and the assigned number display are executed in the combined display unit 66 during game execution can be reduced.

[0227] The main MPU 72 recognizes that it is the period for executing the ratio display in the dual-purpose display unit 66 based on whether the ratio display counter 74n is set to one of the calculation result data values ​​from "0" to "100", and recognizes that it is not the period for executing the ratio display based on whether the ratio display counter 74n is not set to one of the calculation result data values ​​from "0" to "100". In a configuration in which the dual-purpose display unit 66 executes a ratio display based on the value of the ratio display counter 74n or an assigned number display based on the value of the assigned number counter 74e during periods when the game is not being executed, the slot machine 10 lacks a flag that allows the main MPU 72 to recognize whether the dual-purpose display unit 66 is in a state where it should execute the ratio display or the assigned number display. Therefore, compared to a configuration that has such a flag, the data capacity of the main RAM 74 required to create the state in which the dual-purpose display unit 66 is executing the ratio display and the assigned number display during periods when the game is not being executed can be reduced.

[0228] The period during which the stop order type counter 74m is set to one of the stop order type numbers from "1" to "9" does not overlap with the period during which the ratio display counter 74n is set to one of the calculation result data from "0" to "100". Therefore, the conditions for executing the stop order corresponding display and the conditions for executing the ratio display in the dual-purpose display unit 66 are never met simultaneously. This eliminates the need for a flag that allows the main MPU 72 to recognize whether the dual-purpose display unit 66 is in a state where it should execute the stop order corresponding display and whether it should execute the ratio display. Compared to a configuration with such a flag, the data capacity of the main RAM 74 required to generate the states in which the dual-purpose display unit 66 is executing the stop order corresponding display and the ratio display can be reduced.

[0229] Next, the lottery result processing performed on the main MPU72 will be explained with reference to the flowchart in Figure 25. The lottery result processing is performed in step S914 of the role lottery processing (Figure 18).

[0230] In the lottery result processing, if the current game state is not the pseudo-bonus state ST4 (step S1101: NO), it is determined whether the current game state is the AT state ST5 (step S1102). If the current game state is the pseudo-bonus state ST4 (step S1101: YES) or the AT state ST5 (step S1102: YES), it is determined whether the value of the bet count setting counter 74b in the main RAM 74 is "3" (step S1103). If the value of the bet count setting counter 74b is "3" (step S1103: YES), that is, if the number of bets for this game is "3", it is determined whether the player has won one of the index values ​​IV=1 to 9 in the role lottery processing (Figure 18) by referring to the index value counter 74f in the main RAM 74 (step S1104).

[0231] If a positive determination is made in step S1104, the value of the index value counter 74f is set to the stop order type counter 74m in the main RAM 74 (step S1105). In step S1105, when "n" (where n is an integer from "1" to "9") is set to the stop order type counter 74m, the display content of the stop order corresponding display in the shared display unit 66 becomes the nth stop order corresponding display. The process in step S1105 is to set a stop order type number from "1" to "9" to the stop order type counter 74m, and also to switch the display content of the shared display unit 66 from an assigned number display to a stop order corresponding display. Therefore, compared to a configuration in which, in addition to the process of setting one of the stop order type numbers from "1" to "9" in step S1105, a separate process is set to switch the display content in the dual-purpose display unit 66 from an assigned number display based on the value of the assigned number counter 74e to a stop order corresponding display, the processing configuration for setting one of the stop order type numbers from "1" to "9" in the stop order type counter 74m and switching the display content in the dual-purpose display unit 66 from an assigned number display to a stop order corresponding display can be simplified.

[0232] As already explained, the index value IV that is won in the role lottery process (Figure 18) is stored in the index value counter 74f. In games in which the stop order corresponding display on the combined display unit 66 and the stop order notification on the image display device 63 are executed, any index value IV from "1" to "9" stored in the index value counter 74f is set as the stop order type number in the stop order type counter 74m. Therefore, compared to a configuration in which the data of the stop order type number set in the stop order type counter 74m is different from the data of the index value IV that is won in the role lottery process (Figure 18), the processing configuration for setting the stop order type number in the stop order type counter 74m is simplified.

[0233] If a negative determination is made in step S1102, step S1103, or step S1104, the value of the stop order type counter 74m is cleared to "0" (step S1106). As a result, this game will not have the stop order corresponding display on the shared display unit 66 or the stop order notification on the image display device 63.

[0234] Thus, in a game where the game state is pseudo-bonus state ST4 or AT state ST5 and the number of bets is "3", if the draw for a winning combination in the game (Figure 18) results in an index value of "n" (where n is an integer from "1" to "9"), then "n" is set in the stop order type counter 74m, and the display content of the stop order corresponding display in the combined display unit 66 becomes the nth stop order corresponding display. On the other hand, if any of the conditions are not met—that the game state is pseudo-bonus state ST4 or AT state ST5, that the number of bets in the current game is "3", or that the draw for a winning combination in the game (Figure 18) results in an index value of "1" to "9" (IV)—then the value of the stop order type counter 74m is cleared to "0", and the current game will not have the stop order corresponding display in the combined display unit 66 or the stop order notification in the image display device 63.

[0235] If the process in step S1105 or step S1106 is performed, the start command flag in the main RAM 74 is set to "1" (step S1107), and the lottery result processing is terminated. The start command flag is a flag that allows the main MPU 72 to know that a start command should be sent to the performance MPU 92. When the start command flag is set to "1" in step S1107, the common command transmission process (Figure 50) is executed in step S2709 of the command output process (Figure 44) described later. In the common command transmission process (Figure 50), the process for sending the start command is executed on the condition that the start command flag is set to "1". Details of the start command will be described later.

[0236] Next, the prize determination process performed by the main MPU72 will be explained with reference to the flowchart in Figure 26. The prize determination process is performed in step S1015 of the reel control process (Figure 22).

[0237] In the prize determination process, first, the type of symbol stopped on the main line ML for each reel 32L, 32M, and 32R is determined (step S1201). Then, it is determined whether or not a winning combination has been achieved (step S1202). In step S1202, the winning combination that was won in the combination lottery process (Figure 18) is determined by referring to the first winning data area 74g, the second winning data area 74h, the first CB winning data area 74j, and the second CB winning data area 74k in the main RAM 74. Then, it is determined whether or not 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 was won in the combination lottery process (Figure 18). If it does, it is determined that a winning combination has been achieved. If a winning combination has been achieved (step S1202: YES), the prize data setting process is executed (step S1203). In the prize data setting process, prize data corresponding to the winning combination is set in the prize data area 78 located in the main RAM 74. As already explained, the prize data area 78 is a storage area where 1-byte data is set so that the main MPU 72 can recognize the winning combinations that were achieved in this game.

[0238] Subsequently, if the winning combination achieved is a minor role win (step S1204: YES), the number of game media to be awarded corresponding to the winning combination is set in the award counter 74e (step S1205). In step S1205, if the first to ninth supplement roles are won, "1" is set in the award counter 74e; if the cherry role is won, "2" is set in the award counter 74e; if the first or second watermelon role is won, "5" is set in the award counter 74e; and if the first or second bell role is won, "15" is set in the award counter 74e. This allows the main MPU 72 to know the number of game media to be awarded by referring to the award counter 74e during the media awarding process in step S409 of the normal process (Figure 13).

[0239] In games where the stop order corresponding display on the dual-purpose display unit 66 and the stop order notification on the image display device 63 are not performed, if any minor win occurs, the dual-purpose display unit 66 is displaying the awarded number "00" based on the value of the awarded number counter 74e ("0"). In step S1205, the awarded number counter 74e is set to "1", "2", "5", or "15". As a result, the port output processing (Figure 28) in step S211 of the timer interrupt processing (Figure 11) is executed, and the display content of the awarded number display on the dual-purpose display unit 66 switches from "00" to "01", "02", "05", or "15".

[0240] If the winning that has occurred this time is a replay win (step S1204: NO, step S1206: YES), then set "1" to the replay win flag in the main-side RAM 74 (step S1207). As already described, the replay win flag is a flag that enables the main-side MPU 72 to recognize that a replay win has occurred. By setting "1" to the replay win flag in step S1207, after the end of the current game, in the start wait process (FIG. 15), the main-side MPU 72 can refer to the replay win flag to determine whether any replay win has occurred in the ended game. If the winning that has occurred this time is a replay win (step S1206: YES), or if no winning has occurred (step S1206: NO), the process of changing the value of the award number counter 74e is not executed.

[0241] If a negative determination is made in step S1202, if the process of step S1205 is performed, if a negative determination is made in step S1206, or if the process of step S1207 is performed, then clear the stop order type counter 74m to "0" (step S1208) and end this winning determination process. As already described, in the shared display unit 66, during the execution of the game, stop order corresponding display is performed on the condition that any stop order type number from "1" to "9" is set in the stop order type counter 74m. In a game in which stop order corresponding display is executed by the shared display unit 66, when the value of the stop order type counter 74m is cleared to "0" in step S1208, the port output process (FIG. 28) is executed, so that the stop order corresponding display being executed by the shared display unit 66 ends and the award number display based on the value of the award number counter 74e starts.

[0242] As already explained, when the game is running, the main MPU 72 recognizes that it is the execution period for the stop order corresponding display in the dual-purpose display unit 66 based on whether the value of the stop order type counter 74m is one of "1" to "9", and also recognizes that it is the execution period for the assigned number display based on the value of the assigned number counter 74e based on whether the value of the stop order type counter 74m is "0". The process in step S1208 is to clear the value of the stop order type counter 74m to "0", and to set the display content in the dual-purpose display unit 66 to switch from the stop order corresponding display to the assigned number display based on the value of the assigned number counter 74e. For this reason, compared to a configuration in which, in addition to the process of clearing the value of the stop order type counter 74m to "0", there is a separate process for switching the display content in the dual-purpose display unit 66 from the stop order corresponding display to the assigned number display based on the value of the assigned number counter 74e, the processing configuration for clearing the value of the stop order type counter 74m to "0" and switching the display content in the dual-purpose display unit 66 from the stop order corresponding display to the assigned number display can be simplified.

[0243] As described above, if a replay win is achieved or if no win is achieved, no process is executed to change the value of the awarded counter 74e. In these cases, the value of the awarded counter 74e (specifically "0") remains unchanged, and in step S1208, the value of the stop order type counter 74m is cleared to "0", and the combined display unit 66 starts displaying the awarded number corresponding to the value of the awarded counter 74e ("0") (displaying "00"). If the combined display unit 66 was performing stop order correspondence display, in step S1208, the value of the stop order type counter 74m is cleared to "0", which ends the stop order correspondence display being performed in the combined display unit 66 and starts displaying the awarded number corresponding to the value of the awarded counter 74e ("0") (displaying "00"). Furthermore, if the stop order corresponding display was not performed in the dual-purpose display unit 66, that is, if the assigned number display (display of "00") corresponding to the value of the assigned number counter 74e ("0") was performed in the dual-purpose display unit 66, the display of "00" will continue even after the value of the stop order type counter 74m is cleared to "0" in step S1208.

[0244] As described above, the stop order corresponding display in the dual-purpose display unit 66 ends when the stop order type counter 74m is cleared to "0" during the prize determination process (Figure 26) which is executed after all reels 32L, 32M, and 32R have stopped.

[0245] In the prize-winning determination process (Figure 26), the timing of the execution of step S1205, in which the number of points awarded corresponding to the winning combination is set to the number of points awarded counter 74e when a winning combination is achieved, is before the timing of the execution of step S1208, in which the stop order type counter 74m is cleared to "0". When the stop order type counter 74m is cleared to "0" while the stop order corresponding display is being executed on the dual-purpose display unit 66, the display content of the dual-purpose display unit 66 switches from the stop order corresponding display to the number of points awarded display. If the processing configuration is such that the number of points awarded corresponding to the winning combination achieved this time is set to the number of points awarded counter 74e, there is a risk that "0" will be displayed on the dual-purpose display unit 66 between the end of the stop order corresponding display and the start of the display of the number of points awarded corresponding to the winning combination achieved this time. If the display content in the dual-purpose display unit 66 switches twice in a short period of time (for example, about 3 milliseconds) in the order of stop order corresponding display → "00" → display corresponding to the number of game media provided, it may confuse the administrators of the game hall and the players. In contrast, by configuring the process to clear the stop order type counter 74m to "0" when the number of game media provided corresponding to the small win achieved in this instance is set in the provision counter 74e, the switching of the display content from the stop order corresponding display to the provision count display in the dual-purpose display unit 66 can be made smoother.

[0246] Next, the management processing performed on the main MPU72 will be explained with reference to the flowchart in Figure 27. The management processing is performed in step S213 of the timer interrupt processing (Figure 11).

[0247] In the management process, the dual-purpose display unit 66 first determines whether or not the ratio display is being executed (step S1301). As already explained, when the game is not running, the dual-purpose display unit 66 executes the ratio display when the ratio display counter 74n is set to any value from "0" to "100" as the calculation result data for the stay ratio in the second section SC2. If the ratio display counter 74n is not set to any calculation result data from "0" to "100", the dual-purpose display unit 66 executes the assignment count display based on the value of the assignment count counter 74e. In step S1301, it is determined that the ratio display is being executed (step S1301: YES) when the ratio display counter 74n is set to any calculation result data from "0" to "100".

[0248] If the ratio display is not being performed on the dual-purpose display unit 66 (step S1301: NO), it is determined whether the game is running by checking whether the game in progress flag in the main RAM 74 is set to "1" (step S1302). As already explained, the game in progress flag is set to "1" in step S803 of the initial setup process (Figure 17(b)), and the game in progress flag is cleared to "0" in step S1510 of the corresponding process at the end of the game (Figure 32).

[0249] If the game is not running (step S1302: NO), it is determined whether the operation to start the ratio display has been performed (step S1303). In step S1303, it is determined whether the reset button 56 provided on the power supply unit 54 has been continuously pressed for 3 seconds or more while the front door 12 is open and the setting value update process in step S107 of the main process (Figure 10) has not been performed. As already explained, if the setting key insertion hole 57 is turned ON and the reset button 56 is pressed, and the supply of operating power to the slot machine 10 is started, the all-clear process in step S106 of the main process (Figure 10) is executed. Also, in the setting value update process in step S107 of the main process (Figure 10), the reset button 56 is operated to update the setting value of the slot machine 10. The system is configured such that if the reset button 56 is pressed continuously for 3 seconds or more while the slot machine 10 is receiving power and the setting value update process (step S107) is not being executed, it is determined that the ratio display has been started. This prevents the operation of the reset button 56 to perform the all-clear process (step S106) and the operation of the reset button 56 to update the setting value in the setting value update process (step S107) from the operation of the reset button 56 to start the ratio display from being mistakenly identified.

[0250] If the game is not running (step S1302: NO), and the operation to start the ratio display is performed (step S1303: YES), the ratio calculation process is executed (step S1304). In the ratio calculation process, calculations are performed to calculate the dwell time ratio in the second section SC2 using the total game counter and the second section game counter provided in the main RAM 74. The total game counter is a counter for measuring the number of games played regardless of the game state and game section. The total game counter consists of 2 bytes and can measure the number of games up to an upper limit of "65535". Also, the value of the total game counter is not cleared to "0" unless the all-clear process in step S106 is executed in the main process (Figure 10). Therefore, it is possible to measure the cumulative number of games over multiple business days in a gaming hall. The second section game counter is a counter that allows the main MPU 72 to grasp the cumulative number of games played in the second section SC2. The second section game counter is provided separately from the continuation game counter 74r, which will be described later, in the main RAM 74. Even if the value of the continuation game counter 74r is cleared to "0" when the second section SC2 ends, the value of the second section game counter is not cleared to "0". Therefore, if the second section SC2 occurs multiple times with the first section SC1 in between, it is possible to measure the total number of games played in those multiple second section SC2s using the second section game counter. The second section game counter consists of 2 bytes and can measure the number of games up to an upper limit of "65535". In addition, the value of the second section game counter is not cleared to "0" unless the all-clear process in step S106 is executed in the main process (Figure 10). Therefore, it is possible to measure the cumulative number of games played in the second section SC2 over multiple business days in a gaming hall. The value of the total game counter is updated in step S1511 of the corresponding processing at the end of the game (Figure 32), which will be described later, and the value of the second section game counter is updated in step S1905 of the second control processing of the game section (Figure 36), which will be described later.In the ratio calculation process in step S1304, the calculation is performed so that the calculation result = "(Value of the second section game counter) / "Value of the total game counter" × 100". As already explained, the stay ratio in the second section SC2 is one of 0% to 100%, and the calculation result data will be a numerical value one of "0" to "100".

[0251] Subsequently, the calculation result data from the ratio calculation process (step S1304) is set in the ratio display counter 74n of the main RAM 74 (step S1305), and this management process ends. As already explained, when the game is not running, the main MPU 72 recognizes that it is the period for executing the ratio display in the dual-purpose display unit 66 based on the fact that the ratio display counter 74n is set to one of the calculation result data from "0" to "100", and recognizes that it is the period for executing the number of added items display based on the value of the number of added items counter 74e based on the fact that the ratio display counter 74n is not set to one of the calculation result data from "0" to "100". When the game is not running, the calculation result data from "0" to "100" is set in the ratio display counter 74n in step S1305, which ends the number of added items display based on the value of the number of added items counter 74e that was being executed in the dual-purpose display unit 66, and the ratio display begins. The process in step S1305 is for storing the calculation result data in the ratio display counter 74n, and also for setting the display content of the dual-purpose display unit 66 to switch from a number display based on the value of the number of assigned counter 74e to a ratio display. Therefore, compared to a configuration in which, in addition to the process of storing the calculation result data in the ratio display counter 74n, there is a separate process for setting the display content of the dual-purpose display unit 66 to switch from a number display based on the value of the number of assigned counter 74e to a ratio display, the processing configuration for storing the calculation result data in the ratio display counter 74n and setting the display content of the dual-purpose display unit 66 to switch from a number display to a ratio display can be simplified.

[0252] If the ratio display is being performed on the multi-purpose display unit 66 (step S1301: YES), it is determined whether or not the ratio display termination operation has been performed (step S1306). Specifically, it is determined whether or not an ON signal has been received from any of the start detection sensor 41a, stop detection sensors 42a~44a, inserted medal detection sensor 45a, credit insertion detection sensor 47a, and settlement detection sensor 51a. If it is determined that an ON signal has been received from any of the detection sensors 41a~45a or 47a, it is determined that the termination operation has been performed. In this case, a positive determination is made in step S1306 regardless of whether or not each ON signal occurred during the valid period. In other words, a positive determination is made in step S1306 regardless of whether or not the reception of an ON signal from the start detection sensor 41a triggers the start of rotation of reels 32L, 32M, and 32R. Similarly, a positive determination is made in step S1306 regardless of whether or not the reception of an ON signal from the stop detection sensors 42a~44a triggers the stop of rotation of reels 32L, 32M, and 32R. Furthermore, in step S1306, a positive determination is made regardless of whether the reception of an ON signal from the inserted medal detection sensor 45a is subject to bet setting or credit increase. Furthermore, in step S1306, a positive determination is made regardless of whether the reception of an ON signal from the credit insertion detection sensor 47a is subject to bet setting. Furthermore, in step S1306, a positive determination is made regardless of whether the reception of an ON signal from the settlement detection sensor 51a is triggered for settlement of credited virtual medals.

[0253] If the ratio display is terminated (step S1306: YES), the ratio display counter 74n is set to its initial value of "255" (step S1307), and this management process is terminated. In step S1307, the initial value is set for the ratio display counter 74n, so that the ratio display counter 74n does not have any calculation result data from "0" to "100" set, and the display content of the dual-purpose display unit 66 can be switched from ratio display to assigned number display. The process in step S1307 is a process to set an initial value for the ratio display counter 74n, and a process to switch the display content of the dual-purpose display unit 66 from ratio display to assigned number display based on the value of the assigned number counter 74e. Therefore, compared to a configuration in which, in addition to the process of setting an initial value in step S1307 for the ratio display counter 74n, a separate process is set to switch the display content of the dual-purpose display unit 66 from a ratio display to an assigned number display, the processing configuration for setting an initial value in the ratio display counter 74n and switching the display content of the dual-purpose display unit 66 from a ratio display to an assigned number display can be simplified.

[0254] If a negative determination is made in step S1306, this management process is terminated. A new game will not be started while the ratio display is being performed on the dual-purpose display unit 66. For this reason, the calculation result data stored in the ratio display counter 74n and the dwell ratio of the second section SC2 displayed on the dual-purpose display unit 66 are not updated while the ratio display is being performed.

[0255] Thus, the calculation result data for the dwell time ratio in the second section SC2 is set in the ratio display counter 74n when the ratio display start operation is performed while the game is not running. If the configuration is such that the calculation for the dwell time ratio in the second section SC2 is performed even when the ratio display is not being performed by the dual-purpose display unit 66 and the calculation result data is stored in the main RAM 74, then it would be necessary to provide a counter in the main RAM 74 to store the calculation result data in addition to the ratio display counter 74n. In contrast, by configuring the system so that the calculation result data is set in the ratio display counter 74n only during the period when the ratio display is being performed by the dual-purpose display unit 66, the data capacity of the storage area provided in the main RAM 74 to store the calculation result data can be reduced.

[0256] Next, the port output processing performed on the main MPU72 will be explained with reference to the flowchart in Figure 28. The port output processing is performed in step S211 of the timer interrupt processing (Figure 11).

[0257] In the port output processing, it is first determined whether a stop order type number from "1" to "9" is set in the stop order type counter 74m of the main RAM 74 (step S1401). As already explained, if the game state is pseudo-bonus state ST4 or AT state ST5 and the number of bets is "3", and the draw for the winning combination in the game (Figure 18) results in an index value IV of "n" (where "n" is an integer from "1" to "9"), then "n" is set in the stop order type counter 74m. On the other hand, if the conditions of the game state being pseudo-bonus state ST4 or AT state ST5, the number of bets in the current game being "3", or the draw for the winning combination in the game (Figure 18) results in an index value IV from "1" to "9", then "0" is set in the stop order type counter 74m. If the stop order type counter 74m is set to one of the stop order type numbers from "1" to "9" (step S1401: YES), the stop order corresponding display data table 73a (Figure 24(c)) stored in the main ROM 73 is read (step S1402). Then, referring to the stop order corresponding display data table 73a read in step S1402, the display data corresponding to the value of the stop order type counter 74m is set in the right-side dual-use display area 74q of the main RAM 74, and the data to be hidden is set in the left-side dual-use display area 74p of the main RAM 74 (step S1403). As a result, the process in step S1409, which will be described later, is executed, and the stop order corresponding display is performed on the dual-use display unit 66.

[0258] If the value of the stop order type counter 74m is not between "1" and "9" (step S1401: NO), it is determined whether or not any calculation result data between "0" and "100" is set in the ratio display counter 74n of the main RAM 74 (step S1404). If any calculation result data between "0" and "100" is set in the ratio display counter 74n (step S1404: YES), the numerical display data table 73b (Figure 24(c)) stored in the main ROM 73 is read (step S1405). Then, by referring to the numerical display data table 73b read in step S1405, the display data corresponding to the value of the ratio display counter 74n is set in the left-side combined display area 74p and the right-side combined display area 74q (step S1406). In step S1406, if the value of the ratio display counter 74n is "0", data to be hidden is set in the left-side display area 74p, and display data corresponding to "0" is set in the right-side display area 74q. In step S1406, if the value of the ratio display counter 74n is "1" to "9", display data corresponding to "0" is set in the left-side display area 74p, and display data corresponding to the units digit ("1" to "9") is set in the right-side display area 74q. In step S1406, if the value of the ratio display counter 74n is "10" to "99", display data corresponding to the tens digit ("1" to "9") is set in the left-side display area 74p, and display data corresponding to the units digit ("1" to "9") is set in the right-side display area 74q. In step S1406, if the value of the ratio display counter 74n is "100", display data corresponding to "0" is set in the left-side combined display area 74p and the right-side combined display area 74q. As a result, the process in step S1409, described later, is executed, and the ratio is displayed on the combined display unit 66.

[0259] If the stop order type counter 74m does not have a stop order type number from "1" to "9" set (step S1401: NO) and the ratio display counter 74n does not have calculation result data from "0" to "100" set (step S1404: NO), the combined display unit 66 performs processing to display the assigned number (processing in steps S1407 to S1408). Specifically, first, similar to step S1405, the numerical display data table 73b stored in the main ROM 73 is read (step S1407). Then, referring to the numerical display data table 73b read in step S1407, the display data corresponding to the value of the assigned number counter 74e is set in the left combined display unit display area 74p and the right combined display unit display area 74q (step S1408). As a result, the processing in step S1409, described later, is executed, and the assigned number is displayed in the combined display unit 66.

[0260] If the processing in step S1403, step S1406, or step S1408 is performed, the data (display data or non-display data) set in the left-side combined display area 74p and the right-side combined display area 74q is output to the combined display unit 66 (step S1409). As a result, if non-display data is set in the left-side combined display area 74p and display data for stop order corresponding display is set in the right-side combined display area 74q, the combined display unit 66 will perform stop order corresponding display. Furthermore, if non-display data or display data for ratio display is set in the left-side combined display area 74p and display data for ratio display is set in the right-side combined display area 74q, the combined display unit 66 will perform ratio display. In addition, if display data for assigning numbers is set in the combined display areas 74p and 74q, the combined display unit 66 will perform assigning number display.

[0261] Subsequently, the display control process for the credit display unit 65 is executed (step S1410), other port output processing is performed (step S1411), and this port output processing is terminated. In the other port output processing in step S1411, data corresponding to the I / O device is output from the input / output port.

[0262] Next, we will explain how the combined display unit 66 performs the stop order correspondence display and the number of units to be assigned, referring to the time chart in Figure 29. Figure 29(a) shows the execution period for the stop order corresponding display in the dual-purpose display unit 66, Figure 29(b) shows the execution period for the assigned number display in the dual-purpose display unit 66, Figure 29(c) shows the period during which a stop order type number from "1" to "9" is set in the stop order type counter 74m, Figure 29(d) shows the period during which a data of "1" or more is set in the assigned number counter 74e, Figure 29(e) shows the timing when a bet operation or the first medal insertion is performed when the game is not being played, Figure 29(f) shows the timing when the game is started, Figure 29(g) shows the timing when the operation of stop buttons 42 to 44 is activated, Figure 29(h) shows the timing when the occurrence of any small win is identified in the win determination process (Figure 26) (the timing when a positive determination is made in step S1204 and the process in step S1205 is executed), and Figure 29(i) shows the timing when the port output process (Figure 28) is executed.

[0263] At timing t1, when the number of awarded tokens corresponding to the value of the awarded token counter 74e is being displayed on the dual-purpose display unit 66, if a bet operation or the first token insertion is performed as shown in Figure 29(e), the value of the awarded token counter 74e is cleared to "0" at timing t1, as shown in Figure 29(d). Subsequently, at timing t2, when port output processing is executed as shown in Figure 29(i), the number of awarded tokens displayed as "00" is displayed on the dual-purpose display unit 66, as shown in Figure 29(b). If the number of awarded tokens displayed as "00" was already being displayed at timing t1, that "00" display continues. Also, if the number of awarded tokens displayed as "01", "02", "05", or "15" was being displayed at timing t1, it switches to the number of awarded tokens displayed as "00".

[0264] Subsequently, at timing t3, the start lever 41 is operated and the game starts as shown in Figure 29(f). Then, at timing t4, one of the stop order type numbers from "1" to "9" is set in the stop order type counter 74m as shown in Figure 29(c). Then, at timing t5, port output processing is executed as shown in Figure 29(i), and the display content in the dual-purpose display unit 66 switches from the assigned number display to the stop order corresponding display as shown in Figures 29(a) and 29(b). Timing t5 is before timing t6, when the operation of stop buttons 42 to 44 is enabled. The stop order corresponding display in the dual-purpose display unit 66 starts before the operation of stop buttons 42 to 44 is enabled. Then, at timing t6, the operation of stop buttons 42 to 44 is enabled as shown in Figure 29(g).

[0265] Subsequently, at timing t7, as shown in Figure 29(h), the winning determination process (Figure 26) identifies the occurrence of a minor win, and the number of game media awarded corresponding to the winning minor win ("1", "2", "5", or "15") is set in the award counter 74e. Then, at timing t8, as shown in Figure 29(c), the value of the stop order type counter 74m is cleared to "0". Then, at timing t9, as shown in Figure 29(i), the port output process is executed, and as shown in Figures 29(a) and 29(b), the display content in the combined display unit 66 switches from the stop order corresponding display to the award number display.

[0266] As already explained, in the prize winning determination process (Figure 26), the timing at which step S1205 is executed (timing t7) to set the number of game media awarded corresponding to the winning combination to the award counter 74e when a winning combination is achieved is earlier than the timing at which step S1208 is executed (timing t8) to clear the stop order type counter 74m to "0". As already explained, when the stop order type counter 74m is cleared to "0" while the stop order corresponding display is being executed in the dual-purpose display unit 66, the display content of the dual-purpose display unit 66 switches from the stop order corresponding display to the award number display. If the processing configuration is such that the stop order type counter 74m is cleared to "0" before setting the number of game media awarded corresponding to the winning combination achieved this time to the award counter 74e, there is a risk that "0" will be displayed in the dual-purpose display unit 66 between the end of the stop order corresponding display and the start of the display of the award number corresponding to the winning combination achieved this time. If the display content in the dual-purpose display unit 66 switches twice in a short period of time (for example, about 3 milliseconds) in the order of stop order corresponding display → "00" → display corresponding to the number of game media provided, it may confuse the administrators of the game hall and the players. In contrast, by configuring the process to clear the stop order type counter 74m to "0" when the number of game media provided corresponding to the small win achieved in this instance is set in the provision counter 74e, the switching of the display content from the stop order corresponding display to the provision count display in the dual-purpose display unit 66 can be made smoother.

[0267] Next, the process by which the ratio display and assigned number display are performed in the dual-purpose display unit 66 will be explained with reference to the time chart in Figure 30. Figure 30(a) shows the execution period of the ratio display in the dual-purpose display unit 66, Figure 30(b) shows the execution period of the assigned number display in the dual-purpose display unit 66, Figure 30(c) shows the period during which calculation result data of any value from "0" to "100" is set in the ratio display counter 74n, Figure 30(d) shows the timing when the start operation of the ratio display is performed, Figure 30(e) shows the timing when the end operation of the ratio display is performed, and Figure 30(f) shows the timing when the port output processing (Figure 28) is performed.

[0268] At timing t1, when the game is not running and the combined display unit 66 is displaying the number of awarded points based on the value of the awarded point counter 74e, if the operation to start the ratio display is performed as shown in Figure 30(d), a calculation is performed to calculate the stay ratio in the second section SC2 as shown in Figure 30(c), and one of the calculation result data values ​​from "0" to "100" is set in the ratio display counter 74n. Then, at timing t2, port output processing is performed as shown in Figure 30(f), and the display content on the combined display unit 66 switches from the number of awarded points display to the ratio display as shown in Figures 30(a) and (b).

[0269] Subsequently, as shown in Figure 30(e), when the ratio display is terminated at timing t3, the ratio display counter 74n is set to its initial value of "255" as shown in Figure 30(c). Then, at timing t4, as shown in Figure 30(f), port output processing is executed, causing the display content on the dual-purpose display unit 66 to switch from ratio display to assigned number display, as shown in Figures 30(a) and (b).

[0270] As already explained, when the game is not running, the dual-purpose display unit 66 displays the ratio, provided that the ratio display counter 74n is set to one of the calculation result data values ​​from "0" to "100". Additionally, the dual-purpose display unit 66 displays the number of points awarded, provided that the ratio display counter 74n is set to its initial value of "255". Therefore, when the game is not running and the number of points awarded is being displayed in the dual-purpose display unit 66, setting the ratio display counter 74n to one of the calculation result data values ​​from "0" to "100" will switch the display content in the dual-purpose display unit 66 from the number of points awarded display to the ratio display. Furthermore, when the ratio display is being displayed in the dual-purpose display unit 66, setting the ratio display counter 74n to its initial value of "255" will switch the display content in the dual-purpose display unit 66 from the ratio display to the number of points awarded display. This simplifies the processing configuration for switching the display content in the dual-purpose display unit 66 from the number of points awarded display to the ratio display, and for switching from the ratio display to the number of points awarded display.

[0271] As described above, the main MPU 72 recognizes that it is the execution period for the stop order corresponding display in the combined display unit 66 based on whether the value of the stop order type counter 74m is one of "1" to "9", and recognizes that it is not the execution period for the said stop order corresponding display based on whether the stop order type counter 74m is not set to a stop order type number from "1" to "9". In a configuration in which the combined display unit 66 executes a stop order corresponding display based on the value of the stop order type counter 74m or an assigned number display based on the value of the assigned number counter 74e during game execution, the slot machine 10 lacks a flag that allows the main MPU 72 to recognize whether the combined display unit 66 is in a state where it should execute the stop order corresponding display or the assigned number display. Therefore, compared to a configuration equipped with such a flag, the data capacity of the main RAM 74 required to create the state in which the stop order corresponding display and the assigned number display are executed in the combined display unit 66 during game execution can be reduced.

[0272] In games where the stop order corresponding display on the combined display unit 66 and the stop order notification on the image display device 63 are performed, one of the index values ​​IV from "1" to "9" that was won in the role lottery process (Figure 18) is stored in the index value counter 74f, and one of the index values ​​IV from "1" to "9" stored in the index value counter 74f is set as the stop order type number in the stop order type counter 74m. Therefore, compared to a configuration in which the data of the stop order type number set in the stop order type counter 74m is different from the data of the index value IV that was won in the role lottery process (Figure 18), the processing configuration for setting the stop order type number in the stop order type counter 74m is simplified.

[0273] In the prize-winning determination process (Figure 26), the timing of the execution of step S1205, in which the number of points awarded corresponding to the winning combination is set to the number of points awarded counter 74e when a winning combination is achieved, is before the timing of the execution of step S1208, in which the stop order type counter 74m is cleared to "0". When the stop order type counter 74m is cleared to "0" while the stop order corresponding display is being executed on the dual-purpose display unit 66, the display content of the dual-purpose display unit 66 switches from the stop order corresponding display to the number of points awarded display. If the processing configuration is such that the number of points awarded corresponding to the winning combination achieved this time is set to the number of points awarded counter 74e, there is a risk that "0" will be displayed on the dual-purpose display unit 66 between the end of the stop order corresponding display and the start of the display of the number of points awarded corresponding to the winning combination achieved this time. If the display content in the dual-purpose display unit 66 switches twice in a short period of time (for example, about 3 milliseconds) in the order of stop order corresponding display → "00" → display corresponding to the number of game media provided, it may confuse the administrators of the game hall and the players. In contrast, by configuring the process to clear the stop order type counter 74m to "0" when the number of game media provided corresponding to the small win achieved in this instance is set in the provision counter 74e, the switching of the display content from the stop order corresponding display to the provision count display in the dual-purpose display unit 66 can be made smoother.

[0274] When the game is running and the combined display unit 66 is displaying the number of awarded points based on the value of the awarded point counter 74e, the display content on the combined display unit 66 can be switched from an awarded point display to a stop order corresponding display by performing the process of setting one of the stop order type numbers from "1" to "9" in the stop order type counter 74m (the process in step S1105 of the lottery result corresponding process (Figure 25)). Therefore, compared to a configuration in which, in addition to the process of setting one of the stop order type numbers from "1" to "9" in the stop order type counter 74m, there is a separate process for switching the display content on the combined display unit 66 from an awarded point display based on the value of the awarded point counter 74e to a stop order corresponding display, the processing configuration for setting one of the stop order type numbers from "1" to "9" in the stop order type counter 74m and switching the display content on the combined display unit 66 from an awarded point display to a stop order corresponding display can be simplified.

[0275] When the game is running and the stop order display is being displayed on the combined display unit 66, the display content on the combined display unit 66 can be switched from a stop order corresponding display to a number of awarded display based on the value of the number of awarded counter 74e by performing a process to clear the value of the stop order type counter 74m to "0" (the process in step S1208 of the prize determination process (Figure 26)). Therefore, compared to a configuration in which, in addition to the process to clear the value of the stop order type counter 74m to "0", there is a separate process to switch the display content on the combined display unit 66 from a stop order corresponding display to a number of awarded display based on the value of the number of awarded counter 74e, the processing configuration for clearing the value of the stop order type counter 74m to "0" and switching the display content on the combined display unit 66 from a stop order corresponding display to a number of awarded display can be simplified.

[0276] The main MPU 72 recognizes that it is the period for executing the ratio display in the dual-purpose display unit 66 based on whether the ratio display counter 74n is set to one of the calculation result data values ​​from "0" to "100", and recognizes that it is not the period for executing the ratio display based on whether the ratio display counter 74n is not set to one of the calculation result data values ​​from "0" to "100". In a configuration in which the dual-purpose display unit 66 executes a ratio display based on the value of the ratio display counter 74n or an assigned number display based on the value of the assigned number counter 74e during periods when the game is not being executed, the slot machine 10 lacks a flag that allows the main MPU 72 to recognize whether the dual-purpose display unit 66 is in a state where it should execute the ratio display or the assigned number display. Therefore, compared to a configuration that has such a flag, the data capacity of the main RAM 74 required to create the state in which the dual-purpose display unit 66 is executing the ratio display and the assigned number display during periods when the game is not being executed can be reduced.

[0277] When the game is not running and the combined display unit 66 is displaying the number of awarded points based on the value of the awarded point counter 74e, the display content of the combined display unit 66 can be switched from an awarded point display to a ratio display by executing the process of setting one of the calculation result data values ​​from "0" to "100" in the ratio display counter 74n (the process in step S1305 of the management process (Figure 27)). Therefore, compared to a configuration in which, in addition to the process of storing the calculation result data in the ratio display counter 74n, a separate process is set to switch the display content of the combined display unit 66 from an awarded point display based on the value of the awarded point counter 74e to a ratio display, the processing configuration for storing the calculation result data in the ratio display counter 74n and switching the display content of the combined display unit 66 from an awarded point display to a ratio display can be simplified.

[0278] When the game is not running and the ratio display is being performed on the dual-purpose display unit 66, the process of setting the ratio display counter 74n to an initial value of "255" (the process in step S1307 of the management process (Figure 27)) can be executed, thereby switching the display content on the dual-purpose display unit 66 from a ratio display to a number display based on the value of the number of assigned counter 74e. Therefore, compared to a configuration in which, in addition to the process of setting an initial value for the ratio display counter 74n, a separate process is set to switch the display content on the dual-purpose display unit 66 from a ratio display to a number of assigned display, the processing configuration for setting an initial value for the ratio display counter 74n and switching the display content on the dual-purpose display unit 66 from a ratio display to a number of assigned display can be simplified.

[0279] The calculation result data for the dwell time ratio in the second section SC2 is set in the ratio display counter 74n when the ratio display start operation is performed while the game is not running. If the configuration is such that the calculation for the dwell time ratio in the second section SC2 is performed even when the ratio display is not being performed by the dual-purpose display unit 66 and the calculation result data is stored in the main RAM 74, then it would be necessary to provide a counter in the main RAM 74 to store the calculation result data in addition to the ratio display counter 74n. In contrast, by configuring the configuration so that the calculation result data is set in the ratio display counter 74n only during the period when the ratio display is being performed by the dual-purpose display unit 66, the data capacity of the storage area provided in the main RAM 74 for storing the calculation result data can be reduced.

[0280] The period during which the stop order type counter 74m is set to one of the stop order type numbers from "1" to "9" does not overlap with the period during which the ratio display counter 74n is set to one of the calculation result data from "0" to "100". Therefore, the conditions for executing the stop order corresponding display and the conditions for executing the ratio display in the dual-purpose display unit 66 are never met simultaneously. This eliminates the need for a flag that allows the main MPU 72 to recognize whether the dual-purpose display unit 66 is in a state where it should execute the stop order corresponding display and whether it should execute the ratio display. Compared to a configuration with such a flag, the data capacity of the main RAM 74 required to generate the states in which the dual-purpose display unit 66 is executing the stop order corresponding display and the ratio display can be reduced.

[0281] Next, prior to explaining the processing performed by the main MPU 72 at the end of a game (Figure 32), we will explain the game section area 76 and the game state area 77 (see Figure 14) provided in the main RAM 74. Figure 31(a) is an explanatory diagram for illustrating the data structure of the game section area 76, and Figure 31(b) is an explanatory diagram for illustrating the data structure of the game state area 77. The data in the game section area 76 and the game state area 77 are set in the start command and the end command. Details of the start command and the end command will be described later.

[0282] As shown in Figure 31(a), the game section area 76 is a memory area consisting of 1 byte. The 0th bit of the game section area 76 is set to the second section flag 76a, the 1st bit is set to the first ending flag 76b, and the 2nd bit is set to the second ending flag 76c. The 3rd to 7th bits of the game section area 76 are unused bits. The second section flag 76a is a flag used by the main MPU 72 to determine whether the game section is the second section SC2. The second section flag 76a is set to "1" when the game section transitions to the second section SC2, and is cleared to "0" when the second section SC2 ends. The first ending flag 76b is a flag used by the main MPU 72 to determine that there is a high probability that the number of games played in the second section SC2, which is measured using the continuous game counter 74r described later, will reach the upper limit of 1500 games. The second ending flag 76c is a flag used by the main MPU 72 to identify that there is a high probability that the total net increase in tokens, limited by the game medium and measured using the total acquisition counter 74s described later, will reach the upper limit net increase.

[0283] As shown in Figure 31(b), the game state area 77 is a memory area consisting of 1 byte. The 0th bit of the game state area 77 is set to the 1st CB state flag 77a, the 1st bit is set to the 2nd CB state flag 77b, the 2nd bit is set to the pseudo bonus state flag 77c, the 3rd bit is set to the AT state flag 77d, the 4th bit is set to the termination preparation state flag 77e, and the 5th bit is set to the AT transition confirmation flag 77f. In addition, the 6th and 7th bits of the game state area 77 are unused bits. The first CB state flag 77a is a flag that allows the main MPU 72 to recognize that the first CB state is ST2, the second CB state flag 77b is a flag that allows the main MPU 72 to recognize that the second CB state is ST3, the pseudo-bonus state flag 77c is a flag that allows the main MPU 72 to recognize that the pseudo-bonus state is ST4, the AT state flag 77d is a flag that allows the main MPU 72 to recognize that the AT state is ST5, and the termination preparation state flag 77e is a flag that allows the main MPU 72 to recognize that the termination preparation state is ST6. The main MPU 72 recognizes that the normal game state is ST1 if the values ​​of the first CB state flag 77a, the second CB state flag 77b, the pseudo-bonus state flag 77c, the AT state flag 77d, and the termination preparation state flag 77e are "0". The AT transition confirmation flag 77f is a flag used by the main MPU 72 to determine whether or not the conditions for transitioning to the AT state ST5 have already been met in the pseudo-bonus state ST4.

[0284] Next, the processing performed at the end of the game, which is carried out in step S410 of the normal processing (Figure 13), will be explained with reference to the flowchart in Figure 32. Note that the processing in step S410 in the normal processing (Figure 13) is performed after the reel control processing (step S408), so the processing at the end of the game is performed after the rotation of all reels 32L, 32M, and 32R has stopped in one game.

[0285] In the processing that takes place at the end of a game, the first step is to execute CB processing to control the transition to the first CB state ST2, the progress of the first CB state ST2, the transition to the second CB state ST3, and the progress of the second CB state ST3 (step S1501). The CB processing will be explained in detail later. Then, if the game is neither in the first CB state ST2 nor the second CB state ST3 (step S1502: NO), the program jumps to the program address where a CALL instruction is set to call the processing corresponding to the current game state (step S1503). Specifically, if the game state is the normal game state ST1, the program jumps to the program address where a CALL instruction is set to call the normal processing (step S1504), and the normal processing (step S1504) is executed. If the game state is the pseudo-bonus state ST4, the program jumps to the program address where a CALL instruction is set to call the pseudo-bonus processing (step S1505), and the pseudo-bonus processing (step S1505) is executed. If the game state is AT state ST5, the program jumps to the program address where the CALL instruction for calling the AT processing (step S1506) is set, and the AT processing (step S1506) is executed. The details of the processing in steps S1504 to S1506 will be explained later.

[0286] If a positive result is obtained in step S1502, the process proceeds to step S1507. The process also proceeds to step S1507 if the normal processing called in step S1504, the pseudo-bonus processing called in step S1505, or the AT processing called in step S1506 is completed and the process returns to the end-of-game processing (Figure 32). In step S1507, the second control processing for the game section is executed. Details of the second control processing for the game section (step S1507) will be described later.

[0287] Subsequently, the termination command flag in the main RAM 74 is set to "1" (step S1508). The termination command flag is a flag that allows the main MPU 72 to know that it should send a termination command to the performance MPU 92. Because the termination command flag is set to "1" in step S1508, the common command transmission process (Figure 50) is executed in step S2709 of the command output process (Figure 44) described later. In the common command transmission process (Figure 50), based on the fact that the start command flag in the main RAM 74 is not set to "1", a process is executed to send the termination command. Details of the termination command will be described later.

[0288] Subsequently, the value of the bet count setting counter 74b in the main RAM 74 is cleared to "0" (step S1509), and the game execution flag in the main RAM 74 is cleared to "0" (step S1510). Then, the value of the total game count counter in the main RAM 74 is incremented by 1 (step S1511), and the corresponding processing for the end of this game is terminated. As already explained, the total game count counter is a counter for measuring the number of games played regardless of the game state and game interval. As already explained, the total game count counter is a counter referenced in the ratio calculation processing in step S1304 of the management processing (Figure 27). By updating the total game count counter in step S1511, the display content of the ratio display can be made accurate when the ratio display is started on the shared display unit 66.

[0289] If the current game state is the 1st CB state ST2 or the 2nd CB state ST3, a positive determination is made in step S1502, and the normal processing in step S1504, the pseudo-bonus processing in step S1505, and the AT processing in step S1506 are not executed. Therefore, if the 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 processing in steps S1507 to S1511 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 2nd section SC2 is executed, and the processing to send an end command to the performance side MPU92 is executed.

[0290] Figure 33 is a flowchart showing the CB processing executed by the main MPU 72. The CB processing is executed in step S1501 of the response processing at the end of the game (Figure 32). As explained earlier, the response processing at the end of the game (Figure 32) is executed after the rotation of reels 32L, 32M, and 32R has all stopped in one game, so the CB processing is also executed after the rotation of reels 32L, 32M, and 32R has all stopped in one game.

[0291] In the CB processing, it is first determined whether the current game state is either the first CB state ST2 or the second CB state ST3 by checking whether either the first CB state flag 77a or the second CB state flag 77b, which are provided in the game state area 77 of the main RAM 74, is set to "1" (step S1601). As already explained, the first CB state flag 77a is a flag used by the main MPU 72 to determine whether the game state is the first CB state ST2, and the second CB state flag 77b is a flag used by the main MPU 72 to determine whether the game state is the second CB state ST3.

[0292] If a negative result is obtained in step S1601, it is determined whether or not a first CB win occurred in this game (step S1602). In other words, it is determined whether or not a combination of symbols corresponding to a first CB win stopped on the main line ML, given that the first CB win data is stored in the first CB win data area 74j of the main RAM 74. If a first CB win occurs (step S1602: YES), the first CB state flag 77a in the game state area 77 of the main RAM 74 is set to "1" (step S1603). As a result, the game state becomes first CB state ST2. In first CB state ST2, as already explained, the processes in steps S701 to S703 of the bet state management process (Figure 17(a)) are executed, so that the game is executed only when the game medium "3" is bet.

[0293] Subsequently, the first CB winning data stored in the first CB winning data area 74j in the main RAM 74 is cleared (step S1604), and the processing for this CB is terminated. As already explained, the data in the game state area 77 is set in the termination command sent to the performance side MPU 92. The performance side MPU 92 determines whether or not the game has transitioned to the first CB state ST2 based on the data of the first CB state flag 77a included in the data of the game state area 77 set in the received termination command.

[0294] If a negative result is obtained in step S1602, it is determined whether or not a second CB win occurred in this game (step S1605). In other words, it is determined whether or not a combination of symbols corresponding to a second CB win stopped on the main line ML, given that the second CB win data is stored in the second CB win data area 74k of the main RAM 74. If a second CB win occurs (step S1605: YES), the second CB state flag 77b in the game state area 77 of the main RAM 74 is set to "1" (step S1606). As a result, the game state becomes second CB state ST3. In second CB state ST3, as already explained, steps S603 and S609 in the bet response processing (Figure 16), and steps S703 and S704 in the bet state management processing (Figure 17(a)) are executed, so that the game is executed only when the game medium "2" is bet.

[0295] Subsequently, the second CB winning data stored in the second CB winning data area 74k of the main RAM 74 is cleared (step S1607), and the processing for this CB is terminated. As already explained, the data in the game state area 77 is set in the termination command sent to the performance side MPU 92. The performance side MPU 92 determines whether or not it has transitioned to the second CB state ST3 based on the data of the second CB state flag 77b included in the data of the game state area 77 set in the received termination command.

[0296] If a positive result is obtained in step S1601, it is determined whether or not the first bell win occurred in this game (step S1608). If the first bell win occurred (step S1608: YES), the value of the total award counter set up in the main RAM 74 is incremented by 1 (step S1609). The total award counter is a counter used by the main MPU 72 to determine the total number of game media awarded in the first CB state ST2 or the second CB state ST3, and is reset to "0" when the first CB state ST2 or the second CB state ST3 starts.

[0297] If the value of the total added counter after adding 1 becomes "30", which is the termination threshold for the first CB state ST2 and the second CB state ST3 (step S1610: YES), the CB state flags 77a and 77b corresponding to the current CB states ST2 and ST3 are cleared to "0" (step S1611), and the processing for this CB ends. As already explained, the data of the game state area 77 is set in the termination command sent to the performance-side MPU 92. The performance-side MPU 92 determines whether CB states ST2 and ST3 have ended based on the data of the first CB state flag 77a and the second CB state flag 77b included in the data of the game state area 77 set in the received termination command.

[0298] <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 34. The first control processing of the game section is executed in step S913, which is executed after the determination of whether a winning combination is achieved in the combination lottery process (Figure 18).

[0299] In the first control process of the game section, it is first determined whether the second section flag 76a in the game section area 76 of the main RAM 74 is set to "1" (step S1701). As already explained, the second section flag 76a is a flag used by the main MPU 72 to determine whether the game section is the second section SC2. If the second section flag 76a is set to "1" (step S1701: YES), the processes from step S1702 onwards are not executed. As a result, if it is the second section SC2, the direct hit lottery process in step S1706 and the release game count lottery process in step S1710 are not executed.

[0300] If the second section flag 76a is not set to "1" (step S1701: NO), it is determined whether the current game state is the first CB state ST2 or the second CB state ST3 (step S1702). As already explained, the main MPU 72 can determine that the game state is the first CB state ST2 if the first CB state flag 77a of the game state area 77 is set to "1", and that the game state is the second CB state ST3 if the second CB state flag 77b is set to "1". If the current game state is the first CB state ST2 or the second CB state ST3 (step S1702: YES), the processes from step S1703 onwards are not executed. As a result, even if the game state is the first section SC1, if it is the first CB state ST2 or the second CB state ST3, the process to set the game state to the second section SC2 in step S1705, the direct hit lottery process in step S1706, and the release game count lottery process in step S1710 are not executed.

[0301] If the current game state is neither the first CB state ST2 nor the second CB state ST3 (step S1702: 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 74b in the main RAM 74 is "3" (step S1703). If the number of bets for the current game is "2" (step S1703: NO), the processes from step S1704 onwards are not executed. As a result, even if it is the first section SC1, in games where the number of bets is "2", the process to set the second section SC2 in step S1705, the direct hit lottery process in step S1706, and the release game count lottery process in step S1710 are not executed.

[0302] If the number of bets for this game is "3" (Step S1703: YES), it is determined whether or not an index value IV was won in the current hand lottery process (Figure 18) (Step S1704). In Step S1704, a positive determination is made if an index value IV of any of "1" to "17" is set in the index value counter 74f of the main RAM 74. If the current hand lottery process (Figure 18) is a miss (Step S1704: NO), the processes from Step S1705 onwards are not executed. As a result, even if it is the first section SC1, if the hand lottery process (Figure 18) is a miss, the process to set to the second section SC2 in Step S1705, the direct hit lottery process in Step S1706, and the release game count lottery process in Step S1710 will not be executed.

[0303] If any index value IV is selected in the current role lottery process (Figure 18) (Step S1704: YES), the second section flag 76a in the game section area 76 of the main RAM 74 is set to "1", and the continuation game counter 74r (see Figure 14) and the total acquired counter 74s (see Figure 14) provided in the main RAM 74 are both cleared to "0" (Step S1705). Setting the second section flag 76a to "1" results in the second section SC2.

[0304] The continuous game count counter 74r 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. When the value of the continuous game count counter 74r reaches the upper limit of games (specifically 1500 games) in the second section SC2, even if it is in the middle of the pseudo-bonus state ST4 or AT state ST5, the second section SC2 ends at the game in which the value was reached, and the situation transitions to the first section SC1, which is the normal game state ST1. The continuous game count counter 74r consists of 2 bytes.

[0305] The total acquisition counter 74s is a counter used by the main MPU 72 to determine the total net increase in gaming media, subject to restrictions, 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 gaming media, subject to restrictions, is defined as follows: when the predetermined net increase is calculated by subtracting the total number of gaming media consumed to play games while the second section SC2 is continuing (0 if no gaming media is being played), the minimum value of this predetermined net increase is set as the predetermined baseline value. In the second section SC2, if the value of the total acquired counter 74s reaches the value corresponding to the upper limit of net increase in coins (specifically 2400 coins), even if it is in the middle of the pseudo-bonus state ST4 or 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. The total acquired counter 74s consists of 2 bytes.

[0306] Subsequently, a direct hit lottery process is executed (step S1706). In the direct hit lottery process, a direct hit lottery table provided in the main ROM 73 and a lottery counter 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 winning combination in this game (Figure 18), 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 18), 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 18).

[0307] If the direct draw process results in a direct win for the pseudo-bonus state ST4 (step S1707: YES), the first transition confirmation flag set in the main RAM 74 is set to "1" (step S1708). The first transition confirmation flag is a flag used by the main MPU 72 to identify that the direct draw process (step S1706) executed when transitioning to the second section SC2 resulted in a win for transitioning to the pseudo-bonus state ST4. When the first transition confirmation flag is set to "1", a process is executed to transition the game state to the pseudo-bonus state ST4 when the current game ends.

[0308] Subsequently, the section indicator unit 67 is illuminated (step S1709). In the illumination process of the section indicator unit 67, 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.

[0309] If the direct hit lottery process does not result in a direct win of the pseudo-bonus state ST4 (step S1707: NO), the release game count lottery process is executed by calling a subroutine program called the release game count lottery process via the CALL command (step S1710). The release game count is the number of games required until the transition to the pseudo-bonus state ST4 occurs if the transition lottery process (step S2112), described later, does not result in a win of the transition to the pseudo-bonus state ST4. When the subroutine program called the release game count lottery process is called via the CALL command in step S1710, information about the return address for returning to the process of step S1711, which is the next process after step S1710, is stored in the stack area of ​​the main RAM 74. In the release game count lottery process in step S1710, the release game count lottery table 73c (see Figure 24(c)) stored in the main ROM 73 is referenced.

[0310] Here, before explaining the release game count lottery process in step S1710 (Figure 35(b)), we will explain the release game count lottery table 73c. ​​Figure 35(a) is an explanatory diagram for explaining the contents of the release game count lottery table 73c. ​​As shown in Figure 35(a), the release game count lottery table 73c has four types of release game counts set for which the success or failure is determined: 50 games, 200 games, 400 games, and 600 games. In the release game count lottery process, one of these four types of release game counts is always selected. The probability of selecting 50 games as the release game count, the probability of selecting 200 games as the release game count, the probability of selecting 400 games as the release game count, and the probability of selecting 600 games as the release game count are all 1 / 4.

[0311] Next, the release game count lottery process executed by the main MPU 72 will be explained with reference to the flowchart in Figure 35(b). As already explained, the release game count lottery process is executed in step S1710 of the first control process of the game section (Figure 34). The release game count lottery process is also executed in step S2506 of the AT process (Figure 42), which will be described later.

[0312] In the unlock game count lottery process, first, the unlock game count lottery table 73c (see Figure 24(c)) stored in the main ROM 73 is set as the lottery table to be referenced in the unlock game count lottery process (step S1801). Then, the lottery execution process is executed in steps S1802 to S1807. This lottery execution process is also executed if a negative determination is made in step S2603 of the start-up bonus process (Figure 43(c)) described later, or if the process in step S2604 is performed. Here, we will explain the case in which the lottery execution process (steps S1802 to S1807) is executed with the unlock game count lottery table 73c set as the lottery table to be referenced in step S1801.

[0313] In the lottery execution process (steps S1802 to S1807), first, one byte of lottery numerical information is obtained from a lottery counter that is periodically updated in the main RAM 74, and this obtained lottery numerical information is set in a random number setting counter provided in the main RAM 74 (step S1802). The lottery numerical information is a numerical value that represents an integer from "0" to "255", and the random number setting counter is the counter to which this lottery numerical information is set.

[0314] Subsequently, the judgment target counter provided in the main RAM 74 is set to "4" (step S1803). The judgment target counter is a counter that allows the main MPU 72 to know the current number of games to be judged out of the multiple game counts to be judged set in the reference target lottery table (release game count lottery table 73c). The judgment target counter consists of 1 byte. In the release game count lottery process, if the value of the judgment target counter is "4", the release game count of "50" becomes the target of judgment; if the value of the judgment target counter is "3", the release game count of "200" becomes the target of judgment; and if the value of the judgment target counter is "2", the release game count of "400" becomes the target of judgment. If the release game counts of "50", "200", and "400" are not won, the release game count of "600" is won.

[0315] Subsequently, the judgment value set in the reference lottery table (release game count lottery table 73c) is added to the value of the random number setting counter (step S1804). As shown in Figure 35(a), the release game count lottery table 73c has "64" set as the judgment value, and in step S1804, "64" is added to the value of the random number setting counter.

[0316] Subsequently, in step S1804, it is determined whether the value of the random number setting counter after adding the judgment value ("64") exceeds "255" (step S1805). If the value of the random number setting counter does not exceed "255" (step S1805: NO), the value of the judgment target counter is deducted by 1 (step S1806). The processes in steps S1804 to S1807 are repeatedly executed until a positive judgment is made in step S1805 or step S1807. The number of games to be cleared for judgment is updated in the order of 50 games → 200 games → 400 games each time the value of the judgment target counter is deducted by 1 in step S1806.

[0317] Subsequently, in step S1806, it is determined whether the value of the counter to be judged after subtracting 1 is "1" (step S1807). If a negative result is obtained in step S1807, the process proceeds to step S1804. Then, the processes from steps S1804 to S1807 are repeatedly executed until a positive result is obtained in step S1805 or step S1807.

[0318] If a positive result is obtained in step S1805 or step S1807, the main game count lottery process, which was called as a subroutine, is terminated by executing the command "RET". As already explained, the game count lottery process is called in step S1710 of the first control process of the game section (Figure 34). Therefore, when the game count lottery process is terminated, the system returns to the next step S1711 of the first control process of the game section (Figure 34) based on the return address information stored in the stack area of ​​the main RAM 74. If the number of games to unlock is "50", the process returns to step S1711 with the value of the judgment target counter set to "4". If the number of games to unlock is "200", the process returns to step S1711 with the value of the judgment target counter set to "3". If the number of games to unlock is "400", the process returns to step S1711 with the value of the judgment target counter set to "2". If the number of games to unlock is "600", the process returns to step S1711 with the value of the judgment target counter set to "1".

[0319] Returning to the explanation of the first control processing of the game section (Figure 34), after executing the release game count lottery processing in step S1710, the release game count counter setting processing is executed (step S1711). As already explained, the release game count counter is a counter used by the main MPU 72 to identify the remaining release game count, which is the number of games required to transition to the pseudo-bonus state ST4 when none of the first to third transition confirmation flags of the main RAM 74 are set to "1". In the release game count counter setting processing, the release game count lottery table 73c (Figure 35(a)) is referred to, and the release game count corresponding to the value of the judgment target counter is set in the release game count counter of the main RAM 74. Specifically, if the value of the judgment target counter is "4", the release game count counter is set to "50", if the value of the judgment target counter is "3", the release game count counter is set to "200", if the value of the judgment target counter is "2", the release game count counter is set to "400", and if the value of the judgment target counter is "1", the release game count counter is set to "600". After that, the value of the judgment target counter is cleared to "0" (step S1712).

[0320] Subsequently, the section indicator unit 67 is illuminated (step S1713), and the first control processing for this game section is terminated. In the illumination process of the section indicator unit 67 in step S1713, the section indicator unit 67 is switched from an off state to an illuminated state. As a result, the section indicator unit 67 begins to notify that it is the second section SC2.

[0321] Next, the second control process for the game section, which is executed by the main MPU 72, will be explained with reference to the flowchart in Figure 36. The second control process for the game section is executed in step S1507 of the response process at the end of the game (Figure 32). As described above, the response process at the end of the game is executed after the rotation of all 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 all reels 32L, 32M, and 32R in one game has stopped.

[0322] In the second control process of the game section, if the second section flag 76a in the game section area 76 of the main RAM 74 is set to "1" and the current game section is the second section SC2 (step S1901: YES), the state of the termination preparation state flag 77e in the game state area 77 of the main RAM 74 is checked to determine whether the current game state is the termination preparation state ST6 (step S1902). The termination preparation state ST6 is a game state that is entered when the pseudo-bonus state ST4 ends without the ending conditions of the second section SC2 being met, and when the second section SC2 ends upon transitioning to the normal game state ST1.

[0323] If the game is in the termination preparation state ST6 (step S1902: YES), it is determined whether the termination preparation complete flag in the main RAM 74 is set to "1" (step S1903). The termination preparation complete flag is 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 processing for pseudo-bonuses (step S1505) in the processing for when the game ends (Figure 32), if it is determined that the number of remaining games in the pseudo-bonus state ST4 is 0 and that the second section SC2 will end when transitioning to the normal game state ST1 thereafter, the termination preparation state flag 77e is set to "1" and the termination preparation complete flag is cleared to "0". Furthermore, in the AT processing (step S1506) of the processing at the end of the game (Figure 32), if it is determined that the remaining number of games in AT state ST5 is 0 and that the second section SC2 will end when transitioning to the normal game state ST1 thereafter, the termination preparation state flag 77e is set to "1" and the termination preparation complete flag is cleared to "0".

[0324] If the "Ready to End" flag is not set to "1" (step S1903: NO), the process from step S1905 onwards is executed after setting the "Ready to End" flag to "1" (step S1904). If the "Ready to End" flag is set to "1" (step S1903: YES), it means that one game has been executed in the "Ready to End" state ST6. In this case, the process to terminate the second section SC2 is executed.

[0325] Specifically, the initialization process for the second section SC2 is performed first (step S1915). In the initialization process for the second section SC2, the second section flag 76a in the game section area 76 of the main RAM 74 is cleared to "0". As a result, the game section becomes the first section SC1. In addition, in the initialization process for the second section SC2, even if the player is in the pseudo-bonus state ST4, the game state is changed to the normal game state ST1 by clearing various data indicating that the player is in the pseudo-bonus state ST4 (including the pseudo-bonus state flag 77c in the game state area 77), including a counter for storing the remaining number of games in the pseudo-bonus state ST4. Furthermore, during the initialization process of the second section SC2, the release game counter in the main RAM 74 is cleared to "0". Therefore, regardless of whether the current game state is normal game state ST1, first CB state ST2, or second CB state ST3, the remaining release game count (i.e., the ceiling game count) at that point is invalidated, and the remaining release game count is reset when a new transition to the second section SC2 occurs. Note that even if the first CB state ST2 or second CB state ST3 is in progress, the initialization process of the second section SC2 will be executed, ending the second section SC2, but the first CB state ST2 and second CB state ST3 will continue without ending.

[0326] Subsequently, the section indicator unit 67 is turned off (step S1916). In this turn-off process, the section indicator unit 67 is switched from the illuminated state to the off state. This terminates the notification that the section indicator unit 67 is in the second section SC2.

[0327] If the termination preparation state ST6 is not active (step S1902: NO), or if the process in step S1904 is executed, the value of the second-section game counter in the main RAM 74 is incremented by 1 (step S1905). As already explained, the second-section game counter is a counter that allows the main MPU 72 to grasp the cumulative number of games played in the second section SC2, and is also a counter that is referenced in the ratio calculation process in step S1304 of the management process (Figure 27). By updating the second-section game counter in step S1905, the display content of the ratio display can be made accurate when the ratio display is started in the shared display unit 66.

[0328] Subsequently, the value of the continuous game count counter 74r in the main RAM 74 is incremented by 1 (step S1906). As previously explained, the continuous game count counter 74r is a counter used by the main MPU 72 to determine the number of times a game has been played since the start of the second section SC2, in the case where the second section SC2 continues without the first section SC1 being in between.

[0329] Subsequently, it is determined whether the value of the continuation game counter 74r after the increment of 1 is 1500 or more, which is the upper limit of games (step S1907). If the value of the continuation game counter 74r 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 S1907, and the process to terminate the second section SC2 in steps S1915 to S1916 is executed. The processing in steps S1915 to S1916 is as previously explained. As a result, the second section SC2 ends and the first section SC1 begins, and if the game was in the middle of the pseudo-bonus state ST4, the pseudo-bonus state ST4 is forcibly terminated and the game returns to the normal game state ST1, and if the game was in the middle of the AT state ST5, the AT state ST5 is forcibly terminated and the game returns to the normal game state ST1.

[0330] If the value of the continuous game counter 74r is less than 1500 (Step S1907: NO), it is determined whether a replay win occurred in the current game, whether it was a first chance replay win, a second chance replay win, or a normal replay win (Step S1908). In this case, the determination in Step S1908 applies regardless of whether the number of bets in the current game was "2" or "3", and the determination in Step S1908 also applies 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.

[0331] If no replay wins occur (Step S1908: NO), the number of bets for the current game (i.e., the value of the bet setting counter 74b) is subtracted from the total winnings counter 74s of the main RAM 74 (Step S1909). 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 74b) is subtracted from the total winnings counter 74s.

[0332] As previously explained, the total acquisition counter 74s 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 used, 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 used, 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 used to play games while the second section SC2 is continuing (0 if no game tokens are being played) from the total number of game tokens awarded by games played while the second section SC2 is continuing (0 if no game tokens are being awarded), and the minimum value of this predetermined net increase is used as the predetermined standard value.

[0333] 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 S1910). In this case, the determination in step S1910 is made regardless of whether the number of bets in the current game was "2" or "3", and the determination in step S1910 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 a positive determination is made in step S1910, the number of game tokens awarded in the current game is added to the total acquisition counter 74s of the main RAM 74 (step S1911).

[0334] If a negative result is obtained in step S1910, or if the process in step S1911 is executed, it is determined whether the value of the total acquired counter 74s in the main RAM 74 is 0 or greater (step S1912). If the value of the total acquired counter 74s is less than 0 (step S1912: NO), the total acquired counter 74s is cleared to "0" (step S1913).

[0335] As described above, in step S1909, the number of bets for the current game is subtracted from the total acquired counter 74s. 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 74s will be less than 0. In this case, a negative judgment is made in step S1912, and the total acquired counter 74s is cleared to "0" in step S1913. This makes it possible to measure the limited total net increase in game tokens, which is the number of tokens added to the total acquired amount from the predetermined standard value, using the total acquired counter 74s, when the predetermined net difference is defined as the difference between the total number of game tokens awarded by games played while the second section SC2 is continuing ("0" if no game tokens are awarded) and the total number of game tokens consumed to play a game while the second section SC2 is continuing ("0" if no game is played).

[0336] If a positive result is obtained in step S1908, in step S1912, or if the process in step S1913 is executed, it is determined whether the value of the total acquired counter 74s exceeds the upper limit of net increase, "2400" (step S1914). If the value of the total acquired counter 74s 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 S1914, and the process to terminate the second section SC2 in steps S1915 to S1916 is executed. The processing in steps S1915 to S1916 is as already explained. As a result, the second section SC2 ends and the first section SC1 begins, and if the player was in the middle of the pseudo-bonus state ST4, the pseudo-bonus state ST4 is forcibly terminated and the player returns to the normal game state ST1, and if the player was in the middle of the AT state ST5, the AT state ST5 is forcibly terminated and the player returns to the normal game state ST1.

[0337] Here, if any replay win occurs, a positive result is made in step S1908, and the processes in steps S1909 to S1913 are not executed. In games in which a replay win occurs, the game tokens owned by the player at the start of the game are used when setting the bet, but as a benefit of the replay win, it is possible to play a new game again with the same number of bets as the number of bets made in the game in which the replay win occurred. In other words, the number of game tokens owned by the player does not change in games in which a replay win occurs. In this case, by not executing the processes in steps S1909 to S1913 in games in which a replay win occurs, it becomes possible to omit the execution of the process to change the value of the total acquired counter 74s in games in which the number of game tokens owned by the player does not change, thereby eliminating the execution of unnecessary processes.

[0338] On the other hand, even in games where a replay win has occurred, step S1914 determines whether the value of the total acquired counter 74s exceeds the upper limit of net increase, which is "2400". This means that even if the value of the total acquired counter 74s actually exceeded the upper limit of net increase, which is "2400", in a game prior to the game in which the replay win occurred, but the initialization process of the second section SC2 was not executed due to noise or other reasons, it becomes possible to determine that the value of the total acquired counter 74s exceeds the upper limit of net increase, which is "2400", in the subsequent game in which the replay win occurred, and the initialization process of the second section SC2 can be executed.

[0339] If a negative result is obtained in step S1914, the ending processing is executed (step S1917), and the second control processing of this game section is terminated. Figure 37 is a flowchart showing the ending pro...

Claims

[Claim 1] In a given program, a predetermined first program address is set to a predetermined first jump instruction that jumps to a predetermined second program address. A predetermined second jump instruction is set to a predetermined third program address as the jump destination for the program address to which the instruction set to the predetermined second program address is to be executed after the instruction set to the predetermined second program address has been executed. The system includes a predetermined reference storage area that is referenced to determine whether a jump condition is met when the predetermined first jump instruction becomes an instruction to be executed, and when the predetermined second jump instruction becomes an instruction to be executed. The state of the predetermined reference storage area is maintained before and after the execution of the predetermined first jump instruction. When the predetermined second jump instruction is to be executed, the predetermined reference storage area referenced is the same predetermined reference storage area referenced when the predetermined first jump instruction is to be executed. The state of the predetermined reference storage area in which the jump condition is satisfied in the predetermined second jump instruction is the same as the state of the predetermined reference storage area in which the jump condition is satisfied in the predetermined first jump instruction. The system is configured such that if the predetermined first jump instruction is executed and the jump condition in the predetermined first jump instruction is not met, the system executes predetermined processing and then proceeds to the predetermined second program address. The state of the predetermined reference storage area, which is referenced when the predetermined first jump instruction is to be executed, is characterized in that it changes according to the content of an instruction executed before the predetermined first jump instruction is to be executed.