JP2006238952A - Game machine - Google Patents

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Publication number
JP2006238952A
JP2006238952A JP2005054952A JP2005054952A JP2006238952A JP 2006238952 A JP2006238952 A JP 2006238952A JP 2005054952 A JP2005054952 A JP 2005054952A JP 2005054952 A JP2005054952 A JP 2005054952A JP 2006238952 A JP2006238952 A JP 2006238952A
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Prior art keywords
display
means
winning combination
step
number
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JP2005054952A
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Japanese (ja)
Inventor
Ikumi Kono
Masakazu Mizoguchi
Yuji Sasada
Keiki Takeuchi
一九実 河野
正和 溝口
啓喜 竹内
裕士 笹田
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Aruze Corp
アルゼ株式会社
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Priority to JP2005054952A priority Critical patent/JP2006238952A/en
Publication of JP2006238952A publication Critical patent/JP2006238952A/en
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Abstract

PROBLEM TO BE SOLVED: To provide an interesting gaming machine.
In the gaming machine, the information notifying means determines that the winning combination determining means determines that the second combination is the winning combination on the condition that the winning combination determining means determines that the second combination is the winning combination in the specific game section. The display control information selection means selects the display control information from the display control information stored in the display control information storage means based on the number of times information stored in the number information storage means in the specific game section. To do.
[Selection] FIG.

Description

  The present invention relates to a gaming machine.

  For example, a slot machine equipped with a stop button, a so-called pachislot machine, has a variable display device configured by arranging a plurality of mechanical rotating reels that display a plurality of symbols in the front display window, or a symbol on the reel on the screen. It has an electrical fluctuation display device for displaying. In response to the player's start operation, the control means drives the variable display device to rotate the reels to display the symbols in a variable manner. After a certain period of time, either automatically or by the player's stop operation, Stop rotation sequentially. At this time, when the symbols of the reels appearing in the display window are in a specific combination (winning symbol), the player is given a profit by paying out game media such as coins and medals.

  Currently, the mainstream model has a plurality of types of winning modes. In particular, when a winning combination of a predetermined combination is established, the game state is better in condition than the normal state for a predetermined period of time, instead of completing one coin payout. As such a combination, a combination that can play a game that gives a relatively large profit to the player a predetermined number of times (referred to as “Big Bonus”, hereinafter abbreviated as “BB”) and a relatively small profit to the player There is a role that can play a predetermined number of games (referred to as “regular bonus”, hereinafter abbreviated as “RB”).

  In addition, in the current mainstream models, a combination of predetermined symbols is arranged along an activated formation line (hereinafter referred to as an “effective line”), and in order to achieve a winning in which coins, medals, etc. are paid out, A combination of symbols indicating winning of the winning combination (hereinafter referred to as “internal winning combination”) and winning a winning combination (hereinafter referred to as “internal winning combination”) through a typical lottery process (hereinafter referred to as “internal lottery”) The player is required to perform a stop operation at a timing at which the player can stop at the active line. In other words, no matter how much the internal winning is made, if the timing of the stop operation of the player is bad, a winning cannot be established. That is, gaming machines that require skill in the timing of the stop operation (the high importance of technical intervention called “to push”) are currently mainstream.

On the other hand, a gaming machine has been proposed in which even a player who cannot “push” can play a game with interest (see, for example, Patent Document 1). According to this gaming machine, the stop control means determines the procedure of the stop operation that permits the winning of a predetermined winning combination. The effect control means controls the effect reel so as to notify the procedure. If no notification is given by the staging reel, the player cannot know the procedure of the stop operation in which the winning of the predetermined winning combination is permitted. Therefore, even though the predetermined winning combination is won internally. In some cases, it is not possible to win a prize. On the other hand, when the notification by the effect reel is performed, the player can surely realize the winning of the predetermined winning combination by performing the stop operation according to the notified stop operation procedure.
JP 2003-24507 A

  However, in a gaming machine in which a gaming section in which notification is performed as described above is provided, a gaming machine that is interesting regarding the end of the gaming section is desired.

  An object of the present invention is to provide an interesting gaming machine.

  The present invention has been made in view of the above problems, and in the gaming machine, the information notification means is provided that the winning combination determining means determines that the second combination is the winning combination in the specific game section. The winning combination determining means notifies the fact that the second combination is determined to be the winning combination, and the display control information selecting means displays the display control information based on the number of times information stored in the number information storing means in the specific game section. The display control information is selected from the display control information stored in the storage means.

  More specifically, the present invention provides the following.

  (1) Symbol display means having a plurality of display portions for displaying symbols (for example, reels 3L, 3C, 3R described later, symbol display areas 21L, 21C, 21R, etc.) and a start operation (for example, a start operation described later, etc.) ) Based on a start signal output means (for example, a later-described start switch 6S, etc.) for outputting a signal (for example, a later-described game start command signal) for instructing the start of a unit game (for example, one game), A winning combination for determining a winning combination (for example, an internal winning combination or a carryover combination described below) based on winning combination determination information (for example, a probability lottery table described below) when a signal is output by the start signal output means. The plurality of displays when a signal is output by a determination means (for example, a probability lottery process described later, a main control circuit 71 described later) and the start signal output means. Symbol variation means (for example, stepping motors 49L, 49C, 49R described later, main control circuit 71 described later) and the like winning combination determining means for determining the winning combination. Decision information switching means for switching the winning combination determination information to be used (for example, means for switching the probability lottery table according to the gaming state, means for performing step S5 in FIG. 23 described later, main control circuit 71 described later), and the like A signal (for example, a command for stopping the change of symbols in the corresponding display unit according to a stop operation (for example, operation of the stop buttons 7L, 7C, 7R by the player) provided for each display unit. Stop signal output means (for example, stop buttons 7L, 7C, and 7R switches described later) for outputting a stop command signal described later, Stop control means (for example, a slip frame number determination process described later) for stopping a change in symbol on the display unit corresponding to the stop signal output means based on the determination result of the winning combination determination means when a signal is output by the stage 24, a means for performing steps S16 to S18 in FIG. 24 described later, a main control circuit 71 described later), and information related to the game (for example, information on the internal winning combination) is notified. First winning combination determination information (for example, FT gaming state probability lottery described later) having a first probability (for example, 55555/65536, etc.) for winning the means and the first combination (for example, replay to be described later) A specific game section (for example, a later-described report) provided when the winning combination determination information is switched to a table (for example, (1) in FIG. 14) (for example, in the case of an FT gaming state). Number information storage means (for example, a notification period number counter, which will be described later, a sub control circuit 72, which will be described later) for storing information on the number of times (for example, the number of notification periods which will be described later) that can be continued. The number information update means for updating the number of times information stored in the number information storage means for each unit game (for example, 1 subtraction) (for example, means for performing step S128 of FIG. 33 described later, sub-control circuit 72 described later) And other display means different from the symbol display means (for example, an effect display area 23 described later), and display control information used for display control of the separate display means (for example, an effect identifier described later, Display control information storage means (for example, a program ROM 83 to be described later, a work RAM 84 to be described later, a sub-control circuit 72 to be described later), and the display control. Display control information selection means for selecting display control information from display control information stored in the information storage means (for example, means for performing an effect-related process described later, a sub-control circuit 72 described later), and the display control information selection means And another display control means for controlling the separate display means (for example, means for performing step S109 in FIG. 31 to be described later, sub-control circuit 72 to be described later). When the winning combination determining information is switched to the 1 winning combination determining information, the symbol display means causes the second combination (for example, a cherry small combination, a red cherry small combination, and a black cherry small combination to be described later). The determination information switching means wins the winning combination determination information as the first combination on the condition that a combination of symbols corresponding to is displayed (for example, on the condition that a cherry small combination described later is established) Second winning combination determination information (for example, a general gaming state probability lottery table (described later in FIG. 13), which is a second probability (for example, 9000/65536 lower than the first probability) whose rate is different from the first probability. (1)), the information notification means, on the condition that the winning combination determining means has determined the second combination to be a winning combination in the specific game section, the winning combination determining means The fact that the winning combination is determined to be a winning combination (for example, that it has been determined) is notified (for example, (1) in FIG. 9 described later is displayed, step S107 in FIG. 31 described later is performed), and the display control is performed. The information selection means selects display control information from the display control information stored in the display control information storage means based on the number of times information stored in the number information storage means in the specific game section (for example, described later) The step of FIG. (S107).

  According to the gaming machine described in (1), the display control information selecting means displays from the display control information stored in the display control information storing means based on the number of times information stored in the number information storing means in the specific game section. Select control information. Accordingly, the selected display control information may change or the selection probability of the display control information may change depending on the number of times information stored by the number information storage means. For the player, there are cases where the number of times stored by the number information storage means can be predicted or grasped based on the display content of the separate display means, and the interest of the game can be improved. .

  (2) In the gaming machine described in (1), when the number of times stored by the number information storage unit is a predetermined number (for example, 50 times) or more, the display control information selecting unit selects specific display control information (for example, The probability (for example, 24576/32768) of selecting an effect identifier 703 corresponding to a machine gun 207, which will be described later, is determined by the display control information selecting unit when the number of times stored in the number information storing unit is less than a predetermined number. A gaming machine characterized by being higher than a probability (for example, 8192/32768) of selecting specific display control information (for example, an effect identifier 701 corresponding to a machine gun 207 described later).

  (2) According to the gaming machine described in (2), the player can predict whether or not the number of times stored by the number information storage unit is greater than or equal to a predetermined number based on the display content of the separate display unit. May be able to grasp that, and may be able to improve the interest of the game.

  (3) In the gaming machine described in (2), when the symbol combination corresponding to the first symbol (for example, replay described later) is displayed by the symbol display unit, A gaming machine characterized in that the next unit game is started without inserting a game medium.

  According to the gaming machine described in (3), it is possible to provide a gaming machine that has no fear of gambling.

  According to the present invention, it may be possible to predict or grasp the number of times that the specific game section stored by the number information storage means can be continued based on the display content of the separate display means. There are cases where interest can be improved.

  FIG. 1 is a perspective view showing an appearance of a gaming machine 1 according to an embodiment of the present invention. The gaming machine 1 is a so-called pachislot machine. The gaming machine 1 is a gaming machine that uses a game medium such as a card that stores information on game value given to or given to a player in addition to coins, medals, game balls, tokens, and the like. However, in the following description, medals are used.

  On the front surface of the front door 2, a panel display portion 2a, a liquid crystal display portion 2b, and a fixed display portion 2c as substantially vertical surfaces are formed (described later). In addition, behind the front door 2, three reels 3L, 3C, 3R on which a plurality of types of symbols are drawn on each outer peripheral surface are provided in a horizontal row so as to be freely rotatable. Each reel 3L, 3C, 3R rotates at a constant speed (for example, 80 rotations / minute).

  A substantially horizontal plane pedestal 4 is formed below the panel display 2a, the liquid crystal display 2b, and the fixed display 2c. On the right side of the pedestal 4, a medal slot 10 for inserting medals is provided. The inserted medals are credited or bet on the game. Further, on the left side of the pedestal unit 4, a 1-BET switch 11, a 2-BET switch 12, and a maximum BET switch 13 for betting credited medals by a pressing operation are provided.

  The 1-BET switch 11 bets one of the credited medals on the game by a single pressing operation, and the 2-BET switch 12 displays the credited medals by a single pressing operation. Two of them are bet on the game, and the maximum BET switch 13 bets the maximum number of medals that can be bet on one game.

  By operating these BET switches 11 to 13, a predetermined display line is activated (described later). The operation of the BET switches 11 to 13 and the operation of inserting a medal into the medal insertion slot 10 (the operation of inserting a medal for playing a game) are hereinafter referred to as “BET operation”. In addition, an operation unit 17 is provided above the BET switches 11 to 13. The operation unit 17 is operated to display information such as a game history on the liquid crystal display device 131.

  A C / P switch 14 is provided on the left side of the front portion of the pedestal portion 4 to switch the credit / payout of medals acquired by the player in the game by a push button operation. By switching the C / P switch 14, medals are paid out from the medal payout opening 15 at the lower front, and the paid out medals are stored in the medal receiving portion 5. Speakers 9 </ b> L and 9 </ b> R are provided on the left and right above the medal receiving portion 5 for outputting sound effects relating to game effects.

  On the right side of the C / P switch 14, the reel is rotated by the player's operation, and the start lever 6 for starting the display of the variation of the symbols in the symbol display areas 21L, 21C, 21R is within a predetermined angle range. It is pivotally attached.

  Three stop buttons 7L, 7C, and 7R for stopping the rotation of the three reels 3L, 3C, and 3R are provided on the right side of the start lever 6 at the center of the front surface of the base portion 4. In the embodiment, one game (unit game) basically starts when the start lever 6 is operated and ends when all the reels 3L, 3C, 3R are stopped.

  In this embodiment, the reel stop operation (stop button operation) performed when all the reels are rotating is the first stop operation, and the stop operation performed after the first stop operation is the second stop. The stop operation performed after the operation and the second stop operation is referred to as a third stop operation. Further, stop switches 7LS, 7CS, and 7RS shown in FIG. 5 to be described later are arranged on the back side of the respective stop buttons 7L, 7C, and 7R. These stop switches detect the operation (stop operation) of the corresponding stop button.

  The operation of the left stop button 7L is hereinafter referred to as “left stop operation”. The operation of the center stop button 7C is hereinafter referred to as “central stop operation”. The operation of the right stop button 7R is hereinafter referred to as “right stop operation”.

  The panel display unit 2a, the liquid crystal display unit 2b, and the fixed display unit 2c will be described with reference to FIG.

  The panel display unit 2a includes a bonus game information display unit 16, BET lamps 17a to 17c, a payout display unit 18, and a credit display unit 19. The bonus game information display unit 16 is composed of 7 segment LEDs and displays game information in the bonus. The 1-BET lamp 17a, the 2-BET lamp 17b, and the maximum BET lamp 17c are turned on according to the number of medals betted to play one game (hereinafter referred to as “BET number”).

  The 1-BET lamp 17a lights up when the number of BETs is one. The 2-BET lamp 17b is lit when the BET number is two. The maximum BET lamp 17c is lit when the number of BETs is three. The payout display unit 18 and the credit display unit 19 are each composed of a 7-segment LED, and display the number of medals paid out when a winning is achieved (when a winning combination is established) and the number of credited medals.

  The liquid crystal display unit 2b includes symbol display areas 21L, 21C, and 21R, window frame display areas 22L, 22C, and 22R, and an effect display area 23. The display content of the liquid crystal display unit 2b changes according to the rotation and stop modes of the reels 3L, 3C, 3R and the operation of a liquid crystal display device 131 (see FIG. 3 described later).

  The symbol display areas 21L, 21C, and 21R are provided corresponding to the reels 3L, 3C, and 3R, and display symbols arranged on the reels 3L, 3C, and 3R and various effects.

  In the symbol display areas 21L, 21C, and 21R, a top line 8b, a center line 8c, and a bottom line 8d are provided as display lines in the horizontal direction, and a cross-up line 8a and a cross-down line 8e are provided in an oblique direction. One, three, and five of these display lines are activated when the player depresses the BET switches 11 to 13 described above or inserts medals into the medal slot 10, respectively. (Hereinafter, the activated display line is referred to as “effective line”). Which display line is activated is indicated by lighting of the BET lamps 17a, 17b, and 17c. The display lines 8a to 8e are related to the success or failure of the combination.

  The symbol display areas 21L, 21C, and 21R are at least when the corresponding reels 3L, 3C, and 3R are rotating and when the corresponding stop buttons 7L, 7C, and 7R are operable to be pressed, It becomes a transmissive state so that the symbols on 3C and 3R can be visually recognized.

  The window frame display areas 22L, 22C, and 22R are provided so as to surround the symbol display areas 21L, 21C, and 21R, and the window frames of the symbol display areas 21L, 21C, and 21R disposed in front of the reels 3L, 3C, and 3R. It represents.

  The effect display area 23 is an area other than the symbol display areas 21L, 21C, 21R and the window frame display areas 22L, 22C, 22R among the areas of the liquid crystal display unit 2b. The effect display area 23 displays an image (for example, a notification lamp) that clearly notifies that a bonus can be established, an effect for increasing the fun of the game, and for the player to advance the game advantageously. Displays necessary information.

  For example, in the effect display area 23, an effect (FIG. 9) for notifying the player that the small winning combination of red cherry, which is one of the roles, has been won internally is performed in the notification period described later. As will be described later, the FT gaming state and the FT gaming / carry-over state end condition with a high probability of internal winning in re-gaming are established as cherry small roles (including red cherry small role and black cherry small role) ( Winning).

  In addition, the effect display area 23 is provided with bubble display areas 28L, 28C, 28R and a frequency display area 29. The bubble display areas 28L, 28C, 28R are used for small role notification type effects, and are provided corresponding to the window frame display areas 22L, 22C, 22R (stop buttons 7L, 7C, 7R), respectively. The small role announcement type effect is an effect that enhances the interest of the game by notifying the player that the internal winning combination is a small role.

  In the bubble display areas 28L, 28C, 28R, as shown in FIGS. 7 and 8, which will be described later, information (colors) that can be used as a material for the player to determine whether there is a carryover combination, the type of internal winning combination, or the mode. The attached bubble) is displayed. The number display area 29 displays a value of a display number counter described later.

  The fixed display part 2c is an area in which a predetermined figure, picture or the like is drawn. A single still image or moving image may be displayed by connecting a figure, a picture or the like drawn on the fixed display unit 2c with an image displayed in the effect display area 23.

  FIG. 3 is a perspective view showing a schematic configuration of the liquid crystal display device 131. First, the internal structure of the reels 3L, 3C, 3R will be described. Inside the reels 3L, 3C, 3R, when the rotation of the reels 3L, 3C, 3R is stopped, on the back side of the vertical 3 rows of symbols (total of 9 symbols) appearing in each symbol display area 21L, 21C, 21R. An LED housing circuit board is installed. Each of the LED storage circuit boards has three (that is, nine in total) LED storage portions, and a plurality of LED lamps are provided therein.

  This LED lamp illuminates the rear surface side of the reel sheet mounted along the outer peripheral surface of the reels 3L, 3C, 3R with white light. In more detail, the area | region corresponding to the above-mentioned symbol display area 21L, 21C, 21R is illuminated. This reel sheet is configured to have translucency, and light emitted from the LED lamp is transmitted to the front side.

  Further, the left reel 3L includes a cylindrical frame structure formed by connecting two annular frames having the same shape with a plurality of connecting members separated by a predetermined interval (for example, reel width), and the structure of the frame structure. It is comprised with the transmission member which transmits the driving force of the stepping motor 49L provided in the center part to an annular frame. A reel sheet is mounted along the outer peripheral surface of the left reel 3L.

  The LED storage circuit board disposed inside the reel 3L includes three LED storage portions for storing a plurality of LED lamps. The LED storage circuit board is installed such that the LED storage portion is located on the back side of each of the symbols (total of three symbols) that the player can visually recognize through the symbol display area 21L. Although the center reel 3C and the right reel 3R are not shown, they have the same structure as the left reel 3L shown in the figure, and an LED housing circuit board is provided inside each.

  Next, the transmissive liquid crystal display device 131 will be described. The liquid crystal display device 131 includes a protective glass 132, a display plate 133, a liquid crystal panel 134, a light guide plate 135, a reflective film 136, and a white light source (for example, light of all wavelengths is included at a ratio where a specific color is not conspicuous in human eyes). Fluorescent lamps 137a, 137b, 138a, 138b, lamp holders 139a to 139h, a table carrier package on which an IC for driving a liquid crystal panel is mounted, and a flexible substrate (not shown) connected to a terminal portion of the liquid crystal panel 134 Composed.

  The liquid crystal display device 131 is provided on the front side from the display area of the reels 3L, 3C, 3R as viewed from the front (that is, on the front side of the display surface). Further, the reels 3L, 3C, 3R and the liquid crystal display device 131 are provided separately (for example, at a predetermined interval).

  The protective glass 132 and the display board 133 are comprised with the translucent member. The protective glass 132 is provided for the purpose of protecting the liquid crystal panel 134. In the display board 133, a figure, a picture, etc. are drawn in the area | region corresponding to the above-mentioned panel display part 2a and the fixed display part 2c (refer FIG. 2).

  Here, in FIG. 3, the above-mentioned various display units (bonus game information display unit 16, payout display unit 18, credit display unit 19 and the like) arranged on the back side of the area of the display board 133 corresponding to the panel display unit 2a, and Illustration of an electric circuit for operating the BET lamps 17a to 17c is omitted.

  The liquid crystal panel 134 is formed by sealing liquid crystal in a gap between a transparent substrate such as a glass plate on which a thin film transistor layer is formed and a transparent substrate facing the transparent substrate. The display mode of the liquid crystal panel 134 is set to normally white. The normally white is a configuration in which white display is performed when the liquid crystal is not driven (that is, when no voltage is applied to the liquid crystal panel 134). That is, light goes to the display surface side, and thus the transmitted light is visually recognized from the outside.

  Therefore, by adopting the normally white liquid crystal panel 134, the reels 3L, 3C, 3R pass through the symbol display areas 21L, 21C, 21R even when the liquid crystal cannot be driven. The symbols arranged above can be visually recognized, and the game can be continued. That is, even when a situation in which the liquid crystal cannot be driven occurs, it is possible to play a game centering on the rotation and stop of the reels 3L, 3C, 3R.

  The light guide plate 135 is provided on the back side of the liquid crystal panel 134 in order to introduce light from the fluorescent lamps 137a and 137b into the liquid crystal panel 134 (illuminate the liquid crystal panel 134), and has an acrylic resin thickness of, for example, about 2 cm. It is comprised by translucent members (namely, member which has a light guide function).

  The reflective film 136 is, for example, a white polyester film or an aluminum thin film formed with a silver vapor deposition film, and reflects the light introduced into the light guide plate 135 toward the front side. Thereby, the liquid crystal panel 134 is illuminated. The reflective film 136 includes a reflective region 136A and a non-reflective region (that is, a transmissive region) 136BL, 136BC, and 136BR. The non-reflective regions 136BL, 136BC, and 136BR are formed as a light transmissive portion that is formed of a transparent material and transmits incident light without being reflected.

  Further, the non-reflective areas 136BL, 136BC, and 136BR are provided at positions in front of the symbols to be displayed when the rotation of the reels 3L, 3C, and 3R is stopped. The sizes and positions of the non-reflective areas 136BL, 136BC, and 136BR are formed so as to coincide with the above-described symbol display areas 21L, 21C, and 21R (see FIG. 2). In addition, in the reflective film 136, a region other than the non-reflective regions 136BL, 136BC, and 136BR is set as a reflective region 136A, and the light introduced into the light guide plate 135 by the reflective region 136A is reflected toward the front side.

  The fluorescent lamps 137a and 137b are disposed along the upper and lower ends of the light guide plate 135, and both ends are supported by lamp holders 139a, 139b, 139c, and 139d. The fluorescent lamps 137 a and 137 b generate light to be introduced into the light guide plate 135.

  The fluorescent lamps 138a and 138b are disposed at an upper position and a lower position on the back side of the reflection film 136. The light emitted from the fluorescent lamps 138a and 138b is reflected by the surfaces of the reels 3L, 3C, and 3R, and enters the non-reflective areas 136BL, 136BC, and 136BR. The incident light passes through the non-reflective regions 136BL, 136BC, and 136BR to illuminate the liquid crystal panel 134.

  Further, the functions of the LED lamps and fluorescent lamps 137a, 137b, 138a, 138b will be described.

  First, the function of each lamp when the liquid crystal in the symbol display areas 21L, 21C, and 21R is not driven (that is, when no voltage is applied to the portions of the liquid crystal panel 134 corresponding to the symbol display areas 21L, 21C, and 21R). explain.

  Part of the light emitted from the fluorescent lamps 138a and 138b is reflected by the reel sheet. In addition, a part of the light emitted from the LED lamp provided on the LED storage circuit board is transmitted through the reel sheet. These lights are transmitted through the non-reflective areas 136BL, 136BC, 136BR, the light guide plate 135 and the liquid crystal panel 134 constituting the liquid crystal display device 131, so that the player can visually recognize the symbols arranged on the reel. Can do.

  Further, the light emitted from the fluorescent lamps 137a and 137b and introduced toward the light guide plate 135 passes through the liquid crystal panel 134 and enters the eyes of the player. That is, the fluorescent lamps 137a and 137b illuminate the area of the liquid crystal panel 134 corresponding to the window frame display areas 22L, 22C and 22R and the effect display area 23 described above.

  Next, the function of each lamp when driving the liquid crystal in the symbol display areas 21L, 21C, and 21R (that is, when applying a voltage to the portion of the liquid crystal panel 134 corresponding to the symbol display areas 21L, 21C, and 21R). Will be described.

  Part of the light emitted from the fluorescent lamps 138a and 138b is reflected by the reel sheet. Further, part of the light emitted from the LED lamp passes through the reel sheet. Among the areas of the liquid crystal panel 134, in the area where the liquid crystal is driven, a part of the light is reflected, absorbed or transmitted, so that the player is displayed in the symbol display areas 21L, 21C and 21R. An effect image or the like can be visually recognized.

  FIG. 4 shows a symbol row in which 21 types of symbols represented on the reels 3L, 3C, 3R are arranged. Each symbol is assigned a code number “00” to “20”, and is stored (stored) in a ROM 32 (FIG. 5) described later as a data table. On each reel 3L, 3C, 3R, “red 7 (design 91)”, “blue 7 (design 92)”, “bell (design 93)”, “yellow-green heart (design 94)”, “white 7 (Design 95), “Replay (design 96)”, “red cherry (design 97)”, “black design (design 98)”, and “black cherry (design 99)”. It is represented. Each reel 3L, 3C, 3R is rotationally driven so that the symbol row moves in the direction of the arrow in FIG.

  The color of “Red 7” is red. The color of “Blue 7” is blue. The “bell” color is yellow. The color of “yellow-green heart” is yellow-green. The color of “White 7” is white. The color of “Replay” is light blue. The color of “red cherry” is red. The color of the “black pattern” is black. The color of “black cherry” is black.

  “White 7” is basically a pattern that is not directly related to the formation of a combination. That is, even when “White 7” is displayed along any one of the display lines, it is possible to give the player benefits such as payout of medals, automatic insertion of medals, and transition of the gaming state described later. Absent.

  “Red cherry” and “black cherry” are displayed in a predetermined variation display area (for example, the left symbol display area 21L) and displayed in a predetermined combination (red cherry small combination, black cherry small combination). ).

  Here, in the role of the embodiment, BB, RB, replay, bell small role, red cherry small role, black cherry small role, red special small role, blue special small role, white special small role are provided. ing. BB is an accessory continuous operation device related to the first type special accessory. RB is a type 1 special agent.

  The combination (combination data) is basically control information in which a profit given to a player is associated with a symbol combination, stop control of the reels 3L, 3C, 3R, switching (transition) of the game state, It is control information used for giving game value.

  FIG. 5 is based on a main control circuit 71 that controls game processing operations in the gaming machine 1, peripheral devices (actuators) that are electrically connected to the main control circuit 71, and control commands transmitted from the main control circuit 71. A circuit configuration including a liquid crystal display device 131, speakers 9L and 9R, LEDs 101 and a sub-control circuit 72 for controlling the lamps 102 is shown.

  The main control circuit 71 includes a microcomputer 30 disposed on a circuit board as a main component, and is added with a circuit for random number sampling. The microcomputer 30 includes a CPU 31 that performs a control operation according to a preset program (FIGS. 23 to 27 described later), and a ROM 32 and a RAM 33 that are storage means.

  Connected to the CPU 31 are a clock pulse generator 34 and a frequency divider 35 for generating a reference clock pulse, and a random number generator 36 and a sampling circuit 37 for generating a random number to be sampled. As a means for random number sampling, random number sampling may be executed in the microcomputer 30, that is, on the operation program of the CPU 31. In that case, the random number generator 36 and the sampling circuit 37 can be omitted, or can be left as a backup for the random number sampling operation.

  In the ROM 32 of the microcomputer 30, the reels are stopped according to the operation of a probability lottery table, a winning combination determination table for stop, and a stop button used for determination of random number sampling performed every time the start lever 6 is operated (start operation). A stop table group for determining the mode is stored. In addition, various control commands (commands) to be transmitted to the sub control circuit 72 are stored. The sub control circuit 72 does not input commands, information, or the like to the main control circuit 71, and communication is performed in one direction from the main control circuit 71 to the sub control circuit 72. Various information is stored in the RAM 33. For example, information such as an internal winning combination, a carryover combination, and a current game state, which will be described later, is stored.

  In the circuit of FIG. 5, the main actuators whose operation is controlled by a control signal from the microcomputer 30 are a BET lamp (1-BET lamp 17a, 2-BET lamp 17b, maximum BET lamp 17c) and bonus game information. Display units such as the display unit 16, the payout display unit 18, the credit display unit 19, and a hopper (including a drive unit for payout) 40 that stores medals and pays out a predetermined number of medals according to a command from the hopper drive circuit 41. And stepping motors 49L, 49C, 49R for rotating the reels 3L, 3C, 3R.

  Further, a motor drive circuit 39 for driving and controlling the stepping motors 49L, 49C and 49R, a hopper drive circuit 41 for driving and controlling the hopper 40, a lamp drive circuit 45 for driving and controlling the BET lamps 17a, 17b and 17c, and a bonus game information display A display unit drive circuit 48 that drives and controls display units such as the unit 16, the payout display unit 18, and the credit display unit 19 is connected to the output unit of the CPU 31. Each of these drive circuits receives a control signal such as a drive command output from the CPU 31 and controls the operation of each actuator.

  The main input signal generating means for generating an input signal necessary for the microcomputer 30 to generate a control command includes a start switch 6S, a stop switch 7LS, 7CS, 7RS, a 1-BET switch 11, and a 2-BET. There are a switch 12, a maximum BET switch 13, a C / P switch 14, a medal sensor 10S, a reel position detection circuit 50, and a payout completion signal circuit 51.

  The start switch 6S detects the operation of the start lever 6 and outputs a game start command signal (a signal for instructing the start of the game). The medal sensor 10S detects a medal inserted into the medal insertion slot 10. The stop switches 7LS, 7CS, and 7RS generate a stop command signal (a signal for instructing to stop the change of the symbol) in accordance with the operation of the corresponding stop buttons 7L, 7C, and 7R. The reel position detection circuit 50 receives the pulse signal from the reel rotation sensor and supplies a signal for detecting the position of each reel 3L, 3C, 3R to the CPU 31. The payout completion signal circuit 51 generates a signal for detecting completion of the medal payout when the count value of the medal detection unit 40S (the number of medals paid out from the hopper 40) reaches the designated number data.

  In the circuit of FIG. 5, the random number generator 36 generates a random number belonging to a certain numerical range, and the sampling circuit 37 samples one random number at an appropriate timing after the start lever 6 is operated. By using the random numbers sampled in this manner, an internal winning combination is determined based on, for example, a probability lottery table stored in the ROM 32. The internal winning combination (internal winning combination data) indirectly associates the corresponding symbol combination with the profit given to the player through the stop control mode or display combination corresponding to the internal winning combination. It can be said that.

  After the rotation of the reels 3L, 3C, 3R is started, the number of drive pulses supplied to each of the stepping motors 49L, 49C, 49R is counted, and the counted value is written in a predetermined area of the RAM 33. From the reels 3L, 3C, 3R, reset pulses are obtained every rotation, and these pulses are input to the CPU 31 via the reel position detection circuit 50. The count value of the drive pulse counted in the RAM 33 is cleared to “0” by the reset pulse thus obtained. As a result, the RAM 33 stores the count value corresponding to the rotational position within the range of one rotation for each of the reels 3L, 3C, 3R.

  A symbol table (not shown) is stored in the ROM 32 in order to associate the rotational positions of the reels 3L, 3C, and 3R with the symbols drawn on the outer peripheral surface of the reel. In this symbol table, a code number that is sequentially given for each fixed rotation pitch of each reel 3L, 3C, 3R with reference to the rotation position where the reset pulse is generated, and a corresponding code number are provided. A symbol code indicating the displayed symbol is associated with the symbol.

  Furthermore, a symbol combination table (not shown) is stored in the ROM 32. In this symbol combination table, a symbol combination for winning a combination (winning, etc.), a medal payout number for winning, and a winning determination code (establishment determining code) representing the winning (establishment) are associated with each other. The above symbol combination table is used when the left reel 3L, the central reel 3C, and the right reel 3R are controlled to stop, and when the winning is confirmed after the all reels 3L, 3C, 3R are stopped (display combination confirmation). Referenced. The display combination (display combination data) is basically a combination (established combination) corresponding to the symbol combination arranged along the effective line. The player is given a profit corresponding to the display combination.

  When the internal winning combination or the stop winning combination is determined by the lottery process (probability lottery process or the like) based on the random number sampling, the CPU 31 stops the stop switch 7LS at the timing when the player operates the stop buttons 7L, 7C, 7R. , 7CS, 7RS, and a signal for controlling the stop of the reels 3L, 3C, 3R to the motor drive circuit 39 based on the operation signal sent from the 7CS, 7RS and the determined stop table.

  If it becomes a stop mode (that is, a winning mode) indicating winning of the winning combination, the CPU 31 supplies a payout command signal to the hopper driving circuit 41 and pays out a predetermined number of medals from the hopper 40. At this time, the medal detection unit 40S counts the number of medals to be paid out from the hopper 40, and when the count value reaches a designated number, a medal payout completion signal is input to the CPU 31. Thereby, CPU31 stops the drive of the hopper 40 via the hopper drive circuit 41, and complete | finishes a medal payout process.

  FIG. 6 is a block diagram showing a configuration of the sub control circuit 72. The sub control circuit 72 includes an image control circuit (gSub) 72a and a sound / lamp control circuit (mSub) 72b. The image control circuit (gSub) 72 a or the sound / lamp control circuit (mSub) 72 b is configured on a circuit board different from the circuit board constituting the main control circuit 71.

  Communication between the main control circuit 71 and the image control circuit (gSub) 72a is performed in one direction from the main control circuit 71 to the image control circuit (gSub) 72a, and the image control circuit (gSub) 72a is connected to the main control circuit. No command, information or the like is input to 71. Communication between the image control circuit (gSub) 72a and the sound / lamp control circuit (mSub) 72b is performed in one direction from the image control circuit (gSub) 72a to the sound / lamp control circuit (mSub) 72b. The sound / lamp control circuit (mSub) 72b does not input commands, information, etc. to the image control circuit (gSub) 72a.

  The image control circuit (gSub) 72a includes an image control microcomputer 81, a serial port 82, a program ROM 83, a work RAM 84, a calendar IC 85, an image control IC 86, a control RAM 87, an image ROM (CROM (character ROM)) 88, and a video RAM 89. The

  The image control microcomputer 81 includes a CPU, an interrupt controller, and an input / output port (a serial port is shown). The CPU provided in the image control microcomputer 81 performs various processes according to the control program stored in the program ROM 83 based on the command transmitted from the main control circuit 71. The image control circuit (gSub) 72a does not include a clock pulse generation circuit, a frequency divider, a random number generator, and a sampling circuit, but is configured to execute random number sampling on the operation program of the image control microcomputer 81. ing.

  The serial port 82 receives a command transmitted from the main control circuit 71. The program ROM 83 stores a control program (FIGS. 28 to 33 described later) executed by the image control microcomputer 81, various tables described later (FIGS. 15 to 22 described later), and the like. In the program ROM 83, for example, a notification period mode transition table (FIG. 15) described later, a notification period lottery table (FIG. 16), and the like are stored.

  The work RAM 84 is configured as a temporary storage unit for work when the image control microcomputer 81 executes the control program described above. Various information is stored in the work RAM 84. For example, information such as an after-mentioned effect identifier, the number of remaining effect games, a continuation effect identifier, and a continuation identifier is stored.

  The calendar IC 85 stores date data. An operation unit 17 is connected to the image control microcomputer 81. In the embodiment, the date etc. are set by operating the operation unit 17 by an employee of the game hall. The image control microcomputer 81 stores the date information set based on the input signal transmitted from the operation unit 17 in the calendar IC 85. The date information stored in the calendar IC 85 is backed up.

  The work RAM 84 and calendar IC 85 described above are backup targets. That is, even when the power supplied to the image control microcomputer 81 is shut off, the power is continuously supplied, and the stored information and the like are prevented from being erased.

  The image control IC 86 generates an image corresponding to the effect content (such as the notification mode effect described above) determined by the image control microcomputer 81 and outputs it to the liquid crystal display device 131 (FIGS. 7 to 9 described later).

  The control RAM 87 is included in the image control IC 86. The image control microcomputer 81 writes and reads information and the like with respect to the control RAM 87. In the control RAM 87, a register of the image control IC 86, a sprite attribute table, and a color palette table are developed. The image control microcomputer 81 updates the register of the image control IC 86 and the sprite attribute table at predetermined timings.

  A liquid crystal display device 131, an image ROM 88, and a video RAM 89 are connected to the image control IC 86. The image ROM 88 may be connected to the image control microcomputer 81. In this case, the configuration may be effective when processing a large amount of image data such as three-dimensional image data. The image ROM 88 stores image data, dot data, and the like for generating an image. The video RAM 89 is configured as a temporary storage unit when an image is generated by the image control IC 86. The image control IC 86 transmits a signal to the image control microcomputer 81 every time data in the video RAM 89 is transferred to the liquid crystal display device 131.

  In the image control circuit (gSub) 72a, the image control microcomputer 81 also controls the effects of sound and lamps. The image control microcomputer 81 determines the type of sound / lamp and the output timing based on the determined effect. The image control microcomputer 81 transmits a command to the sound / lamp control circuit (mSub) 72b via the serial port 82 at every predetermined timing. In the sound / lamp control circuit (mSub) 72b, only the sound / lamp output is performed mainly in accordance with the command transmitted from the image control circuit (gSub) 72a (excluding the volume adjustment control described later). .

  The sound / lamp control circuit (mSub) 72b includes a sound / lamp control microcomputer 91, a serial port 92, a program ROM 93, a work RAM 94, a sound source IC 95, a power amplifier 96, and a sound source ROM 97.

  The sound / lamp control microcomputer 91 includes a CPU, an interrupt controller, and an input / output port (a serial port is shown). The CPU provided in the sound / lamp control microcomputer 91 performs sound / lamp output processing according to the control program stored in the program ROM 93 based on the command transmitted from the image control circuit (gSub) 72a. The sound / lamp control microcomputer 91 is connected to LEDs 101 and lamps 102. The sound / lamp control microcomputer 91 transmits an output signal to the LEDs 101 and the lamps 102 in response to a command transmitted from the image control circuit (gSub) 72a at a predetermined timing. As a result, the LEDs 101 and the lamps 102 emit light in a predetermined manner according to the effect.

  The serial port 92 receives a command or the like transmitted from the image control circuit (gSub) 72a. The program ROM 93 stores a control program executed by the sound / lamp control microcomputer 91 and the like. The work RAM 94 is configured as a temporary storage means for work when the sound / lamp control microcomputer 91 executes the control program described above.

  The sound source IC 95 generates a sound source based on the command transmitted from the image control circuit (gSub) 72 a and outputs the sound source to the power amplifier 96. The power amplifier 96 is an amplifier, and speakers 9L and 9R are connected to the power amplifier 96. The power amplifier 96 amplifies the sound source output from the sound source IC 95 and outputs the amplified sound source from the speakers 9L and 9R. The sound source ROM 97 stores sound source data (phrase etc.) for generating a sound source.

  The sound / lamp control microcomputer 91 is connected to a volume control unit 103. The volume control unit 103 can be operated by employees of the game hall and the like, and the volume output from the speakers 9L and 9R is adjusted. The sound / lamp control microcomputer 91 performs control to adjust the sound output from the speakers 9L and 9R to the input volume based on the input signal transmitted from the volume control unit 103.

  A display example of the liquid crystal display unit 2b will be described with reference to FIGS.

  FIG. 7 shows a display example 1 of the small role notification type effect in the case where the internal winning combination is a bell small role and the later-described effect identifier is 6 (general gaming state).

  (1) of FIG. 7 shows a display example at the time of start operation. In this display example, the female character 205 is shown taking a bath. In the bubble display areas 28L, 28C, and 28R, a red bubble 201, a light blue bubble 202, and a yellow bubble 203 are displayed, respectively.

  A red bubble 201 corresponds to a small part of red cherry. Light blue bubbles 202 correspond to replay. The yellow bubble 203 corresponds to the small part of the bell. Here, among the small role notification type effects, effects in which the colors of the bubbles displayed in the respective bubble display areas are different are hereinafter referred to as “small role notification type different color effects”.

  (2) of FIG. 7 shows a display example when the center stop button 7C is operated as the first stop operation. This display example shows a state where the female character 205 has broken the yellow bubble 203 displayed in the center bubble display area 28C corresponding to the operated stop button 7C in the center.

  (3) of FIG. 7 shows a display example when the right stop button 7R is operated as the second stop operation. In this display example, although the female character 205 tried to break the yellow bubble 203 displayed in the right bubble display area 28R corresponding to the operated right stop button 7R, it shows a state where it was not broken. Of the three bubble display areas, the bubble display area showing that the bubbles are not broken even when the corresponding stop button is operated is hereinafter referred to as “specific bubble display area”.

  (4) of FIG. 7 shows a display example when the left stop button 7L is operated as the third stop operation. This display example shows a state in which the female character 205 breaks the red bubble 201 displayed in the left bubble display area 28L corresponding to the operated left stop button 7L. According to the symbol stop mode in the symbol display areas 21L, 21C, and 21R, “bell-bell-bell” is arranged along the cross-up line 8a, and the small part of the bell is established.

  Here, in the case of performing a small role notification type different color effect in the general gaming state (for example, when using a table shown in FIG. 18 described later), a color bubble corresponding to the internal winning combination (hereinafter, referred to as a table shown in FIG. 18 to be described later). "Corresponding bubble") is displayed in at least one bubble display area. When the stop button corresponding to the bubble display area where the corresponding bubble is displayed is operated, the bubble is not broken.

  On the other hand, when a stop button corresponding to a bubble display area in which a bubble of a color that does not correspond to the internal winning combination (hereinafter referred to as “non-corresponding bubble”) is operated, the bubble is broken. For the player, if the bubble displayed in the bubble display area corresponding to the operated stop button does not break, the internal winning combination corresponds to the color of the bubble that does not break. Can grasp.

  Further, the player predicts an internal winning combination, and any one of the first stop operation to the third stop operation is performed as an operation of the stop button corresponding to the bubble display area in which the bubble of the color corresponding to the predicted internal winning combination is displayed. Can be selected. Therefore, the player can freely decide when to know whether or not the prediction is correct, and the interest of the game is improved.

  Further, when a small role notification type different color effect is performed in the carryover state (for example, when a table shown in FIG. 19 described later is used), at the start operation, basically, at least one bubble is displayed as the non-corresponding bubble. Display in the area. When displaying a plurality of non-corresponding bubbles, a specific non-corresponding bubble is determined in advance from the plurality of non-corresponding bubbles. When the stop button corresponding to the bubble display area in which the corresponding bubble or the non-corresponding bubble (excluding the specific non-corresponding bubble) is operated, the bubble is broken.

  On the other hand, when the stop button corresponding to the bubble display region (specific bubble display region) where the specific non-corresponding bubble is displayed is operated, the bubble is not broken. For the player, when the bubble displayed in the bubble display area corresponding to the operated stop button is not broken, the combination corresponding to the bubble color is not the internal winning combination (for example, corresponding to the bubble color) When the winning combination is not established), it is possible to grasp that the carryover state is established.

  In addition, for example, the player operates the stop button corresponding to the bubble display area in which bubbles of the color corresponding to the internal winning combination predicted that the internal winning combination is not predicted because the probability of internal winning is low. One of the first stop operation to the third stop operation can be selected. Therefore, the player can freely decide when to know whether or not the prediction is correct, and the interest of the game is improved.

  FIG. 8 shows a display example 2 of the small role notification type effect in the case where the internal winning combination is a bell small role and the later-described effect identifier is 205 (general gaming state).

  (1) of FIG. 8 shows a display example at the time of start operation. In this display example, the female character 205 is shown taking a bath. Yellow bubbles 203 are displayed in the bubble display areas 28L, 28C, and 28R, respectively. Here, among the small role notification type effects, effects in which the bubbles displayed in the respective bubble display areas have the same color are hereinafter referred to as “small role notification type same color effects”.

  (2) of FIG. 8 shows a display example when the left stop button 7L is operated as the first stop operation. This display example shows a state in which the female character 205 breaks the yellow bubble 203 displayed in the left bubble display area 28L corresponding to the operated left stop button 7L.

  (3) of FIG. 8 shows a display example when the center stop button 7C is operated as the second stop operation. In this display example, although the female character 205 tried to crack the yellow bubble 203 displayed in the center bubble display area 28C corresponding to the operated stop button 7C in the center, it is shown that it was not broken.

  (4) of FIG. 8 shows a display example when the right stop button 7R is operated as the third stop operation. This display example shows a state in which the female character 205 breaks the yellow bubble 203 displayed in the right bubble display area 28R corresponding to the operated right stop button 7R. According to the symbol stop mode in the symbol display areas 21L, 21C, and 21R, “bell-bell-bell” is arranged along the center line 8c, and the small part of the bell is established.

  Here, when a small role notification type same color effect is performed in the general gaming state (for example, when a table shown in FIG. 20 described later is used), the corresponding bubbles are displayed in each bubble display area at the start operation. Further, the specific bubble display area is determined in advance based on a mode described later.

  Specifically, when the mode described later is A, there is a high probability that the left bubble display area 28L is selected as the specific bubble display area. When the mode to be described later is B, there is a high probability that the center bubble display area 28C is selected as the specific bubble display area. When the mode to be described later is C, there is a high probability that the right bubble display region 28R is selected as the specific bubble display region.

  For the player, if the mode is expected by the player, any one of the first stop operation to the third stop operation as the operation of the stop button corresponding to the bubble display region that has a high probability of being selected as the specific bubble display region. Can be selected. Therefore, the player can freely decide when to know whether or not the mode is the expected mode, and the interest of the game is improved.

  Further, when the small role notification type same color effect is performed in the carryover state (for example, when a table shown in FIG. 21 described later is used), the non-corresponding bubbles are displayed in each bubble display area at the start operation. Moreover, a specific bubble display area is determined in advance based on a mode to be described later from among the three bubble display areas in which non-corresponding bubbles are displayed.

  Specifically, as in the case of the general gaming state, when the mode to be described later is A, the probability that the left bubble display area 28L is selected as the specific bubble display area is high. When the mode to be described later is B, there is a high probability that the center bubble display area 28C is selected as the specific bubble display area. When the mode to be described later is C, there is a high probability that the right bubble display region 28R is selected as the specific bubble display region.

  For the player, if the mode is expected by the player, any one of the first stop operation to the third stop operation as the operation of the stop button corresponding to the bubble display region that has a high probability of being selected as the specific bubble display region. Can be selected. Further, when the combination corresponding to the bubble color displayed in each bubble display area is not the internal winning combination (for example, when the combination corresponding to the bubble color is not established), it is determined that the carryover state is established. be able to. Therefore, the player can freely decide when to know whether or not the mode is the expected mode, and whether or not the player is in the carryover state, so that the interest of the game is improved.

  FIG. 9 shows a display example 1 in the case where the internal winning combination is a black cherry small combination in a notification period to be described later.

  (1) of FIG. 9 shows a display example at the time of a start operation when an after-mentioned effect identifier is 701 or 703. In this display example, a state in which a male character 207 wearing a red clothes and holding a machine gun 209 and a female character 205 stare is shown. In addition, a state is shown in which a male character 211 wearing black clothes and having a machine gun is behind the male character 207. In the lower left portion of the effect display area 23, a sentence “Aim at the vicinity of red!” Is displayed. In the number display area 29, 17 is displayed.

  (2) of FIG. 9 shows a display example at the time of a start operation when a later-described effect identifier is 702 or 704. In this display example, a state in which a male character 207 wearing a red clothes and not having a weapon and a female character 205 stare is shown. In addition, a state is shown in which a male character 211 wearing black clothes and not having a weapon is behind the male character 207. In the lower left portion of the effect display area 23, a sentence “Aim at the vicinity of red!” Is displayed. In the number display area 29, 17 is displayed.

  Here, the male character 207 wearing red clothes is displayed in order to emphasize the sentence “Aim at the vicinity of red!” (The internal winning combination is a black cherry small combination). In addition, when the internal winning combination is a black cherry small role, a sentence “Aim at black!” Is displayed in the lower left portion of the effect display area 23, and the male character wearing black clothes is displayed. 211 is displayed at the position of the male character 207. In this case, the male character 207 is displayed behind the male character 211.

  From the player's point of view, it is understood that the black cherry small role has been won internally by the sentence “Aim at the red!” And the color of the clothes worn by the male character 207 displayed on the front side. It is possible to make a push to avoid the establishment of the black cherry small role (establishment of the end condition of the notification period). For example, the player can make the small winning combination of the black cherries won internally by pressing the red color “red 7” or the red color “red cherries”.

  (3) of FIG. 9 shows a display example when the small part of black cherry is not established at the time of the third stop operation. In this display example, a state in which the female character 205 stands with his back turned is shown. In the lower right part of the effect display area 23, a sentence “Successful breakthrough !!” is displayed. From the viewpoint of the player, it is possible to grasp that the notification period continues (the FT gaming state or the like continues).

  (4) of FIG. 9 shows a display example when a black cherry small combination is established during the third stop operation. In this display example, a state where the female character 205 falls is shown. In the lower right part of the effect display area 23, a sentence “failed to break through!” Is displayed. From the viewpoint of the player, it is possible to grasp that the notification period ends (FT gaming state or the like ends).

  Here, when the red cherry or black cherry small combination is won internally during the notification period (for example, when using the table shown in FIG. 22 described later), the value of the notification period number counter described later is set. Based on whether it is less than 50 or more than 50, it is determined whether to display the machine gun 209 (determination of an effect identifier described later). From the player's point of view, it is possible to estimate the value of a notification period number counter, which will be described later, at the start operation.

  FIG. 10 shows the game state of each game state, the transfer condition, and the game state of the transfer destination when the transfer condition is satisfied. In each gaming state, the type of winning combination or its winning probability is basically different.

  The gaming state of the embodiment basically includes a general gaming state, a BB gaming state, an RB gaming state, a BB carryover state, an RB carryover state, an FT gaming state, and an FT gaming / carrying state. The BB carryover state and the RB carryover state are hereinafter referred to as “carryover state”. Further, the role carried over in this carryover state is hereinafter referred to as “carryover role”.

  The general gaming state is basically a gaming state in which an expected value of a so-called “play rate” (a gaming value given to a player with respect to a unit gaming value bet on a game) is smaller than “1”. . Further, it is a gaming state without a carryover role described later, and is the most disadvantageous gaming state for the player as compared with other gaming states.

  The BB gaming state is a gaming state configured by a BB general gaming state and an RB gaming state. Further, the BB gaming state is basically a gaming state constituted by a game in which the “actual accessory continuous actuating device related to the first type special accessory” is operating.

  The RB gaming state is basically a gaming state constituted by a game in which the “first type special character” is operating.

  The BB carryover state is a gaming state in which symbol combinations corresponding to BB are allowed to be arranged along the display line (BB is established) over one or more games (allowed according to the internal winning combination). Moreover, it is a gaming state in which the carryover combination is BB.

  The RB carryover state is a gaming state in which a combination of symbols corresponding to the RB is allowed along one or more games (establishment of RB). Moreover, it is a gaming state in which the carryover combination is RB. The RB carryover state shifts from the BB general gaming state.

  As shown in (1) of FIG. 14 described later, the FT gaming state is a gaming state that has a relatively high probability of winning internally for replay compared to other gaming states (for example, a general gaming state). In the FT game state, unlike the FT game / carry-over state, there is no carryover combination.

  The FT game / carry-over state is a game state in which a combination of symbols corresponding to BB or RB is lined up along the display line (BB establishment or RB establishment) is allowed over one or more games (game with carryover) State). Further, the FT game / carry-over state is a game state in which the probability of internal winning in replay is relatively high as compared to other game states, as shown in FIG.

  In the embodiment, an FT operating flag (identification information) is used to determine whether or not the game state has a relatively high probability of winning internally for replay. When the FT operating flag is on, the gaming state has a relatively high probability. When the FT operating flag is off, the gaming state has a relatively low probability.

  Therefore, when the FT operating flag is on and there is no carryover combination, the FT gaming state is set. Further, when the FT operating flag is on and there is a carryover combination, the FT game / carryover state is set. When the FT operating flag is off, the game state is basically a general gaming state or a carryover state.

  Here, in the BB gaming state (the BB general gaming state and the RB gaming state during the BB gaming state), when the RB is won internally, the RB carryover state (RB carryover during BB) is performed over one or more games in the BB gaming state. When the symbol combination corresponding to RB is displayed, the gaming state is shifted from the RB carryover state (RB carryover state in BB) to the RB gaming state in the BB gaming state.

  Further, when the RB is internally won during the BB gaming state, the gaming state can be shifted from the current gaming state (for example, the RB gaming state during BB) to the RB gaming state during the BB gaming state. However, when the BB gaming state end condition is satisfied during the RB carryover state (RB during RB carryover state), the game state is shifted from the RB carryover state (RB during BB carryover state) to the general gaming state. Yes. On the other hand, when the RB is internally won in the general gaming state, the RB carryover state is entered and the RB is carried over.

  As shown in FIG. 10, the BB gaming state generation condition is establishment of BB. The game state transition condition is satisfied (satisfied) when the acquired number (for example, so-called “pure increase number” or “payout number”) exceeds a predetermined number (for example, 466), and the gaming state shifts to the general gaming state. To do.

  The condition for the carryover state is either internal winning for BB, internal winning for RB, or internal winning for RB in the BB gaming state. The transition condition is established when the BB or RB is established, the BB gaming state is ended, or the RB gaming state is started in the BB gaming state, and the gaming state is BB gaming state, RB gaming state, or general Transition to the gaming state.

  The occurrence condition of the BB general gaming state is that the BB is established or that the RB gaming state is ended during the BB gaming state. When the BB gaming state ends or the RB gaming state starts during the BB gaming state, the transition condition is established, and the gaming state transitions to the general gaming state or the RB gaming state.

  The condition for generating the RB gaming state during the BB gaming state is that the RB is established during the BB general gaming state or the RB gaming state in the BB gaming state. When one of the conditions that the predetermined number of times (for example, 12 times) the game is completed, the predetermined number of times (for example, 8 times) is realized, or the BB gaming state is ended is satisfied. The transition condition is satisfied, and the gaming state shifts to the general gaming state, the RB gaming state in the BB gaming state, or the BB general gaming state.

  The generation condition of the FT gaming state is that the BB gaming state ends. A transition condition is established by fulfilling one of the conditions that the red cherry or black cherry small combination is realized, the BB is won internally, or the BB is established. The state transitions to the general gaming state, the FT gaming / carryover state, or the BB gaming state.

  The generation condition of the FT gaming / carry-over state is that the BB is internally won in the FT gaming state. When the BB, red cherry small combination, or black cherry small combination is established, the transition condition is established, and the gaming state shifts to the BB gaming state or carryover state.

  With reference to FIG. 11, the combination, symbol combination, and payout number when the BET number is 1 will be described.

  BB is established by arranging “red 7-red 7-red 7” (red 7BB) or “blue 7-blue 7-blue 7” (blue 7BB) along the active line (the display combination is BB). ). In addition, “Blue 7” and “Red 7”, which are symbol combinations of BB, are drawn by another flag.

  The RB is established by arranging “bell-yellow green heart-yellow green heart” along the active line during the BB general gaming state (in the RB carryover state).

  Replay is established by arranging “Replay-Replay-Replay” along the active line. When the replay is established, the same number of medals as the number of inserted medals are automatically inserted, so that the player can play the next game without consuming the medals. In other words, the replay is a role that allows a game to be performed without establishing a game value when it is established.

  The red cherry small role is established by arranging “red cherry-any-any” along the active line. Further, the small role of black cherry is established by arranging “black cherry-any-any” along the active line. Here, “any” indicates an arbitrary symbol. In this embodiment, the red cherry small part and the black cherry small part are collectively referred to as “cherry small part”.

  The establishment of the cherry small combination is an end condition of the FT gaming state and the FT gaming / carry-over state. When the internal winning combination is a red cherry small combination, establishment of a red cherry small combination is permitted (established according to the timing of the stop operation), but formation of a black cherry small combination is not permitted. Further, the establishment of the black cherry small combination is permitted, but the formation of the red cherry small combination is not permitted. Further, among the symbols constituting the symbol combination corresponding to the cherry small combination, the symbols corresponding to the center and right reels 3C and 3R can be composed of arbitrary symbols (any of a plurality of arranged symbols). .

  In addition, the combinations of symbols that result in the establishment of the “red special small part”, “blue special small part”, and “white special small part” are as illustrated.

  FIG. 12 shows the combination, symbol combination, and payout number when the BET number is 2 and 3. The combinations of symbols and symbols shown in FIG. 12 are basically the same as those in FIG. However, the payout number of the small part of the bell is 15 in FIG. 11, but 10 in FIG.

  Here, in the FT gaming state and the FT gaming / carry-over state, there is provided a notification period (game section) in which the type is notified when the small part of the cherry is won internally. In the notification period, if at least one of the red cherry small combination and the black cherry small combination is won internally, a message to that effect is displayed on the display screen 5a. Whether it is a notification period is identified by a notification period identifier. When the notification period identifier is 1, it is a notification period. When the notification period identifier is 0, it is not a notification period.

  From the viewpoint of the player, the FT gaming state or the FT gaming / carrying-over state can be continued by operating the stop button (such as pressing the button) so that the cherry small combination corresponding to the notification is not established. Game periods other than the notification period (game sections excluding the BB game state) are hereinafter referred to as “normal periods”.

  The condition for generating the notification period is that the number of notification periods is 1 or more and that the BB gaming state has ended. The notification period end condition is satisfied when either one of the notification period count becomes 0 or the FT operating flag is turned off is satisfied.

  The number of notification periods is the number of games in which the notification period continues. The number of notification periods is determined based on a mode (identification information) described later (FIG. 16). There are modes A to C, and switching is performed according to the internal winning combination and notification period mode transition table (FIG. 15 described later) in the general gaming state (step S93 of FIG. 30 described later). The number of notification periods is decremented by 1 at the end of the game in the notification period.

  Here, during the notification period, when the number of notification periods is 101 or more, a value obtained by subtracting 100 from the number of notification periods, when the number of notification periods is 51 or more, a value obtained by subtracting 50 from the number of notification periods, the notification period When the number of times is 50 or less, the same value as the number of notification periods (hereinafter referred to as “display number”) is displayed in the number display area 29.

  That is, in the number display area 29, when the number of notification periods is 51 or more, any value in the range of 1 to 50 smaller than the number of notification periods is displayed as the display number. From the player's point of view, the value displayed in the number of times display area 29 can be understood that the notification period continues for a maximum of 50 games, but the number of notification periods is determined to be 51 or more. It is not possible.

  In this way, when the number of notification periods is 51 or more, the number of times smaller than the original number of notification periods is displayed as the number of display times, thereby failing to hold the small winning part of the cherry won internally in the notification period. In this case, the degree of discouragement of the player can be reduced. For example, even when the number of notification periods is 117 and the number of display times is 17, the player can grasp whether the number of notification periods is 17, 67, or 117 even if the above-mentioned push fails. Since this is not possible, the degree of discouragement of the player can be made smaller than when the player can directly grasp the notification period.

  The initial value set as the number of notification periods is one of 50, 100, and 150. The number of games in which the notification period with the smallest number of continuing times (the notification period with the initial value of 50) continues is 50. That is, the minimum unit (basic unit) of the number of continuous games in the notification period is 50. When the initial value is 100, the notification period is realized for 2 units, and when the initial value is 150, the notification period for 3 units is realized. On the other hand, the display count indicates the number of games that can be played in each unit in the notification period.

  For the player, the maximum number of times displayed in the number-of-times display area 29 is grasped as one unit of the notification period, and the game can be enjoyed in anticipation of how many units the notification period continues. In addition, the display of the number of times display area 29 makes it possible to grasp the notification period over a plurality of games as a unit of unit, so that the game can be sharpened and the contents of the game can be easily understood. .

  The probability lottery table (BET number: 3) will be described with reference to FIG.

  (1) of FIG. 13 shows the general game state probability lottery table. In the general game state, BB (red 7), BB (blue 7), replay, bell small part, red special small part, blue special small part, white special small part, red cherry small part, and black cherry small part There is a case where the winning is internal.

  Here, when BB (red 7) is internally won (when BB (red 7) is carried over), “red 7-red 7-red 7” is allowed to line up along the active line. Also, when BB (blue 7) is won internally (when BB (blue 7) is carried over), “blue 7-blue 7-blue 7” is allowed to line up along the active line.

  (2) of FIG. 13 shows a probability lottery table for the BB general gaming state. In the BB general gaming state, there are cases where RB, replay, bell small part, red special small part, blue special small part, white special small part, red cherry small part, and black cherry small part are internally won.

  Here, when the RB is won internally (when the RB is carried over), “bell-yellow-green heart-yellow-green heart” is allowed to line up along the active line.

  (3) of FIG. 13 shows the carry-over state probability lottery table. In this carry-over state, there are cases where a replay, a bell small part, a red special small part, a blue special small part, a white special small part, a red cherry small part, and a black cherry small part are internally won.

  The probability lottery table (BET number: 3) will be described with reference to FIG.

  FIG. 14 (1) shows an FT gaming state probability lottery table. In the FT gaming state, BB (Red 7), BB (Blue 7), Replay, Bell Minor, Red Special Minor, Blue Special Minor, White Special Minor, Red Cherry Minor, and Black Cherry Minor There is a case where the winning is internal.

  Here, when BB (red 7) is internally won (when BB (red 7) is carried over), “red 7-red 7-red 7” is allowed to line up along the active line. Also, when BB (blue 7) is won internally (when BB (blue 7) is carried over), “blue 7-blue 7-blue 7” is allowed to line up along the active line.

  (2) of FIG. 14 shows an FT game / carry-over state probability lottery table. In the FT game / carry-over state, there are cases where a replay, a bell small part, a red special small part, a blue special small part, a white special small part, a red cherry small part, and a black cherry small part are internally won.

  The notification period mode transition table will be described with reference to FIG.

  (1) in FIG. 15 is used when an internal winning is made for a small part of cherry. (2) of FIG. 15 is used when a special small role is won internally. (3) in FIG. 15 is used when an internal win is made for the small part of the bell. (4) in FIG. 15 is used when an internal winning is made for replay.

  The notification period mode transition table includes information on lottery values that are won in A to C as modes after transition (modes to transition to) according to the mode before transition (current mode). The lottery value is a value to be subtracted from the extracted random number value. When the lottery value is subtracted from the random number value and the subtracted value is negative, information corresponding to the lottery value is selected.

  For example, when the current mode is “A”, when the small part of the cherry is won internally and the extracted random number value is “10000”, first, the lottery value corresponding to the mode A after the transition from “10000” “ Subtract 8192 ”. The subtracted value is “1808” (a positive value). Next, the lottery value “24064” corresponding to the mode B after the transition is subtracted from “1808”. The subtracted value is negative. Therefore, B is selected as the mode after the transition.

  The notification period lottery table will be described with reference to FIG.

  The notification period lottery table includes lottery value information that is won in 0, 50, 100, and 150 as the number of notification periods (initial value of the number of notification periods) for each of modes A to C. The expected value of the number of notification periods determined in each mode is “26.5” in mode A, “36.5” in mode B, and “65.3” in mode C.

  In this way, the expected value of the number of games for which the notification period continues depends on the mode. From the player's point of view, in expectation of changing to mode C, it is possible to enjoy the mode change according to the internal winning combination.

  With reference to FIG. 17, the normal period production group determination table for determining the production group identifier in the normal period will be described.

  The normal period effect group determination table includes lottery value information corresponding to the effect group identifier. The production group identifier is information that defines the production mode (rough production content). In FIG. 17, those corresponding to the small role notification type different color production and the small role notification type same color production are shown as production group identifiers.

  With reference to FIG.18 and FIG.19, the effect determination table for normal periods for determining an effect identifier when an effect group identifier is 1 (small part notification type different color effect) in a normal period is demonstrated.

  This effect determination table includes lottery value information corresponding to each effect identifier for each internal winning combination. The effect identifier is information that directly defines the contents of the effect, and the effect identifier and the effect data are associated one-on-one. The effect data corresponding to each effect identifier can be distinguished by the color of the bubbles displayed in the bubble display areas 28L, 28C and 28R and the type of the specific bubble display area at the start operation.

  Here, as the contents of the effect data corresponding to each effect identifier, the bubbles displayed in the corresponding bubble display area are displayed in any two columns of the left stop operation, the center stop operation, or the right stop operation. It is written that it disappears (breaks). A bubble display area corresponding to an operation that does not indicate that the bubbles disappear is a specific bubble display area.

  FIG. 18 shows a normal period effect determination table A used when the effect group identifier is 1 (small role notification type different color effect) in the general gaming state.

  According to the effect data corresponding to the effect identifier selected based on the effect determination table A for the normal period, bubbles of a color corresponding to the internal winning combination are displayed in any of the bubble display areas 28L, 28C, 28R at the start operation. Is displayed. In the specific bubble display area, bubbles of a color corresponding to the internal winning combination are displayed.

  For example, in the case of production data corresponding to production identifier 1 (internal winning combination is replay), a light blue bubble corresponding to the internal winning combination is displayed in the left bubble display area 28L (specific bubble display area) at the start operation. ing. When the left stop operation is performed, since the left bubble display area 28L is the specific bubble display area, the bubbles displayed there do not disappear (do not break).

  FIG. 19 shows a normal period effect determination table B used when the effect group identifier is 1 (small role notification type different color effect) in the carryover state.

  According to the effect data corresponding to the effect identifier selected based on the effect determination table B for the normal period, bubbles of a color corresponding to the internal winning combination are displayed in any of the bubble display areas 28L, 28C, 28R at the start operation. Is displayed. In the specific bubble display area, bubbles of a color that does not correspond to the internal winning combination are displayed.

  For example, in the case of production data corresponding to the production identifier 101 (internal winning combination is replay), a yellow bubble that does not correspond to the internal winning combination is displayed in the central bubble display area 28C (specific bubble display area) at the start operation. ing. When the center stop operation is performed, since the center bubble display area 28C is the specific bubble display area, the bubbles displayed there do not disappear (do not break).

  Referring to FIG. 20 and FIG. 21, the normal period for determining the effect identifier when the effect group identifier is 2 (small role announcement type same color effect) and the internal winning combination is a bell small role in the normal period. The production determination table will be described.

  This effect determination table includes lottery value information corresponding to each effect identifier for each mode. The effect data corresponding to each effect identifier is distinguished by the bubble color displayed in the bubble display areas 28L, 28C and 28R and the type of the specific bubble display area at the time of the start operation, as in the case of FIGS. can do.

  FIG. 20 shows a normal period effect determination table C used when the effect group identifier is 2 (small role notification type same color effect) in the general gaming state.

  According to the effect data corresponding to the effect identifier selected based on the effect determination table C for the normal period, in any of the modes A to C, the internal display is given to the bubble display areas 28L, 28C, 28R at the start operation. A yellow bubble corresponding to the small part of the bell that is the part is displayed.

  In the case of mode A, the probability (16384/32768) that the effect identifier 201 corresponding to the effect data whose specific bubble display area is the left bubble display area 28L is selected (determined) is the center of the specific bubble display area. It is higher than the probability (8192/32768) that the effect identifier 202 corresponding to the effect data that is the bubble display area 28C is selected. The probability that the effect identifier 201 is selected is higher than the probability (8192/32768) that the effect identifier 203 corresponding to the effect data whose specific bubble display area is the right bubble display area 28R is selected.

  In the case of mode B, the probability (16384/32768) that the effect identifier 205 corresponding to the effect data whose specific bubble display area is the central bubble display area 28C is selected (determined) is that the specific bubble display area is on the left. It is higher than the probability (8192/32768) that the effect identifier 204 corresponding to the effect data in the bubble display area 28L is selected. The probability that the effect identifier 205 is selected is higher than the probability (8192/32768) that the effect identifier 206 corresponding to the effect data whose specific bubble display area is the right bubble display area 28R is selected.

  In the case of mode C, the probability (16384/32768) that the effect identifier 209 corresponding to the effect data whose right bubble display area is the right bubble display area 28R is selected (determined) is that the specific bubble display area is left. It is higher than the probability (8192/32768) that the effect identifier 207 corresponding to the effect data that is the bubble display area 28L is selected. In addition, the probability of selecting the effect identifier 209 is higher than the probability (8192/32768) of selecting the effect identifier 208 corresponding to the effect data whose specific bubble display area is the center bubble display area 28C.

  For the player, the mode can be estimated based on the bubble display area corresponding to the specific bubble display area. Therefore, the interest of the game can be improved. For example, when the specific bubble display area is the left bubble display area 28L, it can be recognized that the probability of being in mode A is high.

  FIG. 21 shows a normal period effect determination table D used when the effect group identifier is 2 (small role announcement type same color effect) in the carryover state.

  According to the effect data corresponding to the effect identifier selected based on the effect determination table D for the normal period, in any case of modes A to C, the internal winning is performed for the bubble display areas 28L, 28C, 28R at the start operation. Light blue bubbles that do not correspond to the small part of the role bell are displayed.

  For the player, the mode can be estimated based on the bubble display area corresponding to the specific bubble display area. Furthermore, since the color of the bubble displayed in the specific bubble display area does not match the internal winning combination or the winning combination, it is possible to grasp the carryover state. Therefore, the interest of the game can be improved.

  With reference to FIG. 22, the notification period effect determination table A for determining the effect identifier when the internal winning combination is a black cherry small combination in the notification period will be described.

  This effect determination table includes lottery value information corresponding to each effect identifier for each number of notification periods. The production data corresponding to each production identifier can basically be distinguished by whether or not the male character 207 as an enemy holds the machine gun 209 at the time of the start operation.

  Whether the female character 205 as the main character wins over the male character 207 when the third stop operation is performed and the female character 205 is standing with his back is shown. It changes according to the success or failure of the prize.

  When the number of notification periods is less than 50, the probability that the production identifier 701 corresponding to the production data including that the male character 207 as an enemy holds the machine gun 209 during the start operation is selected (8192/32768) ) Is lower than the probability (24576/32768) that the effect identifier 702 corresponding to the effect data whose content is to be held with bare hands is selected.

  When the number of notification periods is 50 or more, the probability that the production identifier 703 corresponding to the production data including that the male character 207 as an enemy holds the machine gun 209 during the start operation is selected (24576/32768) ) Is higher than the probability (8192/32768) that the effect identifier 704 corresponding to the effect data whose content is to be held with bare hands is selected.

  For the player, it is possible to enjoy the game by estimating the number of notification periods based on whether or not the male character 207 as an enemy holds the machine gun 209 in the start operation together with the display contents in the number display area 29. it can.

  The control operation of the main control circuit 71 will be described with reference to the main flowcharts shown in FIGS.

  First, the CPU 31 performs initialization at the start of the game (step S1). Specifically, initialization of the storage contents of the RAM 33, initialization of communication data, and the like are performed. Subsequently, the predetermined storage contents (information of a predetermined storage area (for example, an area for storing the internal winning combination)) in the RAM 33 at the end of the game are erased (step S2), and the process proceeds to step S3. Specifically, the data in the writable area of the RAM 33 used for the previous game is erased, the parameters necessary for the next game are written in the write area of the RAM 33, the start address of the sequence program of the next game is specified, etc. I do.

  In step S3, medal insertion / start check processing is performed, and the process proceeds to step S4. In this processing, processing such as updating the number of BETs is performed based on inputs from the start switch 6S, the medal sensor 22S, or the BET switches 11-13. In step S4, a random number for lottery is extracted, and the process proceeds to step S5. The random numbers extracted in this process are used in the probability lottery process described later.

  In step S5, a game state monitoring process is performed, and the process proceeds to step S6. In the gaming state monitoring process, the gaming state is monitored based on the FT operating flag, the presence / absence of a carryover combination, the BB operating flag, and the RB operating flag, and switches to a probability lottery table corresponding to the gaming state. In step S6, a probability lottery process for determining an internal winning combination is performed based on the switched probability lottery table, and the process proceeds to step S7. Here, for example, if a cherry small combination is established in the FT gaming state, the FT operating flag is updated to OFF, so the probability lottery table is switched to that shown in (1) of FIG.

  In step S7, stop table selection processing for selecting a stop table based on an internal winning combination is performed, and the process proceeds to step S8. In step S8, a start command is set, and the process proceeds to step S9. The start command includes information such as a gaming state and an internal winning combination, and is transmitted to the sub-control circuit 72. In step S9, it is determined whether or not “4.1 seconds” have elapsed since the previous game started. When this determination is YES, the process proceeds to step S11, and when NO, the process proceeds to step S10.

  In step S10, a game start waiting time digest process (wait process) is performed, and the process proceeds to step S11. Specifically, a process of invalidating an input based on an operation for starting a game by a player until a predetermined time (for example, a predetermined second (eg, “4.1 seconds”)) has elapsed since the start of the previous game. I do. In step S11, a game monitoring timer is set, and the process proceeds to step S12. This game monitoring timer includes an automatic stop timer for automatically stopping the reels 3L, 3C, 3R regardless of the stop operation of the player's stop buttons 7L, 7C, 7R.

  In step S12, the start of rotation of all reels is requested, and the process proceeds to step S13. In step S13, a reel stop permission command is set, and the process proceeds to step S14 in FIG.

  In step S14, it is determined whether or not the stop switch is “ON”, that is, whether any one of the stop buttons 7L, 7C, and 7R has been operated. When this determination is YES, the process proceeds to step S16, and when NO, the process proceeds to step S15. In step S15, it is determined whether or not the value of the automatic stop timer is “0”. When this determination is YES, the process proceeds to step S16, and when NO, the process proceeds to step S14.

  In step S16, the number of sliding frames is determined, and the process proceeds to step S17. In step S17, the process waits for the reels 3L, 3C, 3R corresponding to the stopped stop buttons 7L, 7C, 7R to rotate by the number of sliding frames determined in step S16, and then proceeds to step S18.

  In step S18, the reel rotation is requested to stop, and the process proceeds to step S19. In step S19, a reel stop command is set, and the process proceeds to step S20. In step S20, it is determined whether or not all reels have stopped. When this determination is YES, the process proceeds to step S21 in FIG. 25, and when NO, the process proceeds to step S14.

  In step S21 of FIG. 25, a display combination search process is performed, and the process proceeds to step S22. In the display combination search process, a flag for identifying a display combination (a winning combination) is set based on a symbol stop mode of the symbol display areas 21L, 21C, and 21R. In step S22, it is determined whether or not there is an illegal hit, that is, whether or not there is a mismatch between the internal winning combination and the display combination. When this determination is YES, the process proceeds to step S23, and when NO, the process proceeds to step S24. In step S23, an illegal error is displayed. In this case, the game is canceled.

  In step S24, an FT end process which will be described later with reference to FIG. 26 is performed, and the process proceeds to step 25. In step S25, a display combination command including display combination information is set, and the process proceeds to step S26. In step S26, it is determined whether or not the payout number corresponding to the display combination is zero. When this determination is YES, the process proceeds to step S28, and when NO, the process proceeds to step S27. In step S27, medals are stored (credit) or paid out, and the process proceeds to step S28. In step S28, a payout end command is set, and the process proceeds to step S29.

  In step S29, it is determined whether or not the RB operating flag or the BB operating flag is “ON”. When this determination is YES, the process proceeds to step S31, and when “NO”, the process proceeds to step S30. The RB operating flag is information for identifying whether or not the RB gaming state is set, and is “ON” when in the RB gaming state, and “OFF” when not in the RB gaming state.

  The BB operating flag is information for identifying whether or not the player is in the BB gaming state, and is “ON” when in the BB gaming state, and “OFF” when not in the BB gaming state. Therefore, in the RB gaming state in BB, both flags are “ON”. In the general RB gaming state, the RB operating flag is “ON” and the BB operating flag is “OFF”.

  In step S30, RB / BB operation check processing is performed, and the process proceeds to step S2 in FIG. In the RB and BB operation check processing, when the display combination is RB, the RB operation flag is turned on, when the display combination is BB, the BB operation flag is updated to ON, and the FT operation flag is on. In this case, a process of updating to off is performed. In step S31, RB and BB end check processing described later with reference to FIG. 27 is performed, and the process proceeds to step S2 in FIG.

  The FT end process will be described with reference to FIG.

  First, the CPU 31 determines whether or not the FT operating flag is on (step S41). When this determination is YES, the process proceeds to step S42, and when it is NO, the process proceeds to step S25 in FIG. In step S42, it is determined whether the display combination is a cherry small combination (red cherry small combination or black cherry small combination). When this determination is YES, the process proceeds to step S43, and when NO, the process proceeds to step S25 in FIG.

  In step S43, it is determined whether or not a carryover combination is set. When this determination is YES, the process proceeds to step S44, and when NO, the process proceeds to step S45. In step S44, the carryover state operation process is performed, and the process proceeds to step S25 in FIG. In the carry-over state operation process, processing for updating the FT operation flag to OFF and shifting to the carry-over state is performed. In step S45, general game state operation processing is performed, and the process proceeds to step S25 in FIG. In the processing in the general gaming state, processing for updating the FT operating flag to off and shifting to the general gaming state is performed.

  With reference to FIG. 27, the RB / BB end check process will be described.

  First, the CPU 31 determines whether or not the RB operating flag is “ON” (step S51). When this determination is YES, the process proceeds to step S52, and when this determination is NO, the process proceeds to step S56. In step S52, information on the number of RB games (the number of games in the RB game state) is updated, and the process proceeds to step S53.

  In step S53, it is determined whether or not it is the end of the RB gaming state. When this determination is YES, the process proceeds to step S54, and when it is NO, the process proceeds to step S55. In step S54, processing at the end of RB is performed, and the process proceeds to step S55. In step S55, it is determined whether or not the BB operating flag is “ON”. When this determination is YES, the process proceeds to step S56, and when it is NO, the process proceeds to step S2 in FIG.

  In step S56, information on the number of medals paid out in the BB gaming state is updated, and the process proceeds to step S57. In step S57, it is determined whether or not the BB gaming state has ended. When this determination is YES, the process proceeds to step S58, and when it is NO, the process proceeds to step S60. In step S58, processing at the end of BB is performed, and the process proceeds to step S59. In step S59, processing at the time of FT operation is performed, and the process proceeds to step S2 in FIG. In the FT operation processing, processing for updating the FT operation flag to ON is performed.

  In step S60, it is determined whether or not the display combination is RB. When this determination is YES, the process proceeds to step S61, and when this determination is NO, the process proceeds to step S2 in FIG. In step S61, RB operation processing is performed, and the process proceeds to step S2 in FIG.

  The control operation of the image control circuit (gSub) 72a will be described with reference to the flowcharts shown in FIGS.

  The gSub reset interrupt process will be described with reference to FIG.

  When the power is first turned on and a voltage is applied to the reset terminal, the image control microcomputer 81 generates a reset interrupt, and based on the occurrence of the interrupt, the gSub reset interrupt stored in the program ROM 83 is generated. It is comprised so that an embedding process may be performed sequentially.

  First, the image control microcomputer 81 initializes the work RAM 84, the control RAM 87, the video RAM 89, etc. (step S71), and proceeds to step S72. In step S72, an input monitoring process for monitoring whether there is an input from the operation unit 17 or the like is performed, and the process proceeds to step S73. In step S73, a command input process described later with reference to FIG. 29 is performed, and the process proceeds to step S74. In step S74, a command output process for outputting a command to the sound / lamp control circuit (mSub) 72b is performed, and the process proceeds to step S75. In step S75, an image control process is performed, and the process proceeds to step S71.

  The command input process will be described with reference to FIG.

  First, the sub control circuit 72 determines whether or not there is data in the command buffer, that is, whether or not a command has been received (step S81). The command buffer is a storage area for storing a command transmitted from the main control circuit 71. When the determination in step S81 is YES, the process proceeds to step S82, and when the determination is NO, the process proceeds to step S74 in FIG.

  In step S82, it is determined whether or not the jump destination is OK. Specifically, it is determined whether or not the jump destination process corresponding to the received command can be executed. If this determination is YES, the process proceeds to step S83, and if it is determined that data that cannot be processed due to noise or the like is received, or if it is determined that the data is invalid from the history of previously received commands, this determination is NO. Then, the process proceeds to step S74 in FIG.

  In step S83, a return address is set, and the process proceeds to step S84. The address set in step S83 is basically an address corresponding to the processing in step S85 described later. In step S84, the process jumps to the determined process. Specifically, based on the jump table, the jump destination process corresponding to the head data of the received command is performed, and the process proceeds to step S85. The jump destination process includes a game start process which will be described later with reference to FIG. 30, a winning process which will be described later with reference to FIG. In step S85, the command buffer is cleared and the process proceeds to step S74 in FIG.

  With reference to FIG. 30, the game start process will be described. The game start process is executed when a start command is received from the main control circuit 71.

  First, the sub control circuit 72 determines whether or not the carryover state is set (step S91). When this determination is YES, the process proceeds to step S95, and when NO, the process proceeds to step S92. In step S92, it is determined whether the game state is a general game state. When this determination is YES, the process proceeds to step S93, and when it is NO, the process proceeds to step S97. In step S93, a mode transition lottery is performed based on the internal winning combination, and the process proceeds to step S94. In step S94, the mode is updated based on the lottery result, and the process proceeds to step S95.

  In step S95, it is determined whether or not the notification period identifier is “1”. When this determination is YES, the process proceeds to step S96, and when NO, the process proceeds to step S97. In step S96, the notification period identifier is updated to “0”, and the process proceeds to step S97. In step S97, an effect related process described later with reference to FIG. 31 is performed, and the process proceeds to step S85 in FIG.

  The effect related processing will be described with reference to FIG.

  First, the sub control circuit 72 determines whether or not the game state is a general gaming state or a carryover state (step S101). When this determination is YES, the process proceeds to step S102, and when this determination is NO, the process proceeds to step S104. In step S102, for example, the effect group identifier is determined based on the normal period effect group determination table (FIG. 17), the determined effect group identifier is set, and the process proceeds to step S103.

  In step S103, the effect identifier is determined based on the gaming state, the set effect group identifier, the internal winning combination, the mode, the normal period effect determination table (FIGS. 18 to 21), and the determined effect identifier is set. The process proceeds to step S109.

  In step S104, it is determined whether or not the FT gaming state or the FT gaming / carry-over state. When this determination is YES, the process proceeds to step S105, and when this determination is NO, the process proceeds to step S108. In step S105, it is determined whether or not the notification period identifier is “1”. When this determination is YES, the process proceeds to step S106, and when this determination is NO, the process proceeds to step S108.

  In step S106, it is determined whether the internal winning combination is a cherry small combination (red cherry small combination or black cherry small combination). When this determination is YES, the process proceeds to step S107, and when it is NO, the process proceeds to step S108. In step S107, the effect identifier is determined based on the value of the notification period number counter, the internal winning combination, the notification period effect determination table A (FIG. 22), etc., the determined effect identifier is set, and the process proceeds to step S109.

  In step S108, an effect identifier is determined based on the gaming state, internal winning combination, etc., the determined effect identifier is set, and the process proceeds to step S109. In step S109, the effect data corresponding to the effect identifier set in step S103, step S107 or step S108, the value of the display number counter (display number counting means), etc. are set, and the process proceeds to step S85 in FIG. By the processing in step S109, the liquid crystal panel 134 realizes the content corresponding to the set performance data.

  The reel stop process will be described with reference to FIG. The reel stop process is executed when a reel stop command is received.

  First, the sub control circuit 72 adds “1” to the value of the stop reel number counter (step S111). The stop reel number counter is a counter that counts the number of reels controlled to stop based on the operation of the stop buttons 7L, 7C, and 7R by the player. When the first stop operation is performed, the value of the stop reel counter is updated to “1”. When the second stop operation is performed, the value of the stop reel counter is updated to “2”. When the third stop operation is performed, the value of the stop reel number counter is updated to “3”.

  Subsequently, a stop reel identifier is set (step S112), and the process proceeds to step S85 in FIG. The stop reel identifier is information on a reel that is subject to stop control. When the left reel 3L is the target of stop control, the “stop reel identifier” is set to “0”. Similarly, when the central and right reels 3C and 3R are the targets of stop control, the stop reel identifier is set to “1” and “2”, respectively.

  Here, by the reel stop process, an effect based on the set effect data corresponding to each of the left stop operation, the center stop operation, and the right stop operation is realized on the liquid crystal panel 134. In addition, an effect based on the set effect data is realized in the liquid crystal panel 134 corresponding to each of the first stop operation to the third stop operation.

  The winning process will be described with reference to FIG. The winning process is executed when a command including display combination information is received from the main control circuit 71.

  First, the sub control circuit 72 determines whether or not it is the end of BB (step S121). When this determination is YES, the process proceeds to step S122, and when NO, the process proceeds to step S127. In step S122, the notification period lottery is performed based on the mode, and the process proceeds to step 103. In step S123, it is determined whether or not the number of notification periods is “0”. When this determination is YES, the process proceeds to step S85 of FIG. 29, and when NO, the process proceeds to step S124.

  In step S124, the notification period identifier is set to “1”, and the process proceeds to step S125. In step S125, the value of the notification period number counter (notification period number counting means) is updated to one of 50, 100, or 150 based on the lottery result in step S122, and the process proceeds to step S126. In step S126, the value of the display number counter is set (updated) to 50, and the process proceeds to step S85 in FIG.

  In step S127, it is determined whether or not the FT gaming state or the FT gaming / carry-over state. When this determination is YES, the process proceeds to step S128, and when NO, the process proceeds to step S85 in FIG. In step S128, "1" is subtracted from the value of the notification period number counter, and the flow proceeds to step S129. In step S129, "1" is subtracted from the value of the display number counter, and the process proceeds to step S130. In step S130, it is determined whether or not the value of the notification period counter is “0”. When this determination is YES, the process proceeds to step S131, and when NO, the process proceeds to step S85 in FIG. In step S131, the notification period identifier is updated to “0”, and the process proceeds to step S85 in FIG.

  In step S132, it is determined whether or not the value of the display number counter is zero. When this determination is YES, the process proceeds to step S133, and when it is NO, the process proceeds to step S85 in FIG. In step S133, the value of the display number counter is set to 50, and the process proceeds to step S85 in FIG. Here, the determination in step S132 is YES when the value of the notification period number counter is either 50 or 100.

  As mentioned above, although the Example was described, this invention is not limited to this.

  In the embodiment, when the mode is notified, the bubbles displayed in the bubble display areas 28L, 28C, and 28R have the same color. However, these colors may be different. For example, at least one corresponding bubble may be provided in the general gaming state, and at least one non-corresponding bubble may be provided in the carryover state.

  In the embodiment, basically, the role and the color of the bubble are made to correspond one-to-one, but the present invention is not limited to this. It is also possible to associate the combination of the role and the color of the bubble in a one-to-many manner. For example, a rainbow color (rainbow) can be adopted as the color of bubbles corresponding to all the combinations.

  The end condition of the notification period in the embodiment is related to the number of games, but is not limited to this, and it is also possible to employ winning in an end lottery performed for each game. In this case, a plurality of lottery conditions having different probabilities of winning can be provided, and each can be adopted as an end condition. Further, as the termination condition, a condition that at least one of the condition that the number of notification periods is 0 or the condition that the FT gaming state is shifted to the general gaming state is satisfied may be employed.

  In the embodiment, the separate display means and the information notification means are realized by the liquid crystal panel 134 (one apparatus). However, the present invention is not limited to this, and can be realized by different apparatuses. For example, the separate display means can be realized by visual means (for example, a display device), and the information notification means can be realized by auditory means (speaker).

  In the embodiment, the display mode in which the displayed bubbles are not displayed is adopted as the display mode in which the displayed identification information is not displayed. However, the present invention is not limited to this. For example, a display mode in which the displayed identification information is reduced and displayed, a display mode in which the displayed identification information is deformed, and the like can be adopted as a display mode in which the displayed identification information is not displayed. As a display mode in which the displayed identification information is not displayed, for example, a display mode in which the player can recognize that the display content of the separate display means has been changed can be adopted. Moreover, although the bubble is displayed as identification information, it is not restricted to this.

  In the embodiment, the function of the identification information determination unit and the function of the display mode change determination unit are basically realized by one normal period production determination table or the like (one determination). It is not something that can be done. The function of the identification information determination unit can be realized by the first determination, and the function of the display mode change determination unit can be realized by the second determination. Further, for example, the display mode change determination unit can make a determination based on the determination result of the identification information determination unit.

  Further, the timing for displaying the identification information is not limited to the timing of the start operation, and may be performed at the time of any stop operation. Moreover, you may make it provide the display timing determination means which determines the display timing from any of start operation and 1st stop operation-3rd stop operation. By doing in this way, the diversity of a game can be increased and the interest of a game can be improved. Moreover, you may make it perform the alerting | reporting of the mode by identification information in an alerting | reporting period.

  Furthermore, the present invention can be applied to other gaming machines such as pachinko gaming machines and patty lots in addition to the gaming machine 1 as in the present embodiment. Furthermore, the game can be executed by applying the present invention even in a game program in which the above-described operation of the gaming machine 1 is simulated for a home game machine. In that case, a CD-ROM, FD (flexible disk), or any other recording medium can be used as a recording medium for recording the game program.

The perspective view which shows the external appearance of a gaming machine. The figure which shows the panel display part of a liquid crystal display device, a liquid crystal display part, and a fixed display part. The perspective view which shows schematic structure of a liquid crystal display device. The figure which shows the example of the pattern arranged on the reel. The block diagram which shows the structure of an electric circuit. The block diagram which shows the structure of a sub control circuit. The figure which shows the example of a display in a liquid crystal panel. The figure which shows the example of a display in a liquid crystal panel. The figure which shows the example of a display in a liquid crystal panel. The figure which shows the generation | occurrence | production condition of each game state, a transfer condition, and a transfer destination game state. The figure which shows the relationship between a combination, a symbol combination, and a payout number. The figure which shows the relationship between a combination, a symbol combination, and a payout number. The figure which shows a probability lottery table. The figure which shows a probability lottery table. The figure which shows the alerting | reporting period mode transition table. The figure which shows the alerting | reporting period lottery table. The figure which shows the production group determination table for normal periods. The figure which shows the effect determination table A for normal periods. The figure which shows the effect determination table B for normal periods. The figure which shows the effect determination table C for normal periods. The figure which shows the effect determination table D for normal periods. The figure which shows the notification determination table A for alerting | reporting periods. The main flowchart of a main control circuit. The flowchart following FIG. The flowchart following FIG. The flowchart which shows FT end processing. The flowchart which shows RB and BB completion | finish check processing. The flowchart which shows the reset interruption process for gSub. The flowchart which shows the command input process of a subcontrol circuit. The flowchart which shows the game start process of a subcontrol circuit. The flowchart which shows the production related process of a sub-control circuit. The flowchart which shows the reel stop process of a sub control circuit. The flowchart which shows the winning process of a sub-control circuit.

Explanation of symbols

DESCRIPTION OF SYMBOLS 1 Game machine 2 Front door 3L, 3C, 3R Reel 6 Start lever 7L, 7C, 7R Stop button 30 Microcomputer 31 CPU
32 ROM
33 RAM
71 Main control circuit 72 Sub control circuit

Claims (3)

  1. A symbol display means having a plurality of display units for displaying symbols;
    Start signal output means for outputting a signal for instructing the start of a unit game based on the start operation;
    A winning combination determining means for determining a winning combination based on winning combination determination information when a signal is output by the start signal output means;
    When the signal is output by the start signal output unit, the symbol variation unit that varies the symbol in the plurality of display units;
    Decision information switching means for switching the winning combination determining information used by the winning combination determining means for determining the winning combination;
    A stop signal output means that is provided corresponding to each of the plurality of display units, and outputs a signal instructing to stop the variation of symbols in the corresponding display unit in response to a stop operation;
    A stop control means for stopping, when a signal is output by the stop signal output means, based on a determination result of the winning combination determination means, a change in a symbol in a display unit corresponding to the stop signal output means;
    Information notification means configured to be able to notify information related to a game;
    Stores information on the number of times that a specific game section can be continued provided when the winning combination determination information is switched to the first winning combination determination information whose probability of winning the first combination is the first probability Number of times information storage means,
    Number-of-times information update means for updating the number-of-times information stored in the number-of-times information storage means for each unit game;
    Separate display means different from the symbol display means;
    Display control information storage means for storing display control information used for display control of the separate display means;
    Display control information selection means for selecting display control information from display control information stored in the display control information storage means;
    Another display control means for controlling the separate display means based on the display control information selected by the display control information selection means;
    With
    When the winning combination determination information is switched to the first winning combination determination information, the determination information switching unit is provided on the condition that the combination of symbols corresponding to the second combination is displayed by the symbol display unit. , Switching the winning combination determination information to second winning combination determination information having a second probability different from the first probability in winning the first combination,
    The information notifying unit has determined that the winning combination determining unit has determined that the second combination is a winning combination on the condition that the winning combination determining unit has determined that the second combination is a winning combination in the specific game section. To the effect,
    The display control information selecting means selects display control information from the display control information stored in the display control information storage means based on the number of times information stored in the number information storage means in the specific game section. A featured gaming machine.
  2. The gaming machine according to claim 1,
    The probability that the display control information selection unit selects specific display control information when the number of times stored by the number information storage unit is greater than or equal to a predetermined number is less than the predetermined number of times that the number information storage unit stores In this case, the display control information selection means has a higher probability of selecting the specific display control information.
  3.   3. The gaming machine according to claim 2, wherein the first combination is not based on inserting a game medium when a combination of symbols corresponding to the first combination is displayed by the symbol display means. A gaming machine characterized in that the next unit game is started.
JP2005054952A 2005-02-28 2005-02-28 Game machine Pending JP2006238952A (en)

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Cited By (15)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2008093282A (en) * 2006-10-13 2008-04-24 Heiwa Corp Slot game machine
JP2008132031A (en) * 2006-11-27 2008-06-12 Aruze Corp Reel type game machine
JP2008136838A (en) * 2006-11-07 2008-06-19 Aruze Corp Slot machine
JP2008154835A (en) * 2006-12-25 2008-07-10 Aruze Corp Game machine
JP2008229179A (en) * 2007-03-22 2008-10-02 Samii Kk Slot machine
JP2008237875A (en) * 2007-02-28 2008-10-09 Aruze Corp Rotary reel type game machine
JP2008301897A (en) * 2007-06-05 2008-12-18 Heiwa Corp Reel type game machine
JP2009005826A (en) * 2007-06-27 2009-01-15 Daito Giken:Kk Game machine
JP2009261546A (en) * 2008-04-24 2009-11-12 Aruze Corp Game machine
JP2009285017A (en) * 2008-05-28 2009-12-10 Sankyo Co Ltd Slot machine
JP2009285018A (en) * 2008-05-28 2009-12-10 Sankyo Co Ltd Slot machine
JP2009285016A (en) * 2008-05-28 2009-12-10 Sankyo Co Ltd Slot machine
JP2010057737A (en) * 2008-09-04 2010-03-18 Universal Entertainment Corp Game machine
JP2013056231A (en) * 2012-12-26 2013-03-28 Universal Entertainment Corp Game machine
JP2014208029A (en) * 2014-04-24 2014-11-06 株式会社ユニバーサルエンターテインメント Game machine

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JPH11178991A (en) * 1997-12-17 1999-07-06 Daikoku Denki Co Ltd Slot machine
JP2001079153A (en) * 2000-08-28 2001-03-27 Sankyo Kk Game machine
JP2002028285A (en) * 2000-07-05 2002-01-29 Sekiyu Ri Game machine
JP2003024507A (en) * 2000-07-11 2003-01-28 Aruze Corp Game machine
JP2003310862A (en) * 2002-04-25 2003-11-05 West C:Kk Slot machine
JP2004033591A (en) * 2002-07-05 2004-02-05 Olympia:Kk Game machine, program, and storage medium
JP2004230023A (en) * 2003-01-31 2004-08-19 Sankyo Kk Slot machine
JP2005034595A (en) * 2003-06-25 2005-02-10 Aruze Corp Game machine

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Publication number Priority date Publication date Assignee Title
JPH11178991A (en) * 1997-12-17 1999-07-06 Daikoku Denki Co Ltd Slot machine
JP2002028285A (en) * 2000-07-05 2002-01-29 Sekiyu Ri Game machine
JP2003024507A (en) * 2000-07-11 2003-01-28 Aruze Corp Game machine
JP2001079153A (en) * 2000-08-28 2001-03-27 Sankyo Kk Game machine
JP2003310862A (en) * 2002-04-25 2003-11-05 West C:Kk Slot machine
JP2004033591A (en) * 2002-07-05 2004-02-05 Olympia:Kk Game machine, program, and storage medium
JP2004230023A (en) * 2003-01-31 2004-08-19 Sankyo Kk Slot machine
JP2005034595A (en) * 2003-06-25 2005-02-10 Aruze Corp Game machine

Cited By (15)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2008093282A (en) * 2006-10-13 2008-04-24 Heiwa Corp Slot game machine
JP2008136838A (en) * 2006-11-07 2008-06-19 Aruze Corp Slot machine
JP2008132031A (en) * 2006-11-27 2008-06-12 Aruze Corp Reel type game machine
JP2008154835A (en) * 2006-12-25 2008-07-10 Aruze Corp Game machine
JP2008237875A (en) * 2007-02-28 2008-10-09 Aruze Corp Rotary reel type game machine
JP2008229179A (en) * 2007-03-22 2008-10-02 Samii Kk Slot machine
JP2008301897A (en) * 2007-06-05 2008-12-18 Heiwa Corp Reel type game machine
JP2009005826A (en) * 2007-06-27 2009-01-15 Daito Giken:Kk Game machine
JP2009261546A (en) * 2008-04-24 2009-11-12 Aruze Corp Game machine
JP2009285017A (en) * 2008-05-28 2009-12-10 Sankyo Co Ltd Slot machine
JP2009285018A (en) * 2008-05-28 2009-12-10 Sankyo Co Ltd Slot machine
JP2009285016A (en) * 2008-05-28 2009-12-10 Sankyo Co Ltd Slot machine
JP2010057737A (en) * 2008-09-04 2010-03-18 Universal Entertainment Corp Game machine
JP2013056231A (en) * 2012-12-26 2013-03-28 Universal Entertainment Corp Game machine
JP2014208029A (en) * 2014-04-24 2014-11-06 株式会社ユニバーサルエンターテインメント Game machine

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