JP2007151568A - Game machine - Google Patents

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Publication number
JP2007151568A
JP2007151568A JP2005346359A JP2005346359A JP2007151568A JP 2007151568 A JP2007151568 A JP 2007151568A JP 2005346359 A JP2005346359 A JP 2005346359A JP 2005346359 A JP2005346359 A JP 2005346359A JP 2007151568 A JP2007151568 A JP 2007151568A
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Japan
Prior art keywords
symbol
step
combination
number
stop
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Pending
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JP2005346359A
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Japanese (ja)
Inventor
Taku Nozaki
卓 野崎
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Aruze Corp
アルゼ株式会社
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Priority to JP2005346359A priority Critical patent/JP2007151568A/en
Publication of JP2007151568A publication Critical patent/JP2007151568A/en
Application status is Pending legal-status Critical

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports or amusements, e.g. casino games, online gambling or betting
    • G07F17/34Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports or amusements, e.g. casino games, online gambling or betting depending on the stopping of moving members in a mechanical slot machine, e.g. "fruit" machines

Abstract

<P>PROBLEM TO BE SOLVED: To allow a player to sufficiently enjoy a game while following rules on the game in a game machine having a single effective line. <P>SOLUTION: The game machine 1 has a subordinate control circuit 72 to adjust the light transmissivity of non-presentation areas 214-216, set corresponding to respective stopping positions of symbols which are connected with the effective line, always at a high level. The subordinate control circuit 72 lowers the light transmissivity of presentation areas 211-213 and presentation areas 217-219 set corresponding to respective stopping positions of symbols which are not connected with the effective line. <P>COPYRIGHT: (C)2007,JPO&INPIT

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 models have 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 being paid out once. As such a role, a role in which a game that gives a relatively large profit to the player can be performed 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 (referred to as “regular bonus”, hereinafter abbreviated as “RB”) in which a given game can be given a predetermined number of games.

  In addition, in the current mainstream model, a combination of predetermined symbols is arranged along an activated formation line (hereinafter referred to as “effective line”), and a winning in which coins, medals, etc. are paid out is established. Indicates that the winning combination of the winning combination (hereinafter referred to as “internal winning combination”) is won by the internal lottery process (hereinafter referred to as “internal random determination”) The player is required to perform a stop operation at a timing at which the symbol combination can be stopped on the active line. In other words, no matter how much 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.

In addition, in such a gaming machine, when the bet number bet on one game is one, the active line is one line, when the bet number bet on the game is two, the active line is three lines, In the case where the number of bets placed on one game is three, there are five active lines, and the number of lines corresponding to the number of inserted medals becomes effective (for example, see Patent Document 1).
JP 2004-337403 A

  In the gaming machine as described above, depending on the specifications, it may be harmful to good manners and customs. Also, in order to manufacture gaming machines, it is necessary to pay attention to the impact on society, such as avoiding reluctance. As a criterion for this determination, there are “Rules concerning the recognition and type inspection of game machines” in the “Rules on Enforcement of Laws on Customs Business and the Law Enforcement of Business”. According to these criteria, it is desirable to display the symbols displayed along the active line among the symbols arranged on the main reel so that the player can always recognize them clearly.

  Under such circumstances, a gaming machine with a single effective line is desired in order to reduce the number of symbols displayed along the active line among the symbols arranged on the main reel. However, since the gaming machine itself with a single effective line is novel, the player is intrigued while being unfamiliar with the game with a single effective line, so that there is a problem that the game cannot be fully enjoyed. It will be.

  An object of the present invention is to provide a gaming machine that can sufficiently enjoy a game while observing the rules relating to the game in a gaming machine having a single effective line.

  The present invention has been made in view of the above-described problems, and in the gaming machine, the adjusting means is configured to adjust the light of a specific region provided corresponding to each of the symbol stop positions connected by a specific line. The transmittance is always adjusted to a high level, and all symbol fluctuations made by the symbol variation means are controlled to stop by the stop control means, corresponding to each symbol stop position not connected by a specific line. The transmittance of light in a predetermined region provided by the above is lowered.

  More specifically, the present invention provides the following.

  (1) A plurality of display portions (for example, symbol display areas 21L, 21C, and 21R described later) on which symbols are displayed, and symbol stop positions (for example, symbols to be described later) at which the symbols are stopped and displayed for each of the display portions. A symbol display means (for example, reels 3L, 3C, 3R, which will be described later, a liquid crystal display device 131, which will be described later) having a stop position, and a start operation (for example, a start operation, an operation of the start lever 6 which will be described later). Starting operation detection means (for example, a start switch 6S, which will be described later, a main control circuit 71, which will be described later) and the detection of the start operation performed by the start operation detection means. A winning combination determining means for determining a winning combination described later, an internal winning combination described later, a carryover combination described later (for example, means for performing an internal lottery process described later, a main control circuit 71 described later). ) And symbol variation means (for example, described later) that performs variation (for example, variation display) of the symbol displayed on the display unit by the symbol display device on condition that the start operation is detected by the start operation detection device. Stepping motors 49L, 49C, 49R, a main control circuit 71 described later) and a stop operation detecting means (for example, operation of stop buttons 7L, 7C, 7R described later) by the player , A later-described stop switch 7LS, 7CS, 7RS, etc.) and a symbol performed by the symbol variation means based on detection of a stop operation performed by the stop operation detecting means and a winning combination determined by the winning combination determining means Stop control means (for example, means for performing a reel stop control process described later, a main control circuit 71 described later), and the like. The symbol combination (for example, “blue 7-bell-bell” described later) is displayed on a specific line connecting one symbol stop position predetermined for each display unit by the symbol display means. In addition, a game value providing means (for example, means for performing the processing of step S18 in FIG. 18 described later) for giving a predetermined game value (for example, a medal described later) to the player is provided in the display unit. And the area | region provided corresponding to each of the said symbol stop position (For example, the below-mentioned effect area 211-effect area 213, the below-mentioned non-effect area 214-non-effect area 216, the after-mentioned effect area 217-effect area 219, etc.). Adjusting means (for example, a liquid crystal panel 134 described later, a sub-control circuit 72 described later, an image control circuit (gSub) 72a described later), and the like. The light transmittance of a specific region (for example, a non-effect region described later, a non-effect region 214 to a non-effect region 216 described later) provided corresponding to each of the symbol stop positions connected by a specific line is always high. The condition is adjusted so that all the symbol fluctuations performed by the symbol varying means are controlled to be stopped by the stop control means (for example, all reels 3L, 3C, 3R described later are stopped) ), Predetermined areas (for example, an effect area described later, an effect area 211 to an effect area 213 described later, an effect area 217 to an effect described later) provided corresponding to each of the symbol stop positions not connected by the specific line. A gaming machine characterized by having low light transmittance in a region 219 or the like.

  According to the gaming machine described in (1), the adjusting means adjusts the light transmittance of a specific area provided corresponding to each of the symbol stop positions connected by the specific line to a high state at all times. The light transmittance of a predetermined area provided corresponding to each of the symbol stop positions that are not connected by a specific line is set on condition that all the fluctuations of the symbols performed by the means are controlled to be stopped by the stop control unit. make low. In this way, even when all the symbols are controlled to be stopped by the stop control means, the light transmission in a specific area is adjusted to a high state, so that the player can stop the symbols connected by a specific line. The symbols stopped and displayed at each position can be clearly seen. That is, since the symbol combination corresponding to the winning combination determined by the winning combination determining means is clearly displayed through the specific area, the player can clearly recognize the symbol combination displayed by the symbol displaying means. Can do. In addition, when the variation of all symbols is controlled to be stopped by the stop control means, the light transmittance of a predetermined region is lowered, so that a specific region is conspicuous. Therefore, since the specific area is provided corresponding to each of the symbol stop positions connected by the specific line, the player can easily grasp the specific line. Therefore, since the symbol combination is clearly displayed along the specific line by the symbol display means, it is possible to comply with the rules regarding the game. In addition, even if the player is unfamiliar with a game with a single specific line, the player can easily grasp the specific line, so that the player can fully enjoy the game. In addition, for example, even when a symbol constituting a predetermined symbol combination is stopped and displayed side by side at a symbol stop position corresponding to the predetermined region, the light transmittance of the predetermined region is reduced, so that It becomes difficult for a person to visually recognize the symbol combination displayed in a stopped state. Therefore, according to this configuration, a misconception that occurs when symbols constituting a predetermined symbol combination are displayed side by side at a symbol stop position corresponding to a predetermined area, that is, a symbol combination is generated along a specific line. It is possible to prevent a mistake from being displayed.

  (2) In the gaming machine described in (1), the adjusting means may be a predetermined symbol combination (for example, “Replay-Replay-Replay” described later) corresponding to the winning combination determined by the winning combination determining means. On the condition that it is displayed on the specific line by the symbol display means, information for emphasizing the predetermined symbol combination in the predetermined region (for example, “replay acquisition !!” described later) is formed. The gaming machine is characterized by adjusting the light transmittance of the predetermined area as described above.

  According to the gaming machine described in (2), the adjusting means adjusts the light transmittance of the predetermined area so that information emphasizing the predetermined symbol combination is formed in the predetermined area. Information emphasizing a predetermined symbol combination corresponding to the winning combination determined by the winning combination determining means is formed in a predetermined region located in the vicinity of a specific line connecting each of the symbol stop positions corresponding to the specific region. Therefore, the player can quickly and accurately grasp the displayed symbol combination without removing the line of sight from the symbol display means.

  (3) In the gaming machine according to (1) or (2), the adjusting means adjusts a light transmittance of an area overlapping with a symbol displayed through the predetermined area in the predetermined area. A gaming machine.

  According to the gaming machine described in (3), it is difficult to see a symbol displayed through a predetermined area. For example, a special symbol arrangement that was difficult to realize in a gaming machine having five specific lines, because it is difficult to grasp the mode of the symbol that is stopped and displayed at a symbol stop position that is not connected by a specific line. That is, it is possible to easily realize an arrangement in which each of the predetermined symbol combinations in the unit game can be stopped and displayed side by side.

  According to the present invention, since the symbol combination is clearly displayed along the specific line by the symbol display means, it is possible to comply with the rules relating to the game. In addition, even if the player is unfamiliar with a game with a single specific line, the player can easily grasp the specific line, so that the player can fully enjoy the game.

  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 are formed as substantially vertical surfaces. 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 display line described later is validated. 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 (see FIG. 3 described later).

  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 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 and the number of credited medals when a winning is established.

  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 the liquid crystal display device 131 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.

  A center line 8 is provided as a display line in the symbol display areas 21L, 21C, and 21R. This display line is activated when the player depresses the BET switches 11 to 13 or inserts a medal into the medal slot 10 (hereinafter, the activated display line is referred to as “valid line”). "). When the BET number is 1 or more, the display line is activated regardless of the BET number.

  Here, in each of the symbol display areas 21L, 21C, and 21R, three symbol stop positions (upper, middle, and lower) are provided in the vertical direction (vertical direction). When the symbol variation display (moving display) in each symbol display area 21L, 21C, 21R is stopped, the symbol is stopped and displayed at each of the symbol stop positions provided in each symbol display area 21L, 21C, 21R. . Each display line connects a symbol stop position in each symbol display area 21L, 21C, 21R.

  The symbol display areas 21L, 21C, and 21R are displayed 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. , 3R becomes transparent so that the symbols on 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 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. More specifically, the areas corresponding to the symbol display areas 21L, 21C, and 21R are 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. The central reel 3C and the right reel 3R have the same structure as the left reel 3L, and an LED housing circuit board is provided in each of them.

  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. On the display board 133, a figure, a picture, etc. are drawn in the area | region corresponding to the panel display part 2a and the fixed display part 2c (refer FIG. 2).

  Here, in FIG. 3, various display units (bonus game information display unit 16, payout display unit 18, credit display unit 19, etc.) and BET lamps arranged on the back side of the area of the display board 133 corresponding to the panel display unit 2 a. Illustration of an electric circuit for operating 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, 136BR are formed so as to coincide with the symbol display areas 21L, 21C, 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, 139g, and 139h. 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.

  A 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 passes through the reel sheet. Since 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, the player can visually recognize the symbols arranged on the reel. .

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

  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.

  A 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, "blue 7 (design 91)", "high rhino (design 92)", "BAR (design 93)", "bell (design 94)", "red cherry (design 95) ) "," Blue cherry (symbol 96) "," Replay (symbol 97) ", and" Red 7 (symbol 98) ". Each reel 3L, 3C, 3R is rotationally driven so that the symbol row moves in the direction of the arrow in FIG.

  In each of the reels 3L, 3C, 3R, “Red 7” and “BAR” constituting the symbol combination of MB (continuous operation device related to the second type special object) are the maximum number of sliding symbols (4 in the embodiment). ) Are arranged at intervals exceeding symbols.

  Here, MB1, MB2, red cherry, blue cherry, bell, watermelon, blue 7 bell, high rhino, compound role, and replay are provided in the role of the embodiment. Hereinafter, MB1 and MB2 are collectively referred to as “middle bonus (MB)”. In addition, red cherry, blue cherry, bell, watermelon, blue 7 bell, and hysai are collectively referred to as “small role” hereinafter.

  The combination (combination data) is basically control information in which profits given to the player and symbol combinations are associated with each other in advance, and stop control of the reels 3L, 3C, 3R and switching (transition) of the gaming state. It is used to give game value. A plurality of combinations of profits and symbol combinations given to the player are associated with the composite combination (a set of a plurality of combinations). The displayed symbol combination (profit given to the player) is determined according to the operation timing of the stop buttons 7L, 7C, 7R by the player.

  The gaming state of the embodiment basically includes a general gaming state and a challenge bonus gaming state (hereinafter abbreviated as “CB gaming state”). The gaming state can be basically distinguished by the type of the internal lottery table used for determining the internal winning combination and the stop control mode of the reel (the maximum number of so-called “sliding symbols”). Specifically, the gaming state can be distinguished based on the types of roles that may be won internally, the probability of winning internally, the maximum number of sliding symbols, and the like. Note that the left reel 3L in the CB gaming state stops within a first time (for example, 75 ms) after the stop button 7L is operated. In other cases, it stops within the second time (for example, 190 ms). In other words, after the stop buttons 7L, 7C, 7R are operated, a plurality of types of game states are provided in which the maximum time until the reels 3L, 3C, 3R are stopped is different.

  The general gaming state is composed of a normal section having no carryover combination, a replay time section (hereinafter abbreviated as “RT section”) having a higher probability of internal replay than the normal section, and a carryover section having a carryover combination. The In the carryover section, there is no internal winning for the MB, and in the normal section and the RT section, the MB may be won internally. The RT section has a higher probability of internal winning for replay than the normal section and carryover section.

  Therefore, the normal section, the RT section, and the carryover section are basically different gaming states. The carryover combination is a combination that allows the corresponding symbol combinations to be arranged along the active line over one or a plurality of games (permitted according to the internal winning combination). The carryover combination is included in the internal winning combination. The game sections in the general gaming state other than the RT section are hereinafter referred to as “non-RT sections”.

  Whether or not it is an RT section can be determined by whether or not the value of the RT game number counter is 1 or more. The RT game number counter is set to 50 at the start of the general gaming state after the MB is established (step S134 in FIG. 27 described later). The counter value is decremented by 1 in one game (step S10 in FIG. 17 described later). When the MB is won internally, the counter value is updated (cleared) to 0.

  Whether it is a carryover section or not can be determined by the presence or absence of a carryover combination. When there is no carryover combination and the value of the RT game number counter is 0, it is a normal section.

  The CB gaming state is basically a gaming state constituted by a game in which the “second type special character” is operating. In the CB gaming state, the left reel 3L is uncontrolled (the maximum number of sliding symbols is 1), and the maximum number of sliding symbols on other reels is 4. Note that the maximum number of sliding symbols is 4 in a gaming state other than the CB gaming state. The number of sliding symbols is the amount of symbol movement after the corresponding stop button is operated.

  The CB gaming state can be identified by whether the CB operating flag is on or off. The CB operating flag is information for identifying whether or not the gaming state is the CB gaming state. The condition for updating the CB operating flag to ON is that an MB operating flag described later is ON. The condition that the CB operating flag is updated to be off is that one game is finished (step S131 in FIG. 27 described later).

  The MB in-operation flag is information for identifying whether or not an advantageous state is generated due to the establishment of the MB. The expected value of the game value given to the player for the unit game value (for example, one medal bet on one game) used to play a game in this advantageous state is the expected value of the general game state. Is relatively high (the degree of advantage is relatively high). The condition for updating the MB operating flag to ON is that the MB is established. MB is an accessory continuous operation apparatus according to the second type special accessory. The condition for updating the MB in-operation flag to OFF is that the number of medals paid out exceeds the payout possible number (the value of the bonus end number counter becomes 0). The payout possible number is the number of medals that can be paid out in a game (game) from when the MB operating flag is updated to ON until the MB operating flag is updated to OFF. When MB is established, 250 is set as the initial value of the bonus end number counter.

  Here, the relationship between the MB operating flag and the CB operating flag from when the MB operating flag is updated to on until it is updated to off will be described. When the MB is established, the MB operating flag is updated to ON. When the MB operating flag is on, the CB operating flag is updated to on. At the end of the game, the CB operating flag is updated to off. If the MB operating flag is ON at the start of the game, the CB operating flag is updated to ON again.

  When the condition that the MB operating flag is updated to OFF is satisfied, the MB operating flag is updated to OFF. However, when the MB operating flag is updated to OFF, the CB operating flag is set to OFF. The state updated off is maintained. Therefore, when the MB operating flag is on, the CB operating flag is updated to on. That is, after the MB is established, the CB gaming state is maintained until the MB operating flag is updated to OFF.

  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 100a, and sub-control circuit 72 that controls lamps 100b is shown.

  The main control circuit 71 includes a microcomputer 30 disposed on a circuit board as a main component, and is added to a circuit for random number sampling. The microcomputer 30 includes a CPU 31 that performs a control operation according to a preset program (FIGS. 17 to 29 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.

  The ROM 32 of the microcomputer 30 has an internal lottery table (FIG. 11 to be described later) used for determination of random number sampling performed every time the start lever 6 is operated (start operation), and the reel stop mode according to the operation of the stop button. A stop table group and the like for determining are 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, and various storage areas are provided. In the RAM 33, for example, information such as an internal winning combination, a carryover combination, a current gaming state, and the like are 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 way, for example, an internal winning combination is determined based on an internal lottery table (FIG. 11 described later) stored in the ROM 32, for example.

  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.

  In order to associate the rotational positions of the reels 3L, 3C, and 3R as described above with the symbols drawn on the outer peripheral surface of the reel, a symbol arrangement table (FIG. 8 described later) is stored in the ROM 32. 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.

  Further, a symbol combination table (FIG. 9 described later) is stored in the ROM 32. In this symbol combination table, a symbol combination (a combination of symbols corresponding to a display combination to be described later), a medal payout number corresponding to a display combination to be described later, and a winning (establishment) thereof are determined. A winning determination code (establishment determination code) (not shown) is associated. The above symbol combination table is used to confirm the winning (display confirmation) and determine the number of payouts when the left reel 3L, the center reel 3C, and the right reel 3R are stopped and after all the reels 3L, 3C, 3R are stopped. Referenced in case. 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 is determined by the lottery process (internal lottery process or the like) based on the random number sampling, the CPU 31 starts from the stop switches 7LS, 7CS, 7RS at the timing when the player operates the stop buttons 7L, 7C, 7R. Based on the operation signal sent and the determined stop table, a signal for controlling the stop of the reels 3L, 3C, 3R is sent to the motor drive circuit 39.

  If it becomes a stop mode (that is, a winning mode) indicating a 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. 30 to 32 described later) executed by the image control microcomputer 81, various tables, and the like. 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 MB notification flag described later 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 content of the effect determined by the image control microcomputer 81 (the above-described notification mode effect etc.) and outputs it to the liquid crystal display device 131 (FIG. 7 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. The sound / lamp control circuit (mSub) 72b mainly outputs only the sound / lamp according to the command transmitted from the image control circuit (gSub) 72a.

  The sound / lamp control circuit (mSub) 72b includes a sound / lamp control microcomputer 111, a serial port 112, a program ROM 113, a work RAM 114, a sound source IC 115, a power amplifier 116, and a sound source ROM 117.

  The sound / lamp control microcomputer 111 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 111 performs sound / lamp output processing according to the control program stored in the program ROM 113 based on the command transmitted from the image control circuit (gSub) 72a. The sound / lamp control microcomputer 111 is connected to LEDs 100a and lamps 100b. The sound / lamp control microcomputer 111 transmits output signals to the LEDs 100a and the lamps 100b in response to a command transmitted from the image control circuit (gSub) 72a at a predetermined timing. As a result, the LEDs 100a and the lamps 100b emit light in a predetermined manner according to the effect.

  The serial port 112 receives a command or the like transmitted from the image control circuit (gSub) 72a. The program ROM 113 stores a control program executed by the sound / lamp control microcomputer 111 and the like. The work RAM 114 is configured as a temporary storage means for work when the sound / lamp control microcomputer 111 executes the control program described above.

  The sound source IC 115 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 116. The power amplifier 116 is an amplifier, and speakers 9L and 9R are connected to the power amplifier 116. The power amplifier 116 amplifies the sound source output from the sound source IC 115 and outputs the amplified sound source from the speakers 9L and 9R. The sound source ROM 117 stores sound source data (phrase etc.) for generating a sound source.

  The sound / lamp control microcomputer 111 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 111 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 after all the reels 3L, 3C, 3R are stopped will be described with reference to FIG.

  The display example shown in FIG. 7 is an aspect of the liquid crystal display unit 2b that is performed when the display combination is replay. This display example shows a state in which an effect (effect effect) is displayed in which a character of “acquire replay!

  Here, the symbol display area 21L includes an effect area 211, a non-effect area 214, and an effect area 217. The effect area 211 occupies one-third of the symbol display area 21L, and is an upper area including the upper symbol stop position of the symbol display area 21L. For example, the player can visually recognize a symbol that is stopped and displayed at the upper symbol stop position of the symbol display region 21L through the effect region 211. The effect area 217 occupies one-third of the symbol display area 21L, and is a lower area including a symbol stop position at the lower stage of the symbol display area 21L. For example, the player can visually recognize the symbols that are stopped and displayed at the lower symbol stop position of the symbol display area 21L through the effect area 217.

  The non-effect area 214 occupies one-third of the symbol display area 21L, and is a central area including the symbol stop position in the middle of the symbol display area 21L. The non-effect area 214 is an area that does not include the effect area 211 and the effect area 217. For example, the player can visually recognize the symbols that are stopped and displayed at the symbol stop position in the middle of the symbol display area 21L through the non-effect area 214.

  The symbol display area 21 </ b> C includes an effect area 212, a non-effect area 215, and an effect area 218. The effect area 212 occupies one-third of the symbol display area 21C, and is an upper area including the upper symbol stop position of the symbol display area 21C. For example, the player can visually recognize a symbol that is stopped and displayed at the upper symbol stop position of the symbol display region 21C through the effect region 212. The effect area 218 occupies one-third of the symbol display area 21C, and is a lower area including the symbol stop position at the lower stage of the symbol display area 21C. For example, the player can visually recognize a symbol that is stopped and displayed at the lower symbol stop position of the symbol display region 21C through the effect region 218.

  The non-effect area 215 occupies one-third of the symbol display area 21C and is a central area including the symbol stop position in the middle of the symbol display area 21C. The non-effect area 215 is an area that does not include the effect area 212 and the effect area 218. For example, the player can visually recognize the symbols that are stopped and displayed at the symbol stop position in the middle of the symbol display area 21C through the non-effect area 215.

  The symbol display area 21R includes an effect area 213, a non-effect area 216, and an effect area 219. The effect area 213 occupies an area of one-third of the symbol display area 21R, and is an upper area including the upper symbol stop position of the symbol display area 21R. For example, the player can visually recognize the symbols that are stopped and displayed at the upper symbol stop position of the symbol display area 21R through the effect area 213. The effect area 219 occupies one-third of the symbol display area 21R, and is a lower area including a symbol stop position at the lower stage of the symbol display area 21R. For example, the player can visually recognize a symbol that is stopped and displayed at the lower symbol stop position of the symbol display region 21R through the effect region 219.

  The non-effect area 216 occupies one-third of the symbol display area 21R and is a central area including the symbol stop position in the middle of the symbol display area 21R. The non-effect area 216 is an area that does not include the effect area 213 and the effect area 219. For example, the player can visually recognize the symbol that is stopped and displayed at the symbol stop position in the middle of the symbol display area 21R through the non-effect area 216.

  The effect area 211, the effect area 212, the effect area 213, the effect area 217, the effect area 218, and the effect area 219 are collectively referred to as “effect area” hereinafter. The non-effect area 214, the non-effect area 215, and the non-effect area 216 are collectively referred to as “non-effect areas” hereinafter. Since this non-production area includes the middle symbol stop position, a center line 8 connecting the middle symbol stop positions is provided in the non-production area.

  When any of the reels 3L, 3C, and 3R is fluctuating, the ratio of transmitting light through the effect area (that is, the transmittance) is adjusted to be high, and the symbol is visually recognized through the effect area. . When the symbols are stopped and displayed at all symbol stop positions (that is, all the reels 3L, 3C, 3R are stopped), the rendering of the rendering area is low. In addition to the adjustment, the effect shown in the display example is performed in this effect area. Therefore, the effect is performed overlapping the symbol that is stopped and displayed at the symbol stop position included in the effect region.

  On the other hand, in the non-production area, regardless of whether or not the reels 3L, 3C, 3R are fluctuating, the light transmittance is always adjusted to a high state, so that the design can be clearly seen through this non-production area. That is, in the non-production area, the symbol combination displayed along the center line 8 (that is, the effective line) can be always visually recognized clearly.

  As described above, when all the reels 3L, 3C, and 3R are stopped, in the non-production area, the player stops the symbol in the non-production area by adjusting the transmittance of the production area to be high. By making it easy to visually recognize the symbols that are stopped and displayed at the position, and performing the effect in the effect area, and lowering the transmittance of the effect area, the player can display the symbols that are stopped and displayed at the symbol stop position in the effect area. It becomes difficult to see. Therefore, the player can easily grasp the effective line corresponding to the non-effect area and can clearly see the symbol combination stopped and displayed at the symbol stop position of the non-effect area. In addition, since the effect performed in the effect area is an effect that emphasizes the symbol combination (for example, display combination) that is stopped and displayed, the player can easily recognize the symbol combination displayed along the active line. it can.

  In addition, with the configuration in which it is difficult to visually recognize the symbols that are stopped and displayed at the symbol stop position in the effect area, for example, it is difficult to visually recognize the “bell” that is stopped and displayed side by side in the upper symbol stop position. Further, it is possible to prevent a misconception that a bell is established as a display combination in a line connecting the upper symbol stop positions. That is, the number of times the player is confused or misidentified can be reduced by the symbol combination displayed along the lines other than the active line. Therefore, according to this configuration, a special symbol arrangement (FIG. 4) in which a plurality of display combinations that are difficult to be realized in a gaming machine having five effective lines can be realized in one game is facilitated. Can be realized.

  The characters “Obtain replay !!” displayed in the production area adjust the light transmittance of the area for forming “Obtain replay !!” and the production area excluding this area. It is displayed by adjusting the color and intensity of light that irradiates the area from the back side.

  The symbol arrangement table will be described with reference to FIG.

  The symbol arrangement table includes symbol information drawn on the reel outer peripheral surface corresponding to the symbol positions (code numbers) of the reels 3L, 3C, 3R. Based on the symbol arrangement table and a symbol combination table to be described later, the combination of symbols arranged along the active line can be grasped.

  The symbol combination table will be described with reference to FIG.

  The symbol combination table is a display combination corresponding to a combination of symbols stopped and displayed at each of the three symbol stop positions connected by one active line, and a payout for each inserted number (BET number) corresponding to the display combination. It has information on the number of sheets. This symbol combination table is referred to when the payout number is determined according to the symbol combination displayed along the active line after all reels 3L, 3C, 3R are stopped.

  When the winning number described later is 1 (red cherry), the display combination may be red cherry. When “red cherry-ANY-ANY” is arranged along the active line, the display role is red cherry. When the number of inserted coins is 1, 15 medals are paid out. When the number of inserted players is 3, Three medals are paid out. “ANY” indicates an arbitrary symbol.

  When “blue cherry-ANY-ANY” is arranged along the effective line, the display role is blue cherry. When the number of inserted coins is 1, 15 medals are paid out. When the number of inserted players is 3, Three medals are paid out. When “Bell-Bell-Bell” is arranged along the active line, the display combination becomes a bell. When the number of inserted sheets is 1, 15 medals are paid out. When the number of inserted sheets is 3, 12 sheets are displayed. Medals are paid out.

  When “watermelon-watermelon-watermelon” is arranged along the effective line, the display combination becomes watermelon. When the inserted number is 1, 15 medals are paid out, and when the inserted number is 3, 15 are displayed. Medals are paid out. When “blue 7-bell-bell” is arranged along the active line, the display combination is blue 7 bell. When the inserted number is 1, 12 medals are paid out, and when the inserted number is 3, One medal is paid out. When “Hisai-Hisai-Hisai” is arranged along the active line, the display combination becomes “High Sai”. When the inserted number is 1, 12 medals are paid out, and when the inserted number is 3, 1 is displayed. Medals are paid out. When “Replay-Replay-Replay” is arranged along the active line, the display combination is replayed and medals are automatically inserted.

  When “Red 7-Red 7-Red 7” (a combination of symbols for operating the continuous action device related to the second type special combination) is arranged along the active line, the display combination becomes MB1 and the gaming state becomes the CB gaming state. Transition. When “BAR-BAR-BAR” is arranged along the active line, the display combination is MB2, and the gaming state shifts to the CB gaming state.

  Here, since the regulation regarding the number of symbol combinations for operating the continuous actuating device according to the second type special combination is not defined, the number of symbol combinations can be freely defined. For example, it is possible to arrange symbols such as bells and replays. For example, the upper limit number of payouts of the continuous operation device (MB) related to the second type special object may be 250, and the high probability replay end condition may be 50 games after MB end, and MB internal winning.

  The internal lottery table determination table will be described with reference to FIG.

  The internal lottery table determination table includes an internal lottery table (FIG. 11 described later) corresponding to the gaming state and information on the number of lotteries. In the case of the general gaming state, an internal lottery table (FIG. 11 described later) for the general gaming state is selected, and basically 9 is determined as the number of lotteries (step S71 of FIG. 22 described later). The number of lotteries is the number of times required for determining the internal winning combination.

  Specifically, it is the number of times that it is determined whether or not the random number value is within a predetermined range (a numerical range indicated by a lower limit value and an upper limit value corresponding to a winning number described in FIG. 11 described later). However, in the case of the carryover section, the number of lotteries determined to be 9 is updated to 7 (step S73 in FIG. 22 described later).

  The internal lottery table will be described with reference to FIG. The internal lottery table is provided for each gaming state and includes information on a numerical range indicated by a lower limit value and an upper limit value corresponding to the winning number for each inserted number. FIG. 11 shows an internal lottery table for a general gaming state. In addition, internal lottery tables other than the internal lottery table for the general gaming state such as the internal lottery table for the CB gaming state are omitted.

  In the determination of the winning number based on the internal lottery table (lottery), the random number is a lower limit value corresponding to the winning number until the winning number becomes 0 in descending order from the same winning number as the number of times determined for each gaming state. It is determined whether or not it is within the numerical range indicated by the upper limit value. If the random number value is within the numerical range indicated by the lower limit value and the upper limit value, the corresponding winning number is won. Further, the number of times of determining whether or not the value is within the numerical range indicated by the lower limit value and the upper limit value corresponding to the winning number is the same as the number of lotteries determined in the internal lottery table determination table of FIG.

  If the random number is never within the numerical range indicated by the lower limit value and the upper limit value until the winning number is 0, the winning number is 0 (lost). The internal winning combination lose indicates that the internal lottery did not win the combination associated with the player's profit. Further, the loss in the embodiment is not a combination associated with the game value. In addition, the symbol combination corresponding to the loss as the internal winning combination can be considered as an arbitrary symbol combination different from the symbol combinations corresponding to the plurality of predetermined combinations. The corresponding symbol combination is not provided.

  In addition, it is determined in descending order from the winning number whether the winning number is 0 or not, and the numerical ranges defined by the upper limit value and the lower limit value corresponding to each of the plurality of roles are set to overlap. As a result, multiple winning combinations may be determined as internal winning combinations. The internal winning combination is determined based on the winning number, the gaming state, the inserted number, and the internal winning combination determining table (FIG. 12 described later).

  For example, in the general gaming state (game section other than the carryover section), when the inserted number is 3, and the random number value extracted from the range of 0 to 65535 is 850, first, the random number value X (850 ) -Lower limit value L (544) is calculated. This calculation result becomes 0 or more. Next, the random value R (850) −the upper limit value U (895) is calculated. This calculation result becomes 0 or less. Therefore, since the random number value is within the numerical range (L ≦ R ≦ U) indicated by the lower limit value and the upper limit value corresponding to the winning number, if the extracted random number value is 850, the winning number 9 is won. When winning the winning number 9, the MB2 corresponding to the winning number 9 becomes the internal winning combination based on the internal winning combination determination table (FIG. 12) described later.

  Next, a random number value R (850) −lower limit value L (171) is calculated for the winning number 8. Since this calculation result becomes 0 or more, the random number value R (850) −the upper limit value U (522) is calculated. This calculation result is greater than zero. Therefore, since the random number value is not within the numerical range indicated by the lower limit value and the upper limit value corresponding to the winning number, if the extracted random number value is 850, the winning number 8 is unfair.

  In this way, each of the winning numbers 7-1 is calculated by repeating the calculation of the random number value R (850)-the lower limit value L and the calculation of the random number value R (850)-the upper limit value U until the winning number becomes 0. Determine whether you are winning. When the extracted random number is 850, the winning numbers 7 to 2 are invalid. On the other hand, for the winning number 1, since the lower limit L is 807 and the upper limit U is 936, it is a win. Therefore, when the extracted random number value is 850, the winning numbers 1 and 9 are won, and both the red cherry and MB2 are determined as the internal winning combination based on the internal winning combination determination table (FIG. 12) described later. The

  Here, since the number of lotteries is updated to 7 in the carryover section (step S73 in FIG. 22 described later), there is no case where the winning number 8 or 9 is determined. Therefore, in the carryover section, the internal winning combination determination described later is determined. There is no case where MB1 or MB2 is determined as an internal winning combination based on the table (FIG. 12). In the RT section, the upper limit value corresponding to the winning number 7 and the inserted number 1 is changed to 32217, and the upper limit value corresponding to the inserted number 3 is changed to 37808. It becomes relatively higher than the section and carryover section. Specifically, the probability of internally winning the replay in the RT section is 29800/65536 when the number of inserted sheets is 1 and the number of inserted sheets is 3. The probability of winning internally for replay in the non-RT section is 8980/65536 when the number of inserted sheets is 1 and the number of inserted sheets is 3.

  In the normal section, the internal lottery table for the general gaming state has a lottery value of 8980 corresponding to the winning number 7 when the number of inserted games is 3. On the other hand, in the RT section, in the general gaming state internal lottery table, the lottery value corresponding to the winning number 7 is 29800 when the number of inserted games is three. Therefore, it can be said that a plurality of internal lottery tables for general gaming state (winning combination determination information) for determining an internal winning combination are stored.

  The internal winning combination determination table will be described with reference to FIG.

  The internal winning combination determination table includes information (data) of an internal winning combination (flag information) corresponding to the winning number. The flag is represented by a binary number. The internal symbol combination 1 and the internal symbol combination 2 shown in correspondence with the winning number are information for identifying the internal symbol combination and are each 1-byte data. The internal winning combination 1 is basically related to the carryover combination.

  In the general gaming state, when the winning number is 0 and the internal winning combination 2 is “00000000”, the internal winning combination is lost. When the winning number is 1 and the internal winning combination 2 is “00000001”, the internal winning combination is red cherry. When the winning number is 2 and the internal winning combination 2 is “00000010”, the internal winning combination is blue cherry.

  If the winning number is 3 and the internal winning combination 2 is “00000100”, the internal winning combination is Bell. When the winning number is 4 and the internal winning combination 2 is “00001000”, the internal winning combination is watermelon. If the winning number is 5 and the internal winning combination 2 is “00010000”, the internal winning combination is blue 7 bell. When the winning number is 6 and the internal winning combination 2 is “00100000”, the internal winning combination is high-sai.

  When the winning number is 7 and the internal winning combination 1 is “00000001”, the internal winning combination is replay. When the winning number is 8 and the internal winning combination 1 is “00000010”, the internal winning combination is MB1. When the winning number is 9 and the internal winning combination 1 is “00000100”, the internal winning combination is MB2.

  In the CB gaming state, the internal winning combination 2 is “00111111” in any case where the winning number is 0 to 6, and the internal winning combination is a composite combination.

  The internal winning combination (internal winning combination data) is basically information for identifying a mode of stop control and identifying a combination that can be a display combination (a combination that can be permitted as a display combination). It can be said that the internal symbol combination is indirectly associated with the corresponding symbol combination and the profit given to the player through a stop control mode (stop table) corresponding to the internal symbol combination.

  The reel stop initial determination table will be described with reference to FIG.

  The reel stop initial determination table includes stop table information corresponding to values 0 to 10 of the stop select counter. A winning number is basically set in the stop select counter (step S106 in FIG. 24). However, when the internal winning combination is a composite combination, 10 is set in the stop select counter (step S108 in FIG. 24).

  The stop table includes information that defines the mode of stop control of the reels 3L, 3C, 3R. Specifically, information on the stop mode of the reels 3L, 3C, 3R corresponding to the operation timing of the stop buttons 7L, 7C, 7R by the player (for example, information on the stop position of the symbol, information on the number of sliding symbols). I have. Each stop table is basically configured to be able to establish a corresponding internal winning combination.

  With reference to FIG. 14, the pull-in priority table will be described.

  The pull-in priority table includes information on the relative priority of pulling in the symbol combinations corresponding to the combinations. “Pull-in” (pull-in) basically constitutes a symbol combination corresponding to a draw target role within the range of the maximum number of sliding symbols at a symbol stop position (hereinafter referred to as “effective symbol stop position”) connected by an active line. Stopping a reel (reel corresponding to a stop operation) that is a target of stop control so as to display a symbol (hereinafter referred to as a “drawing target symbol”). The winning combination is a combination (internal winning combination) corresponding to the symbol combination to be arranged along the effective line.

  However, in the case of the second stop operation and the third stop operation, when the symbols constituting the symbol combination corresponding to the drawing target combination together with the drawing target symbol corresponding to the current stopping operation are displayed at the effective symbol stop position, Displaying a drawing target symbol at an effective symbol stop position in the symbol display areas 21L, 21C, and 21R connected by an effective line connecting the effective symbol stop positions is referred to as “retraction”.

  Replay has the highest priority for retraction. MBs have a higher priority than small roles. For this reason, when MB is carried over and replay is internally won, replay is preferentially established. On the other hand, when the small winning combination is won internally when the MB is carried over, the MB is established with priority.

  Red cherry, blue cherry, bell, and watermelon have higher priority than blue 7 bell and high rhinoceros. Accordingly, in the CB gaming state, in the stop control of the central reel 3C and the right reel 3R, the red cherry, blue cherry, bell, and watermelon are drawn in preference to the blue 7 bell and high rhino.

  With reference to FIG. 15, the bonus operation time table will be described.

  The bonus operating time table includes information on the operating flag updated to ON, the value set in the bonus end number counter, the number of games that can be played, and the number of winnings that can be won for each display combination. For example, this bonus operating time table is referred to in the process of step S144 of FIG.

  The operating flag is information for identifying an operating gaming state (current gaming state). In the operating flag, an MB operating flag is provided corresponding to the display combination.

  The bonus end number counter is a counter that counts the number of medals paid out in the game from when the MB operating flag is updated to on until it is updated to off.

  With reference to FIG. 16, the internal winning combination 1, the internal winning combination 2, the carryover combination, and the random number storage area (storage area) will be described.

  (1) of FIG. 16 shows an internal winning combination 1 storage area. In this internal symbol combination 1 storage area, the information (data) of the internal symbol combination is stored (stored) in the internal symbol combination 1 storage area consisting of 1 byte. In the internal winning combination 1 storage area, bit 0 (first bit) is a storage area corresponding to replay. Bit 1 (second bit) is a storage area corresponding to MB1.

  Bit 2 (third bit) is a storage area corresponding to MB2. Bit 3 (fourth bit) to bit 7 (eighth bit) are unused storage areas. In the internal winning combination 1 storage area, the one corresponding to the bit which is 1 (combination) is the internal winning combination. For example, when “00000010” is stored in the internal winning combination 1 storage area (when bit 1 (second bit) is 1), the internal winning combination is MB1.

  (2) of FIG. 16 shows an internal winning combination 2 storage area. In the internal symbol combination 2 storage area, information (data) of the internal symbol combination is stored (stored) in the internal symbol combination 2 storage area consisting of 1 byte. In the internal winning combination 2 storage area, bit 0 (first bit) is a storage area corresponding to red cherry. Bit 1 (second bit) is a storage area corresponding to blue cherry.

  Bit 2 (third bit) is a storage area corresponding to the bell. Bit 3 (fourth bit) is a storage area corresponding to a watermelon. Bit 4 (the fifth bit) is a storage area corresponding to blue 7 bell. Bit 5 (sixth bit) is a storage area corresponding to high-sai. Bit 6 (seventh bit) and bit 7 (eighth bit) are unused storage areas. In the internal winning combination 2 storage area, the one corresponding to the bit which is 1 (combination) is the internal winning combination. For example, when “00000010” is stored in the internal winning combination 2 storage area (when bit 1 (second bit) is 1), the internal winning combination is blue cherry.

  (3) of FIG. 16 shows a carryover combination storage area. In this carryover combination storage area, carryover combination information is stored in a carryover combination storage area consisting of 1 byte. In the carryover combination storage area, bit 1 (second bit) is a storage area (storage area) corresponding to MB1. In the carryover combination storage area, bit 2 (third bit) is a storage area (storage area) corresponding to MB2. Bit 0 (first bit), bit 3 (fourth bit) to bit 7 (eighth bit) are unused storage areas. When there is a carryover combination (in the case of a carryover section), 1 is stored in bit 1 (second bit) or bit 2 (third bit) corresponding to MB1 or MB2 of the carryover combination storage area (carryover combination) “00000010” or “00000100” is stored in the storage area).

  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 (step S1). Specifically, the storage contents of the RAM 33 are initialized, the communication data is initialized, and the process proceeds to step S2. In step S2, predetermined storage contents of the RAM 33 are erased (cleared). 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, a bonus operation monitoring process described later with reference to FIG. 19 is performed, and the process proceeds to step S4. In step S4, a medal insertion / start check process described later with reference to FIG. 20 is performed, and the process proceeds to step S5. In this processing, processing such as updating the number of BETs is performed based on inputs from the start switch 6S, the medal sensor 10S, or the BET switches 11-13.

  In step S5, a random number value for lottery is extracted, and the process proceeds to step S6. The random value extracted in this process is used in the internal lottery process described later. In step S6, a gaming state monitoring process described later with reference to FIG. 21 is performed, and the process proceeds to step S7. In step S7, an internal lottery process described later with reference to FIGS. 22 and 23 is performed, and the process proceeds to step S8. In step S8, a reel stop initial setting process which will be described later with reference to FIG. 24 is performed, and the process proceeds to step S9.

  In step S9, a start command is transmitted, and the process proceeds to step S10. 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 S10, RT game number counter subtraction processing is performed, and the process proceeds to step S11 in FIG. In the RT game number counter subtraction process, when the value of the RT game number counter is 1 or more, a process of subtracting 1 from the counter value is performed.

  In step S11 of FIG. 18, it is determined whether 4.1 seconds have elapsed since the start of the previous reel rotation. When this determination is YES, the process proceeds to step S13, and when NO, the process proceeds to step S12. In step S12, a game start waiting time digest process (wait) is performed, and the process proceeds to step S13. Specifically, a process of invalidating an input based on an operation for starting a player's game 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 S13, the start of rotation of all reels is requested, and the process proceeds to step S14. In step S14, a reel stop control process described later with reference to FIG. 25 is performed, and the process proceeds to step S15. In step S15, a display combination retrieval process which will be described later with reference to FIG. 26 is performed, and the process proceeds to step S16. In step S16, a display combination command is transmitted, and the process proceeds to step S17.

  In step S17, a medal payout process is performed, and the process proceeds to step S18. In step S18, the bonus end number counter is updated based on the payout number, and the process proceeds to step S19. Here, if the value of the bonus end number counter is 1 or more, the counter is subtracted according to the number of medals paid out. In step S19, it is determined whether the MB operating flag or the CB operating flag is on. When this determination is YES, the process proceeds to step S20, and when NO, the process proceeds to step S21.

  In step S20, a bonus end check process described later with reference to FIG. 27 is performed, and the process proceeds to step S21. In step S21, bonus operation check processing described later with reference to FIG. 28 is performed, and the process proceeds to step S2 in FIG.

  The bonus operation monitoring process will be described with reference to FIG.

  First, the CPU 31 determines whether or not the MB operating flag is on (step S31). When this determination is YES, the process proceeds to step S32, and when NO, the process proceeds to step S4 in FIG. In step S32, the CB operating flag is updated to ON, and the process proceeds to step S4 in FIG.

  The medal insertion / start check process will be described with reference to FIG.

  First, the CPU 31 determines whether or not the value of the automatic insertion counter is 0, that is, whether or not replay has been established in the previous game (step S41). When this determination is YES, the process proceeds to step S42, and when this determination is NO, the process proceeds to step S43. The automatic insertion counter is a counter that counts the number of medals to be automatically inserted when the display combination is replay. In step S42, the insertion of medals is permitted, and the process proceeds to step S45. In step S43, the inserted number (inserted number counter) is updated based on the automatic insertion counter, and the process proceeds to step S44. The inserted number counter is a counter that counts the number of inserted medals.

  In step S44, a bet command is transmitted, and the process proceeds to step S45. In step S45, it is determined whether or not insertion of medals is permitted. When this determination is YES, the process proceeds to step S46, and when NO, the process proceeds to step S53. In step S46, the medal sensor / bet switch is checked, and the process proceeds to step S47. Specifically, input from the medal sensor 10S or the BET switches 11 to 13 is checked.

  In step S47, it is determined whether or not a signal from the medal sensor / bet switch has been detected, that is, whether or not a medal has been inserted. Specifically, it is determined whether or not a signal from the medal sensor 10S or the BET switches 11 to 13 is detected. When this determination is YES, the process proceeds to step S48, and when this determination is NO, the process proceeds to step S53. In step S48, it is determined whether or not the value of the input number counter is less than the maximum input number. When this determination is YES, the process proceeds to step S49, and when NO, the process proceeds to step S52.

  In step S49, 1 is added to the value of the insertion number counter, and the process proceeds to step S50. In step S50, 1 is stored in the value of the effective line counter, and the process proceeds to step S51. The effective line counter is a counter for identifying the number of effective lines for which the display combination has been determined among the plurality of effective lines. In step S51, a bet command is transmitted, and the process proceeds to step S53. In step S52, 1 is added to the value of the credit counter, and the process proceeds to step S53.

  In step S53, it is determined whether the inserted number is 1 or more. When this determination is YES, the process proceeds to step S54, and when NO, the process proceeds to step S45. In step S54, it is determined whether or not the start switch is on. When this determination is YES, the process proceeds to step S5 in FIG. 17, and when NO, the process proceeds to step S45.

  The gaming state monitoring process will be described with reference to FIG.

  First, the CPU 31 determines whether or not the CB operating flag is on (step S61). When this determination is YES, the process proceeds to step S62, and when it is NO, the process proceeds to step S63. In step S62, the identifier of the CB gaming state is stored, and the process proceeds to step S7 in FIG. In step S63, the general gaming state identifier is stored, and the process proceeds to step S7 in FIG. Thus, in the gaming state monitoring process, the gaming state is monitored based on the operating flag (CB operating flag), and the type of the internal lottery table corresponding to the gaming state is selected in step S71 of FIG. 22 described later. Information for this purpose is stored in the RAM 33 (game state storage area).

  With reference to FIGS. 22 and 23, the internal lottery process will be described.

  First, the CPU 31 determines the number of lotteries corresponding to the gaming state based on the internal lottery table determination table (FIG. 10) (step S71), and proceeds to step S72. In step S72, it is determined whether or not the data (information) stored in the carryover combination storage area is 0 (whether there is a carryover combination). When this determination is YES, the process proceeds to step S74, and when this determination is NO, the process proceeds to step S73. Here, the case where the determination in step S72 is NO is a carryover section. In step S73, the number of lotteries is changed to 7, and the process proceeds to step S74.

  In step S74, the same value as the number of lotteries is set as a winning number in the register of the CPU 31, and the process proceeds to step S75. Thus, “9” is set as the winning number in the general gaming state, “6” in the CB gaming state, and “7” in the internal winning state (carry-over section). In step S75, the internal lottery table is referred to, the lower limit (L) is acquired based on the winning number and the number of inserted sheets, and the process proceeds to step S76. In step S76, the lower limit (L) is subtracted from the random value (R) stored in the random value storage area in the RAM 33 (RL), and the process proceeds to step S77.

  In step S77, it is determined whether or not a digit has been taken. Specifically, it is determined whether or not the calculation result of RL is negative. When this determination is YES, the process proceeds to step S86 in FIG. 23, and when NO, the process proceeds to step S78. Here, when this determination is YES, the random value is smaller than the lower limit value (L> R), and when NO, the random value is greater than the lower limit value or the lower limit value. This is a case where the random values are equal (L ≦ R).

  In step S78, the internal lottery table is referred to, an upper limit value (U) is acquired based on the setting, the winning number, and the number of inserted sheets, and the process proceeds to step S79. In step S79, the upper limit value (U) is subtracted from the random number value (R) stored in the random number value storage area in the RAM 33 (RU), and the process proceeds to step S80.

  In step S80, it is determined whether or not the value obtained by subtraction, specifically, the calculation result of RU is “0”. When this determination is YES, the process proceeds to step S82 of FIG. 23, and when NO, the process proceeds to step S81. Here, when this determination is YES, the random number is equal to the upper limit (R = U), and when NO is determined, the random value is not equal to the upper limit (R ≠ U). ).

  In step S81, it is determined whether or not a digit has been obtained. Specifically, it is determined whether or not the calculation result of RU is negative. When this determination is YES, the process proceeds to step S82 in FIG. 23, and when this determination is NO, the process proceeds to step S86 in FIG. Here, when this determination is YES, the random number value is below the upper limit value (R <U), and when NO is selected, the random value is above the upper limit value (R > U).

  In step S82, the winning number is stored in the internal lottery result information storage area of the RAM 33, and the process proceeds to step S83. In step S83, referring to the internal winning combination determination table, the internal winning combination 1 and the internal winning combination 2 are determined based on the winning number, and the process proceeds to step S84. In step S84, the logical sum of the internal symbol combination 2 and the internal symbol combination 2 storage area (FIG. 16) determined in step S83 is stored in the internal symbol combination 2 storage area. Here, a bit corresponding to the type of the small combination won in the internal winning combination 2 storage area is set.

  In step S85, the logical product of the internal winning combination 1 and the bonus check data is obtained, and the logical sum of the internal winning combination storage area is stored in the carryover combination storage area, and the process proceeds to step S86. As a result, the determined MB is stored in the carryover combination storage area. The bonus check data is “00000110”. In step S86, the logical sum of the internal symbol combination 1 and the carryover combination storage area is stored in the internal symbol combination 1 storage area, and the process proceeds to step S87. Here, the MB corresponding to the internal winning combination 1 storage area or the bit corresponding to the replay is set.

  In step S87, the number of lotteries is decremented by 1, and the process proceeds to step S88. In step S88, it is determined whether the number of lotteries is zero. When this determination is YES, the process proceeds to step S89, and when NO, the process proceeds to step S74 in FIG. Here, when this determination is YES, the number of times of determining whether the random value R is included in the numerical range defined by the upper limit value U and the lower limit value L is 9 times in the general gaming state, This is 6 times in the MB gaming state and 7 times in the internal winning state (carry-over section). On the other hand, if this determination is NO, the number of determinations is less than 9 in the general gaming state, less than 6 in the MB gaming state, and less than 7 in the internal winning state (carry-over section). It is.

  In step S89, referring to the internal winning combination determination table, the internal winning combination 1 and the internal winning combination 2 are determined based on the winning number, and the process proceeds to step S90. In step S90, the logical sum of the determined internal symbol combination 2 and the internal symbol combination 2 storage area (FIG. 16) is stored in the internal symbol combination 2 storage area. In step S91, a logical product of the internal winning combination 1 and bonus check data is obtained, and a logical sum of the internal winning combination storage area is stored in the carryover combination storage area, and the process proceeds to step S92. As a result, the carryover combination is stored in the carryover combination storage area. In step S92, the logical sum of the internal symbol combination 1 and the carryover combination storage area is stored in the internal symbol combination 1 storage area, and the process proceeds to step S8 in FIG. Thereby, when the random value R does not belong to any numerical range of the internal lottery table of FIG. 11 and Steps S82 to S86 are not performed, the lost or carryover combination is stored in the internal winning combination 1 storage area. Will be.

  The reel stop initial setting process will be described with reference to FIG.

  First, the CPU 31 compares the data in the internal winning combination 2 storage area with the composite combination check data (“00111111”) (step S101), and proceeds to step S102. In step S102, it is determined whether or not the data in the internal winning combination 2 storage area is the same as the combined combination check data. When this determination is YES (when the internal winning combination is a composite combination), the process proceeds to step S108, and when NO, the process proceeds to step S103.

  In step S103, it is determined whether or not the winning number is 0. When this determination is YES, the process proceeds to step S104, and when NO, the process proceeds to step S106. In step S104, the logical product of the data of the internal winning combination 1 storage area and the operating combination check data (“00000111”) is obtained, and the process proceeds to step S105. In step S105, it is determined whether the logical product is 0 or not. When this determination is YES, the process proceeds to step S106, and when NO (when there is a replay or carryover combination), the process proceeds to step S107.

  In step S106, the winning number is stored in the stop select counter, and the process proceeds to step S109. In step S107, the data in the internal winning combination 1 storage area is numbered, 6 is added, and the result is stored in the stop select counter, and the flow proceeds to step S109. Numbering is, for example, 1 when bit 0 is on (when 1 is stored in bit 0), and when bit 1 is on (when 1 is stored in bit 1). 2 and when bit 2 is on (when 1 is stored in bit 2), it is 3. Specifically, when the data in the internal winning combination 1 storage area indicates MB1 or MB2, 8 and 9 are stored in the stop select counter in each case.

  In step S108, 10 is stored in the stop select counter, and the process proceeds to step S109. In step S109, a stop table is determined and stored based on the reel stop initial setting table, and the process proceeds to step S9 in FIG.

  The reel stop control process will be described with reference to FIG.

  First, the CPU 31 determines whether or not a valid stop button has been pressed, that is, whether or not there is an input from the stop switches 7LS, 7CS, and 7RS (step S111). When this determination is YES, the process proceeds to step S114, and when it is NO, the process proceeds to step S112. In step S112, it is determined whether or not the automatic stop timer is zero. If this determination is YES, the process moves to step S113. If NO, the process moves to step S111.

  In step S113, information on the reel that is rotating on the right side is set, and the process proceeds to step S114. With this information, for example, when a plurality of reels are rotating, the reels are automatically stopped from the right reel. In step S114, the number of sliding symbols is determined based on the internal winning combination, the stop table, and the pull-in priority table, and the process proceeds to step S115. In step S115, a planned stop position (position to stop the symbol) is determined based on the determined number of sliding symbols and the current symbol position, and the process proceeds to step S116. In step S116, the process proceeds to a stop planned position waiting state, and the process proceeds to step S117.

  In step S117, a reel stop command is transmitted, and the process proceeds to step S118. In step S118, it is determined whether or not there is a rotating reel. When this determination is YES, the process proceeds to step S111, and when NO, the process proceeds to step S15 in FIG.

  The display combination search process will be described with reference to FIG.

  First, the CPU 31 acquires the value of the effective line counter (step S121), and proceeds to step S122. At the start of the game, 1 is stored as the value of the active line counter (step S50 in FIG. 20). In step S122, it is determined whether or not the value of the effective line counter is zero. When this determination is YES, the process proceeds to step S16 in FIG. 18, and when NO, the process proceeds to step S123. The value of the effective line counter becomes 0 when the search for the display combination for one effective line is completed.

  In step S123, a display combination is determined based on the symbol combination table (FIG. 9), and the process proceeds to step S124. In step S124, the logical sum of the display combination and the display combination storage area is stored in the display combination storage area, and the process proceeds to step S125. In step S125, the payout number is updated based on the display combination and the input number, and the process proceeds to step S126. In step S126, the effective line to be searched is changed, and the process proceeds to step S127. In step S127, the value of the effective line counter is decremented by 1, and the process proceeds to step S122.

  With reference to FIG. 27, the bonus end check process will be described.

  First, the CPU 31 updates the CB operating flag to OFF (step S131), and proceeds to step S132. In step S132, it is determined whether or not the value of the bonus end 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 S21 in FIG. In step S133, bonus end time processing is performed, and the flow proceeds to step S134. In step S134, 50 is stored in the RT game number counter, and the process proceeds to step S21 in FIG.

  With reference to FIG. 28, the bonus operation check process will be described.

  First, the CPU 31 determines whether or not the display combination is replay (step S141). When this determination is YES, the process proceeds to step S142, and when NO, the process proceeds to step S143. In step S142, the insertion number counter is copied to the automatic insertion counter, and the process proceeds to step S145. Specifically, in step S145, the same number as the number inserted for the current game is set (automatic input) in the automatic input counter.

  In step S143, it is determined whether or not the display combination is MB. When this determination is YES, the process proceeds to step S144, and when NO, the process proceeds to step S2 in FIG. In step S144, MB operation time processing is performed based on the bonus operation time table, and the process proceeds to step S145. In the MB operation process, the MB operating flag is updated to ON, and 250 is set in the bonus end number counter. In step S145, the carryover combination is cleared, and the process proceeds to step S2 in FIG.

  With reference to FIG. 29, the interruption process by control of main CPU (CPU31) is demonstrated. This periodic interrupt process is performed every 1.1173 ms.

  First, the CPU 31 saves the register (step S151), and proceeds to step S152. In step S152, input port check processing is performed, and the flow proceeds to step S153. Specifically, it is confirmed whether or not there is an input from the start switch 6S when the start lever 6 is pressed. In step S153, a reel control process is performed, and the process proceeds to step S154. Specifically, information indicating the reel to be controlled is set as a reel identifier, and the drive of the reel is controlled.

  In step S154, a lamp / 7SEG driving process is performed, and the process proceeds to step S155. Specifically, the BET lamps 17a to 17c are turned on based on the number of medals bet on the game. Further, the number of medals stored (credited), the number of paid-out medals when the winning combination is established, and the like are displayed on the credit display unit 19. In step S155, the register is restored and the periodic interrupt process is terminated.

  With reference to FIG. 30, the reset interrupt process by the sub CPU (image control microcomputer 81) will be described.

  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. Based on the generation of the interrupt, the program ROM 83 stores “by the sub CPU. The “reset interrupt process” is sequentially performed.

  First, the image control microcomputer 81 initializes the work RAM 84, the control RAM 87, the video RAM 89, and the like (step S161), and proceeds to step S162. In step S162, 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 S163. In step S163, command reception processing described later with reference to FIG. 31 is performed, and the process proceeds to step S164. In step S164, a command output process for outputting a command to the sound / lamp control circuit (mSub) 72b is performed, and the process proceeds to step S165. In step S165, image control processing is performed, and the process proceeds to step S161.

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

  First, the sub control circuit 72 determines whether or not a command has been received (step S171). When this determination is YES, the process proceeds to step S172, and when NO, the process proceeds to step S164 in FIG. In step S172, a jump destination process is determined based on the jump table, the process is performed, and the process basically proceeds to step S164 in FIG. The jump destination processing includes post-all-reel post-processing (FIG. 32 described later).

  With reference to FIG. 32, the processing after all reels stop will be described. This all-reel stop post-processing is performed when all the reels 3L, 3C, 3R are stopped.

  First, the sub control circuit 72 determines whether or not a predetermined symbol combination (for example, a symbol combination corresponding to a display combination) is displayed along the active line (step S181). When this determination is YES, the process proceeds to step S182, and when this determination is NO, the process proceeds to step S183. In step S182, effect data that emphasizes the displayed symbol combination and shields the effect area is stored, and the process proceeds to step S164 in FIG. In step S183, effect data for shielding the effect area is stored, and the process proceeds to step S164 in FIG. Here, the effect data that emphasizes the displayed symbol combination is, for example, characters such as “acquire replay!” Shown in FIG. 7, identification information for instructing display of an image corresponding to “replay”. is there. The effect data that shields the effect area is identification information for instructing control to lower the transmittance so that it is difficult to see a symbol that can be visually recognized through the effect area.

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

  In the embodiment, the adjustment is made so that the transmittance of the effect area is lowered after all the reels 3L, 3C, 3R are stopped. However, the present invention is not limited to this. For example, you may adjust so that the transmittance | permeability of an effect area | region may become low only when the symbol combination corresponding to an internal winning combination is displayed along an active line. By doing so, the player can quickly grasp that the symbol combination corresponding to the internal winning combination is displayed along the active line.

  Further, for example, on the condition that the detection of the operation of the stop buttons 7L, 7C, and 7R by the player is performed by the stop switches 7LS, 7CS, and 7RS, the transmittance is set so that information on the winning combination is formed in the effect area You may adjust. In this way, when both the bonus and the small role are won, the player carries out a stop operation so that the symbol combination corresponding to the small role is stopped and displayed because the bonus is carried over. Can do.

  Further, for example, before the start operation, the transmission of the effect area is adjusted so that the transmittance of the effect area is lowered, and the detection of the operation of the start lever 6 by the player is performed by the start switch 6S. You may adjust so that it may become high. By doing in this way, the player can grasp | ascertain an effective line easily before starting a game.

  In the gaming machine according to any one of (1) to (3), the symbol displayed on the display unit is when one symbol combination of the predetermined symbol combinations is displayed on the specific line. The predetermined symbol combination is included in a predetermined line that includes at least one symbol stop position among symbol stop positions that are not connected by the specific line and that connects each symbol stop position of the display unit. Among them, it is arranged so that a predetermined symbol combination is displayed.

  In this way, special symbol arrangements that were difficult to realize in a gaming machine having five specific lines, that is, each of the symbol combinations predetermined in the unit game are displayed side by side. The resulting sequence can be easily realized.

  Further, in this configuration, for example, the adjustment unit transmits light in the predetermined region on the condition that a predetermined symbol combination is displayed on the predetermined line among the predetermined symbol combinations. The rate may be lowered. By doing in this way, it can prevent making a mistake that the symbol combination was displayed along the specific line.

  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 display part. The figure which shows a symbol arrangement | positioning table. The figure which shows a symbol combination table. The figure which shows an internal lottery table determination table. The figure which shows an internal lottery table. The figure which shows an internal winning combination determination table. The figure which shows a reel stop initial determination table. The figure which shows a drawing priority table. The figure which shows a table at the time of a bonus action | operation. The figure which shows various storage areas. The main flowchart of a main control circuit. The flowchart following FIG. The flowchart which shows a bonus operation | movement monitoring process. The flowchart which shows medal insertion / start check processing. The flowchart which shows a gaming state monitoring process. The flowchart which shows an internal lottery process. The flowchart following FIG. The flowchart which shows a reel stop initial setting process. The flowchart which shows a reel stop control process. The flowchart which shows a display combination search process. The flowchart which shows a bonus completion | finish check process. The flowchart which shows a bonus action check process. The flowchart which shows the interruption process by control of main CPU. The flowchart which shows the reset interruption process by sub CPU. The flowchart which shows a command reception process. The flowchart which shows the process after all reels stop.

Explanation of symbols

1 gaming 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 portions on which symbols are displayed, and a symbol stop position at which the symbols are stopped and displayed for each of the display portions;
    Start operation detecting means for detecting a start operation by the player;
    A winning combination determining means for determining a winning combination on condition that the starting operation is detected by the starting operation detecting means;
    On condition that the start operation performed by the start operation detection unit is detected, a symbol variation unit that varies the symbol displayed on the display unit by the symbol display unit;
    A stop operation detecting means for detecting a stop operation by the player;
    Stop control means for performing stop control of symbol variation performed by the symbol variation means based on detection of a stop operation performed by the stop operation detection means and a winning combination determined by the winning combination determination means;
    A game in which a predetermined game value is given to a player on condition that a predetermined symbol combination is displayed on a specific line connecting a predetermined symbol stop position for each display unit by the symbol display means. Value-adding means,
    Adjusting means for adjusting light transmittance of a region provided in the display unit and corresponding to each of the symbol stop positions;
    With
    The adjusting means includes
    Adjusting the light transmittance of a specific area provided corresponding to each of the symbol stop positions connected by the specific line to a constantly high state,
    A predetermined area provided corresponding to each of the symbol stop positions not connected by the specific line on condition that the symbol variation performed by the symbol variation unit is all stopped by the stop control unit. A gaming machine characterized by low light transmittance.
  2. The gaming machine according to claim 1,
    The adjusting means is configured to provide the predetermined area in the predetermined area on the condition that a predetermined symbol combination corresponding to the winning combination determined by the winning combination determining means is displayed on the specific line by the symbol display means. A gaming machine, wherein light transmittance of the predetermined area is adjusted so that information emphasizing a symbol combination is formed.
  3. In the gaming machine according to claim 1 or 2,
    The gaming machine according to claim 1, wherein the adjusting means adjusts the light transmittance of an area that overlaps a symbol displayed through the predetermined area.
JP2005346359A 2005-11-30 2005-11-30 Game machine Pending JP2007151568A (en)

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