JP2007151573A - Game machine - Google Patents

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Publication number
JP2007151573A
JP2007151573A JP2005346364A JP2005346364A JP2007151573A JP 2007151573 A JP2007151573 A JP 2007151573A JP 2005346364 A JP2005346364 A JP 2005346364A JP 2005346364 A JP2005346364 A JP 2005346364A JP 2007151573 A JP2007151573 A JP 2007151573A
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Japan
Prior art keywords
winning combination
means
information
combination
symbol
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JP2005346364A
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Japanese (ja)
Inventor
Takayuki Hirauchi
Takaaki Hishinuma
Yosuke Kamata
孝之 平内
隆明 菱沼
洋介 鎌田
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Aruze Corp
アルゼ株式会社
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Priority to JP2005346364A priority Critical patent/JP2007151573A/en
Publication of JP2007151573A publication Critical patent/JP2007151573A/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

The present invention provides a gaming machine capable of improving the fun of gaming based on a sense of expectation for winning a predetermined role.
A gaming machine (1) includes a sub-control circuit (72) for controlling an effect on a liquid crystal panel (134). This sub-control circuit (72) produces effects on the liquid crystal panel (134) on the condition that the symbol combination corresponding to “Bell-Replay-Replay” is displayed on the active line and the internal lottery table is switched. The production information is switched from information relating to the effect display on the normal screen to information relating to the effect display in which the main character 201 is dominant over the enemy character 202. In addition, the internal lottery table when the flag is off includes the first numerical value range information corresponding to BB and the second numerical value range corresponding to the bell replay and including all or part of the numerical value range constituting the first numerical value range And numerical range information.
[Selection] Figure 12

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 combination, a combination that can play a game that gives a relatively large profit to the player a predetermined number of times (referred to as “Big Bonus”, hereinafter abbreviated as “BB”) and a relatively small profit to the player There is a role that can play a predetermined number of games (referred to as “regular bonus”, hereinafter abbreviated as “RB”).

  In addition, in the current mainstream models, a predetermined combination of symbols is arranged along an activated pay line (hereinafter referred to as an “effective line”), and in order to establish a win in which coins, medals, etc. are paid out, A symbol indicating that the winning combination of the winning combination (hereinafter referred to as “internal winning combination”) and the winning combination of the internal winning combination (hereinafter referred to as “internal winning combination”) is achieved by a typical lottery process (hereinafter referred to as “internal winning combination”) The player is required to perform a stop operation at a timing at which the 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 such a gaming machine, the control device (20) includes a lottery means (110) for performing lottery of winning or losing, and a rotating reel based on the lottery result of the part lottery means (110). Stop control means (180) for performing stop control of the game, and winning determination means (200) for determining whether or not the winning is made according to the stop position of the symbol when the rotation of all the rotating reels (40) is stopped And the winning lottery means (110) is formed so that a plurality of winning combinations can be won in a single game (for example, patent document) 1). According to this gaming machine, a plurality of winning combinations can be won in one game. For this reason, since the variation of a role becomes abundant and this can prevent a game from becoming monotonous, the interest of a player can be raised.
JP 2004-113292 A

  However, the above gaming machine simply wins a plurality of roles in one game and lacks interest.

  An object of the present invention is to provide a gaming machine capable of improving the interest of a game due to a sense of expectation for winning a predetermined role.

The present invention has been made in view of the above problems. In the gaming machine, the winning combination determining means determines the second combination as the winning combination, and the symbol combination corresponding to the second combination is determined. When the winning combination determining information switching unit switches the winning combination determining information from the first winning combination determining information to the second winning combination determining information on the condition that it is displayed by the symbol display unit, Production information switching means for switching the production information from the first production information to the second production information different from the first production information,
The first winning role determination information is
Information of a first numerical range corresponding to the first role;
Corresponding to the second role, information of the second numerical range including all or part of the numerical range constituting the first numerical range;
It is characterized by including.

  More specifically, the present invention provides the following.

  (1) Symbol display means (for example, reels 3L, 3C, 3R, which will be described later, symbol display areas 21L, 21C, 21R, which will be described later) for displaying symbols in a plurality of columns (for example, 3 columns), and a unit by the player Start operation detecting means (for example, a start switch 6S described later, main control described later) for detecting a start operation (for example, start operation, operation of a start lever 6 described later) of a game (for example, one game described later). A plurality of predetermined roles (for example, BB1 described later, BB2 described later, replay described later, bell replay described later, Numerical ranges corresponding to each of the cherries, bells to be described later, watermelons to be described later, red 7 small roles to be described later, blue 7 small roles to be described later, etc. Information such as a lower limit value “0” corresponding to the winning number “1” and an upper limit value “1023” corresponding to the winning number “1”) (for example, described later) Based on an internal lottery table or the like, a winning combination corresponding to a numerical value range including a random number value extracted by random lottery (for example, a random value extracted in step S5 in FIG. A winning combination determining means (for example, means for performing an internal lottery process described later, a main control circuit 71 described later) and the like, and the start operation Symbol variation means (for example, stepping motors 49L, 4 to be described later) for performing variation (for example, variation display) of symbols displayed in a plurality of columns by the symbol display means on condition that the start operation performed by the detection means is detected. C, 49R, a main control circuit 71 described later) and stop operation detecting means (for example, a stop switch described later) for detecting a stop operation by a player (for example, operation of stop buttons 7L, 7C, 7R described later). 7LS, 7CS, 7RS, etc.), and the symbol variation stopping control performed by the symbol varying means based on the detection of the stopping operation performed by the stopping operation detecting means and the winning combination determined by the winning combination determining means. Stop control means (for example, means for performing steps S16 to S19 in FIG. 21 to be described later, main control circuit 71 to be described later) and the winning combination determining means are a first role (for example, BB1 to be described later). BB2, etc., which will be described later) are determined as winning combinations, and symbol combinations corresponding to the first combination (for example, “red 7-red 7-red 7” which will be described later, “blue 7-blue 7-blue 7” which will be described later). ” On the condition that the symbol display means is displayed on the symbol display means, for example, a profit granting means (for example, to be described later) that grants a predetermined profit (for example, payout of a medal described later, transition to an advantageous gaming state, etc.) to the player. Main control circuit 71, means for performing step S22 in FIG. 21 described later, step S114 in FIG. 28, and the like, and the winning combination determining means performs the second combination (for example, bell replay described later). The winning combination determination information is set to the first combination on the condition that the symbol combination corresponding to the second combination (for example, “bell-replay-replay” described later) is displayed by the symbol display means. Second winning combination determination information different from the first winning combination determination information (for example, later) from the winning combination determination information (for example, the internal lottery table for the general gaming state when the RT operating flag described later is OFF) Winning combination determination information switching means (for example, a CPU 31 described later, a main control circuit 71 described later) for switching to a general gaming state internal lottery table when the RT operating flag is turned on, and an effect means for performing an effect (For example, a liquid crystal panel 134 to be described later) and the winning combination determination information switching unit switches the winning combination determination information from the first winning combination determination information to the second winning combination determination information. Effect information switching means for switching the effect information for performing the effect from the first effect information to the second effect information different from the first effect information (for example, the RT operating flag in step S145 of FIG. 31 described later) Is turned on, an RT start command is transmitted from the CPU 31 to the sub-control circuit 72 in step S146, and the image control microcomputer is transmitted in step S161 of FIG. On the condition that 1 has received the RT start command, the processing of step S164 is performed, and the effect information switched by the effect information switching means and the effect information switching means, such as an image display as shown in FIG. On the basis of the control means (for example, a sub-control circuit 72 described later), the first winning combination determination information is the first winning combination (for example, BB1, described later) A first numerical range corresponding to a later-described BB2, etc. (for example, a numerical range indicated by a lower limit “1295” and an upper limit “1390” corresponding to the winning number “8”, and a lower limit corresponding to the winning number “9”) Information corresponding to “1391” and upper limit value “1486”) and the second combination (for example, bell replay described later), and all of the numerical ranges constituting the first numerical range Or second number including part Information of a value range (for example, a numerical range indicated by a lower limit value “1152” and an upper limit value “1343” corresponding to the winning number “7”), and the like.

  According to the gaming machine described in (1), the winning combination determining means determines the winning combination corresponding to the numerical value range including the random number value extracted by the random number lottery based on the winning combination determining information as the winning combination. Among the winning combination determination information, the first winning combination determination information includes information on the first numerical range corresponding to the first combination and all of the numerical ranges constituting the first numerical range corresponding to the second combination. Or information of the second numerical range including a part thereof. Thus, for the player, when the symbol combination corresponding to the second combination is displayed by the symbol display means, the expectation that the first combination is the winning combination can be enhanced, so that the game Interest can be improved.

  Further, according to the gaming machine described in (1), the winning combination determining information switching means determines that the winning combination determining means determines the second combination as the winning combination, and the symbol combination corresponding to the second combination is displayed as a symbol. The winning combination determination information is switched from the first winning combination determination information to the second winning combination determination information different from the first winning combination determination information on condition that the information is displayed by the means. The effect information switching means provides the effect information for performing the effect on the effect means on condition that the winning combination determination information switching means switches the winning combination determination information from the first winning combination determination information to the second winning combination determination information. The first effect information is switched to the second effect information different from the first effect information. Thereby, when the winning combination determination information is switched to the second winning combination determination information by the winning combination determination information switching means, even if the unit game is repeated a plurality of times, an effect based on the second effect information is performed. It can be done continuously. Therefore, for the player, even when the unit game is repeated several times, the expectation that the first role is the winning role can be continuously increased, and the interest of the game is improved. Can be made.

  (2) In the gaming machine described in (1), on the condition that the winning combination determination information switching means switches the winning combination determination information from the first winning combination determination information to the second winning combination determination information. A number counting means for counting the number of unit games (for example, a main control circuit 71 described later, a means for performing step S126 in FIG. 30 described later), and the winning combination determination information switching means includes the number counting On the condition that the count value of the means is a predetermined count value (for example, on the condition that YES is determined in step S127 of FIG. 30 described later), the winning combination determination information is changed to the second winning combination determination information. Is switched to the first winning combination determination information (for example, the processing of step S130 described later is performed), and the effect information switching means is configured such that the winning combination determination information switching means converts the winning combination determination information into the second winning combination determination information. The effect information is switched from the second effect information to the first effect information on the condition that the fixed information is switched to the first winning combination determination information (for example, the RT operating flag in step S130 of FIG. 30 described later). Is updated to OFF, the RT end command is transmitted from the CPU 31 to the sub-control circuit 72 in step S131, and the image control microcomputer 81 receives the RT end command in step S161 of FIG. A game machine characterized by performing processing and displaying a normal screen).

  (2) According to the gaming machine described above, when the winning combination determining information is switched from the first winning combination determining information to the second winning combination determining information by the winning combination determining information switching unit, the winning combination determining unit The winning combination is determined based on the second winning combination determination information until the count value of the means reaches the predetermined count value. Therefore, for the player, until the count value of the number counting means reaches a predetermined count value, even if the unit game is repeated a plurality of times, the expectation that the first combination is the winning combination is continued. And can continue to increase, and can improve the interest of the game.

  (3) In the gaming machine described in (2), the first winning combination determining means determines that the first winning combination (for example, BB1, which will be described later, BB2, which will be described later) is determined as the winning combination. Until the symbol combination corresponding to the combination is displayed by the symbol display unit, the carryover unit that carries over the first combination as a winning combination (for example, means for performing the processing of steps S64 to S65 in FIG. 25 described later, 25, which will be described later in FIG. 25, a main control circuit 71 described later, and the like, and the winning combination determination information switching means has a count value of the number counting means of a predetermined count value. And, on condition that the carryover means does not carry over the first combination as a winning combination (for example, YES is determined in step S127 of FIG. 30 described later, and YES is determined in step S128). It is on condition that) to the gaming machine, characterized in that switching to the first winning combination determining information the winning combination determination information from the second winning combination determining information.

  According to the gaming machine described in (3), when the count value of the number counting means is a predetermined count value, if the first combination is not carried over by the carryover means, the winning combination determination information switching means The combination determination information is switched to the first winning combination determination information, and the production information is switched to the first production information by the production information switching means. On the other hand, even when the count value of the number counting means reaches a predetermined count value, if the first winning combination is carried over by the carryover means, the winning combination determination information is changed by the winning combination determination information switching means. There is no switching to the first winning combination determination information, and the effect information is not switched to the first effect information by the effect information switching means. As a result, even when the count value of the number counting means reaches a predetermined count value, if the predetermined combination is carried over by the carryover means, the effect control means is based on the second effect information. To control the production means. Therefore, from the viewpoint of the player, when the effect based on the second effect information is performed by the effect means even after the count value of the number counting means reaches the predetermined count value, the first combination is played by the carry-over means. The expectation for being carried over can be further increased, and the interest of the game can be improved.

  (4) In the gaming machine according to any one of (1) to (3), game value information storage means (for example, a game value information storage means (for example, a BET number described later)) for storing game value (for example, a medal) Means for updating the number of BETs, which will be described later, a main control circuit 71, which will be described later), and the winning combination determining means determine the third combination (for example, replay to be described later) as the winning combination, Information on a specific game value (for example, for the current game described later) on condition that the symbol combination corresponding to the combination (for example, “replay-replay-replay” described later) is displayed by the symbol display means. Automatic storage means (for example, means for performing the process of step S112 of FIG. 28 to be described later), etc., and the symbol display means, The start operation detecting means detects the start operation, and the game value information is stored in the game value information storage means. The symbols are displayed in a plurality of columns, and the first winning combination determination information is , A third numerical range corresponding to the third combination (for example, replay described later) (for example, a numerical range indicated by the lower limit value “6049” and the upper limit value “15028” corresponding to the winning number “6”) And the second winning combination determination information corresponds to the third combination (for example, replay to be described later) so that the numerical range is wider than the numerical range constituting the third numerical range. A gaming machine comprising information of a configured fourth numerical range (for example, a numerical range indicated by a lower limit value “6049” and an upper limit value “65535” corresponding to the winning number “6”).

  According to the gaming machine described in (4), on the condition that the winning combination determining means determines the second combination as the winning combination and the symbol combination corresponding to the second combination is displayed by the symbol display means. The winning combination determination information switching means switches the winning combination determination information from the first winning combination determination information to the second winning combination determination information. At this time, the first winning combination determination information includes information of the third numerical range corresponding to the third combination, and the second winning combination determination information corresponds to the third combination and constitutes the third numerical range. It includes information on a fourth numerical range configured such that the numerical range is wider than the numerical range. In addition, the automatic storing means determines that the specific game value is determined on the condition that the winning combination determining means determines the third combination as the winning combination and the symbol combination corresponding to the third combination is displayed by the symbol display means. Is stored in the game value information storage means. Thereby, when the symbol combination corresponding to the second combination is displayed by the symbol display means, it is possible to obtain a profit that information of a specific game value is stored in the game value information storage means with a high probability, The player can be informed that the first combination is the winning combination while securing the profit. For the player, even if it takes time to predict that the first combination is a winning combination, it is possible to suppress a decrease in the number of game values. Therefore, even a beginner who is not accustomed to predicting that the first combination is a winning combination from the standpoint of stopping can enjoy the game with peace of mind.

  (5) In the gaming machine according to (4), in the automatic storage unit, the winning combination determining unit determines the second combination (for example, a bell replay described later) as the winning combination, and the second On the condition that the symbol combination corresponding to the combination (for example, “Bell-Replay-Replay” described later) is displayed by the symbol display means, information on a predetermined game value (for example, for the current game described later) A gaming machine characterized in that the number of inserted coins etc. is stored in the gaming value information storage means (for example, processing in step S112 of FIG. 28 described later is performed).

  According to the gaming machine described in (5), when the winning combination determining means determines the second combination as the winning combination and the symbol combination corresponding to the second combination is displayed by the symbol display means, a predetermined game Value information is stored in the game value information storage means. As a result, even in the next unit game in which the symbol combination corresponding to the second combination is displayed by the symbol display means, it is possible to ensure the advantage that information of the predetermined game value is stored in the game value information storage means. . Therefore, for the player, the symbol combination corresponding to the first combination can be displayed on the symbol display means while suppressing the decrease in the number of gaming values to the gaming machine described in (4) or more. .

  (6) In the gaming machine described in (4) or (5), on the condition that the start operation performed by the start operation detection unit is detected, a time measuring unit that measures the time elapsed since the start operation is detected (for example, An automatic stop timer, which will be described later, a main control circuit 71, which will be described later), and the stop control means in which the winning combination determining means has the third role (for example, replay to be described later) and the first role (for example, In the case where BB1 (to be described later, BB2 to be described later) is determined as the winning combination (for example, when either the processing of step S66 or step S72 in FIG. 25 is performed, replay and BB1 are determined to be the winning combination. A) a symbol constituting a symbol combination corresponding to the third combination (for example, “replay-replay-replay” described later) is predetermined for each column of the symbol display means. The symbol corresponding to the third role is selected by selecting the first stop control, the means for stopping the symbol variation display performed by the symbol variation means based on the first stop control for displaying the stop at the stop position. The symbols constituting the combination cannot be stopped and displayed at the symbol stop position (for example, when the priority priority table is referenced in step S17 in FIG. On the condition that the symbols constituting the symbol combination “replay-replay-replay” cannot be stopped and displayed at the symbol stop position) The symbols constituting the symbol combination (for example, “red 7-red 7-red 7” described later, “blue 7-blue 7-blue 7” described later, etc.) are stopped and displayed at the symbol stop position. And a stop operation performed by the stop operation detecting means when the time measuring means measures a predetermined time based on a second stop control for stopping the display. On the condition that no symbol is detected, a symbol constituting a symbol combination different from the symbol combination corresponding to the winning combination determined by the winning combination determining means is stopped and displayed at the symbol stop position. 3. Means for stopping the symbol variation display performed by the symbol variation means based on the stop control (for example, when the value of the automatic stop timer is 0 in the slip frame number determination process in step S27 of FIG. 21 described later) Is a game value meter for counting the number of game values stored in the game value information storage means, and the like. Means (for example, means for performing step S4 in FIG. 20 to be described later, a predetermined storage area of RAM 33 (game value information storage means) to be described later, an input number counter to be described later, a main control circuit 71 to be described later), and the game value Based on the count value of the counting means, the numerical value range information switching means (for example, step S55 in FIG. 24 described later) included in the second winning combination determination information and for switching the numerical range information corresponding to the third winning combination. Means for performing step S58 of FIG. 24 described later), and the second winning combination determination information corresponds to the third combination and is based on a numerical range constituting the fourth numerical range. Is a fifth numerical range configured so that the numerical range is narrow (for example, a numerical value indicated by a lower limit value “2027” and an upper limit value “11006” corresponding to the winning number “6” when the number of inserted sheets is 1) Range ), And the numerical value range information switching means corresponds to the third combination on the condition that the count value of the game value counting means is a first count value (for example, the inserted number is 3). Information on the numerical range to be used is information on the fourth numerical range (for example, the numerical range indicated by the lower limit value “6049” and the upper limit value “65536” corresponding to the winning number “6” when the number of inserted sheets is 3). On the condition that the count value of the game value counting means is a second count value (for example, the number of inserted coins is 1), information on the numerical range corresponding to the third combination is Means for switching to information of a numerical range (for example, a numerical range indicated by a lower limit value “2027” and an upper limit value “11006” corresponding to the winning number “6” when the number of inserted sheets is 1). A featured gaming machine.

  According to the gaming machine described in (6), when the winning combination determining means determines the third combination and the first combination as the winning combination, the stop control unit selects the symbol combination corresponding to the third combination. The symbol variation display performed by the symbol variation means is stopped based on the first stop control for displaying the symbols to be configured at the symbol stop position predetermined for each column of the symbol display means. Also, the symbol combination corresponding to the first combination is selected on the condition that the symbols constituting the symbol combination corresponding to the third combination cannot be stopped and displayed at the symbol stop position by selecting the first stop control. Based on the second stop control for stopping and displaying the symbols to be configured at the symbol stop position, the symbol change display performed by the symbol changing means is stopped. Further, as described in (4) above, the winning combination determining means determines that the second combination is determined as the winning combination, and the symbol combination corresponding to the second combination is displayed on the symbol display means. The winning combination determination information switching means switches the winning combination determination information from the first winning combination determination information to the second winning combination determination information. At this time, the first winning combination determination information includes information of the third numerical range corresponding to the third combination, and the second winning combination determination information corresponds to the third combination and constitutes the third numerical range. It includes information on a fourth numerical range configured such that the numerical range is wider than the numerical range. As a result, even if the symbol combination corresponding to the second combination is displayed by the symbol display means and the expectation that the first combination is the winning combination is enhanced, the third combination is also won as it is. There is a high probability of being a role. Therefore, the player cannot display the symbol combination corresponding to the first combination on the symbol display means, and cannot obtain the predetermined profit by the profit granting means. Therefore, the stop control means is further determined by the winning combination determining means on condition that the stop operation performed by the stop operation detecting means is not detected when the time measuring means times a predetermined time. The symbol change display performed by the symbol changing means is stopped based on the third stop control for stopping and displaying the symbols constituting the symbol combination different from the symbol combination corresponding to the combination at the symbol stop position. The numerical value range information switching means switches the numerical value range information corresponding to the third combination to the fourth numerical value range information on condition that the count value of the game value counting means is the first count value. On the other hand, on the condition that the count value of the game value counting means is the second count value, the numerical value range information corresponding to the third combination is switched to the fifth numerical value range information. At this time, the information of the fifth numerical range is configured such that the numerical range is narrower than the numerical range constituting the fourth numerical range. As a result, even if the third combination is a winning combination, the symbol display unit displays a symbol combination different from the symbol combination corresponding to the third combination by causing the timing unit to measure a predetermined time. be able to. Then, by setting the count value of the game value counting means to be the second count value, the numerical value range information corresponding to the third combination can be switched to the fifth numerical value range information. The probability that the winning combination determining means determines the third winning combination as the winning combination is lower than when the information is switched to the information in the fourth numerical range. Therefore, when the symbol combination corresponding to the second combination is displayed by the symbol display means, the timing means counts the predetermined time, and the count value of the game value counting means is set to the second count value. It is possible to provide an attractive game in which the symbol combination corresponding to the first combination can be displayed on the symbol display means only after being satisfied. For the player, when the symbol combination corresponding to the second combination is displayed by the symbol display means, and when the expectation that the first combination is the winning combination increases, the timing means measures the predetermined time. It is possible to enjoy an attractive game in which the count value of the game value counting means becomes the second count value, and to improve the interest of the game.

  According to the present invention, when the winning combination determination information is switched to the second winning combination determination information by the winning combination determination information switching means, even if the unit game is repeated a plurality of times, the second combination is determined. It is possible to continue to raise the expectation for being a winning role and to improve the interest of 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 shown in FIG.

  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 a liquid crystal display device 131 (see FIG. 3 described later).

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

  In the symbol display areas 21L, 21C, and 21R, a top line 8b, a center line 8c, and a bottom line 8d are provided as display lines in the horizontal direction, and a cross-up line 8a and a cross-down line 8e are provided in an oblique direction. These five display lines are all activated by the player pressing the BET switches 11 to 13 or inserting medals into the medal slot 10 (the activated display lines are Hereinafter referred to as “effective line”). When the number of BETs is 1 or more, all the display lines 8a to 8e are activated regardless of the number of BETs.

  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 of the reels 3L, 3C, 3R, “red 7 (design 91)”, “blue 7 (design 92)”, “BAR (design 93)”, “bell (design 94)”, “watermelon (design 95) ) "," Cherry (symbol 96) "," Replay (symbol 97) ", and" Blank (symbol 98) ". Each reel 3L, 3C, 3R is rotationally driven so that the symbol row moves in the direction of the arrow in FIG.

  “Blank” is basically a symbol that is not directly related to the formation of a role. That is, even when “blanks” are displayed along any one of the active lines, the player is not provided with benefits such as paying out medals, automatic insertion of medals, and the transition of the gaming state described later. .

  Here, BB1, BB2, cherry, bell, watermelon, red 7 small role, blue 7 small role, and replay are provided in the role of the embodiment. BB is an accessory continuous operation device related to the first type special accessory. In addition, BB1 and BB2 are collectively referred to as “bonus” hereinafter. Hereinafter, BB1 and BB2 are collectively referred to as “BB”. The symbol “red 7” or “blue 7” constituting the symbol combination corresponding to BB is collectively referred to as “7” 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.

  In addition, the gaming state of the embodiment basically includes a general gaming state and an RB 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.

  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 carry-over section, the bonus is not won internally, and in the normal section and the RT section, the bonus may be won internally. Here, as will be described with reference to the internal lottery table of FIG. 12 described later, in the RT section, when the number of inserted sheets (the number of BETs) is two or three, the replay is more effective than the normal section and carryover section. There is a high probability of winning internally. On the other hand, when the number of inserted sheets is 1, the probability of internally winning the replay is the same as that of 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 a later-described RT operating flag is on. The RT operating flag is updated to ON when it is determined that “bell-replay-replay” is aligned along the active line (when YES is determined in step S142 in FIG. 31 described later) (described later). 31 in FIG. 31), 3 is stored in the RT game number counter at this time (step S143 in FIG. 31 described later). The counter value is decremented by 1 in one game (step S126 in FIG. 30 to be described later), and if it is determined that the counter value is 0 or less (YES in step S127 in FIG. 30 to be described later). If it is determined, the RT operating flag is updated to OFF (step S131 in FIG. 30 described later). However, as shown when explaining the internal lottery table of FIG. 12 described later, when both the bell replay and BB1 are determined as the internal winning combination (when NO is determined in step S128 of FIG. 30 described later). There is. In this case, when it is determined that the value of the RT game number counter is 0 or less, a carryover section command is transmitted (step S129 in FIG. 30 described later), and the RT operating flag is updated to OFF. There is nothing. Therefore, when it is determined that “Bell-Replay-Replay” is arranged along the active line, basically, the normal section is changed to the RT section, and after the RT section is played for three games, the normal section is used. Return to. However, when it is determined that "Bell-Replay-Replay" is lined up along the active line, and both the Bell Replay and BB1 are determined as the internal winning combination, the routine shifts from the normal section to the RT section, The transferred RT section continues after the fourth game.

  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 RB gaming state is basically a gaming state constituted by a game in which the “first type special object” is operating, and is a gaming state that is more advantageous than the general gaming state. The RB gaming state can be identified by turning on or off the RB operating flag. The RB operating flag is information for identifying whether or not the gaming state is the RB gaming state. The condition for updating the RB operating flag to ON is that a BB operating flag described later is ON.

  The condition that the RB operating flag is updated to OFF is that the possible number of games is 0, the possible number of winnings is 0, or that the BB operating flag is updated to OFF. The number of possible games is the number of unit games that can be played in the RB gaming state. The number of possible winnings is the number of times that a prize can be won in the RB gaming state.

  The BB in-operation flag is information for identifying whether or not the BB operating flag is in an advantageous state generated by establishment of BB. 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 BB operating flag to ON is that BB is satisfied. The condition for updating the BB operating flag to OFF is that the number of medals paid out exceeds the payable number (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 BB operating flag is updated to on until the BB operating flag is updated to off. When BB is established, 350 is set as the initial value of the bonus end number counter.

  Here, the relationship between the BB operating flag and the RB operating flag from when the BB operating flag is updated to on until it is updated to off will be described. When BB is established, the BB operating flag is updated to ON. When this BB operating flag is updated to ON, the RB operating flag is updated to ON. When the possible number of games becomes 0 or the possible number of winnings becomes 0, the RB operating flag is updated to OFF. If the BB operating flag is ON, the RB operating flag is updated to ON again.

  When the condition that the BB operating flag is updated to OFF is satisfied, the BB operating flag is updated to OFF. However, when the BB operating flag is updated to OFF, the RB operating flag is OFF. Updated to Therefore, when the BB operating flag is on, the RB operating flag is updated to on. That is, after BB is established, the RB gaming state is maintained until the BB 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 volume of the speakers 9L and 9R can be adjusted by operating the volume control unit 103.

  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. 20 to 31 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. 12 to be described later) used for determination of random number sampling performed every time the start lever 6 is operated (start operation), and a 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. The RAM 33 stores, for example, information such as an internal winning combination, a carryover combination described later, and the current gaming state.

  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. 12 described later) stored in the ROM 32, for example. 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.

  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 with the symbols drawn on the outer peripheral surface of the reel, a symbol arrangement table (FIG. 9 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. 10 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 lottery processing (such as internal lottery processing) 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. 32 and 33 to be described later) executed by the image control microcomputer 81.

  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.

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

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

  The image control IC 86 generates an image corresponding to the effect content determined by the image control microcomputer 81 and outputs the image to the liquid crystal display device 131 (FIGS. 7 and 8 described later).

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

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

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

  The sound / lamp control circuit (mSub) 72b includes a sound / lamp control microcomputer 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 volume adjustment control for adjusting the sound output from the speakers 9L and 9R to the input volume based on the input signal transmitted from the volume adjustment unit 103.

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

  Display example 1 will be described with reference to FIG. In this display example 1, “bell-replay-replay” is arranged along the active line (YES is determined in step S142 in FIG. 31 described later), and an RT start command is issued in step S146 in FIG. It is displayed on condition that it is transmitted to 81.

  In this display example 1, the hero character 201 performs a mount punch (punch from the top to the bottom) on the enemy character 202 and the mount punch hits the enemy character 202. Here, when “bell-replay-replay” is arranged along the active line, both the bell replay and BB1 may be determined as the internal winning combination. Therefore, as shown in Display Example 1, the main character 201 performs an effect display that is dominant over the enemy character, and notifies the player that the RT section is in the RT section, so that the player can play BB1 as an internal winning combination. Can increase the sense of expectation that the game has been decided, and the fun of the game will improve.

  In addition, since at least three games continue in the RT section, the player can continuously increase the expectation that BB1 is determined as an internal winning combination over a plurality of games, and the interest of the game is enhanced. improves. Further, in the second game, the main character 201 can perform an effect display that is superior to the first game with respect to the enemy character, and in the third game, an effect display that is more dominant than the second game can be performed. . In this case, the player can increase the expectation that BB1 is determined as an internal winning combination every time the game progresses, and the interest of the game is improved.

  Although not shown in the figure, the RT operating flag is updated to OFF in step S130 of FIG. 30 described later, so that the RT section is shifted to the normal section, and the RT end command is issued in step S131 of FIG. 30 described later. When transmitted to the image control microcomputer 81, a normal screen (normal screen) relating to the game is displayed.

  Display example 2 will be described with reference to FIG. This display example 2 is displayed on condition that the carryover section command is transmitted to the image control microcomputer 81 in step S129 of FIG. 30 described later and the RT section continues for four or more games.

  (1) of FIG. 8 shows a display example at the time of start operation. In this display example, the main character 201 and the enemy character 202 face each other and take a fighting pose. Further, above the window frame display areas 22L, 22C, and 22R, a display “Please stop automatically” is shown.

  (2) of FIG. 8 shows a display example when the three reels 3L, 3C, and 3R are automatically stopped when an automatic stop timer described later becomes zero. In this display example, a state in which a symbol combination different from a symbol combination corresponding to a combination described later is displayed on all display lines is shown. Further, a state in which the main character 201 kicks the enemy character 202 and the enemy character 202 avoids the kick is shown. In addition, above the window frame display areas 22L, 22C, and 22R, a display “please hang one” is shown.

  (3) of FIG. 8 is a table when the player operates the stop buttons 7L, 7C, and 7R, and the corresponding stop switches 7LS, 7CS, and 7RS detect the operation of the stop button (stop operation). An example is shown. In this display example, a state in which a symbol combination corresponding to replay (“replay-replay-replay”) is displayed on the effective display line is shown. Further, a state in which the main character 201 kicks the enemy character 202 and the enemy character 202 avoids the kick is shown. In addition, no characters are shown above the window frame display areas 22L, 22C, and 22R.

  Here, when the number of inserted sheets is 2 or 3, the RT section has a higher probability of internal winning in replay than the normal section. Therefore, even if BB1 is determined as the internal winning combination, the symbol corresponding to BB1 is not displayed on the active line by the pull-in priority table described later with reference to FIG. Therefore, when the number of inserted coins is two or three, the player needs to avoid displaying the symbol combination corresponding to the replay and set the number of inserted coins to one.

  Therefore, as shown in the display example of (1) in FIG. 8, by displaying “Please stop automatically”, the player can automatically stop the three reels 3L, 3C, 3R, Thereby, it is possible to avoid displaying the symbol combination corresponding to the replay on the active line when the number of inserted sheets is two or three. Further, as shown in the display example of (2) in FIG. 8, the player can set the number of inserted sheets to 1 by displaying “please put one”. As a result, even in the RT section, the probability of internal winning in replay can be made the same as in the normal section and carryover section, and the symbol corresponding to BB1 can be displayed on the effective line to shift to the bonus. it can.

  On the other hand, when the player does not follow the display example of (1) in FIG. 8, that is, the display of “Please stop automatically”, the display example of (3) of FIG. 8 is shown. The number of inserted sheets cannot be reduced to one. Therefore, since the state where the probability of internal winning in replay is higher than in the normal section and carryover section continues, even if BB1 is determined as the internal winning combination, the symbol corresponding to BB1 cannot be displayed on the active line. .

  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 each effective 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 (cherry), the display combination may be cherry. The cherries include horn cherries and medium cherries. Whether the display combination is a square cherry or a middle cherry is related to the operation timing of the left stop button 7L. The display combination becomes the middle cherry when the so-called “bitter push” of “cherry” is performed at the position of the center line 8c.

  When “cherry (corner) -ANY-ANY” is arranged along the active line, the display role is a square cherry. When the number of inserted coins is 1 or 2, 15 medals are paid out and the number of inserted coins is 3. In this case, 8 medals are paid out. “Cherry (corner)” indicates “cherry” stopped and displayed at the upper or lower stage of the left symbol display area 21L. “ANY” indicates an arbitrary symbol.

  When “cherry (medium) -ANY-ANY” is arranged along the active line, the display combination becomes the middle cherry. When the number of inserted coins is 1 or 2, 15 medals are paid out and the number of inserted coins is 3. In this case, 4 medals are paid out. “Cherry (middle)” indicates “cherry” stopped and displayed in the middle of the left symbol display area 21L.

  When “Bell-Bell-Bell” is arranged along the effective line, the display combination becomes a bell. When the number of inserted coins is 1 or 2, 15 medals are paid out. When the number of inserted coins is 3, Ten medals are paid out. When “watermelon-watermelon-watermelon” are arranged along the active line, the display combination becomes watermelon, and eight medals are paid out regardless of the number of inserted coins.

  When “BAR-red 7-red 7” is arranged along the active line, the display combination becomes the red 7 small combination, and one medal is paid out regardless of the inserted number. When “BAR-blue 7-blue 7” is arranged along the active line, the display combination becomes a blue 7 small combination, and one medal is paid out regardless of the number of inserted coins.

  When “Replay-Replay-Replay” is arranged along the active line, the display combination is replayed and medals are automatically inserted. When “Bell-Replay-Replay” is arranged along the active line, the display combination is Bell Replay, and medals are automatically inserted. Further, when the RT operating flag is turned on, the gaming section shifts to the RT section.

  When "Red 7-Red 7-Red 7" are arranged along the active line, the display combination is BB1, and the gaming state is shifted to the RB gaming state by turning on the BB operating flag. When “blue 7-blue 7-blue 7” is arranged along the active line, the display combination is BB2, and the gaming state shifts to the RB gaming state by turning on the BB operating flag.

  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. 12 described later) corresponding to the gaming state and information on the number of lotteries.

  Here, in the case of the general gaming state, an internal lottery table for general gaming state ((1) in FIG. 12 described later) is selected, and basically 9 is determined as the number of lotteries (described in FIG. 24 described later). Step S51). The number of lotteries is the number of times required for determining the internal winning combination. Specifically, the number of times of calculation of random value R-lower limit L and calculation of random value R-upper limit U, which will be described later. (Maximum number of times). However, in the case of the carryover section, the number of lotteries determined to be 9 is updated to 6 (step S53 in FIG. 24 described later). In the RB gaming state, an internal lottery table for RB gaming state ((2) in FIG. 12 described later) is selected, and 5 is determined as the number of lotteries (step S51 in FIG. 24).

  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. (1) of FIG. 12 shows an internal lottery table for a general gaming state. (2) of FIG. 12 shows the internal lottery table for RB gaming state.

  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 on the basis of the winning number won, the gaming state, the inserted number, and the internal winning combination determination table (FIG. 13 described later).

  For example, in the general gaming state (game section other than carryover section), when the inserted number is 3, and the random number value extracted from the range of 0 to 65535 is 1300, first, the random number value R (1300 for the winning number 9) ) -Lower limit value L (1391) is calculated. This calculation result is smaller than 0. Accordingly, since the random number value is not 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 1300, the winning number 9 is illegal. .

  Next, a random number value R (1300) −lower limit value L (1295) is calculated for the winning number 8. This calculation result becomes 0 or more. Next, the random value R (1300) −the upper limit value U (1390) 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, when the extracted random number value is 1300, the winning number 8 is won. When winning the winning number 8, BB1 corresponding to the winning number 8 becomes an internal winning combination based on the internal winning combination determination table described later.

  Thus, by repeating the calculation of the random number value R (1300) −the lower limit value L and the calculation of the random value R (1300) −the upper limit value U until the winning number becomes 0, each of the winning numbers 7-1 Determine whether you are winning. When the extracted random number is 1300, the winning numbers 1 to 6 are invalid. On the other hand, for the winning number 7, the lower limit L is 1152, and the upper limit U is 1343, so that the winning number is won. Therefore, when the extracted random number is 1300, the winning numbers 7 and 8 are won, and both the bell replay and BB1 are determined as the internal winning combination based on the internal winning combination determination table described later.

  When a random number value within the range from the lower limit value 1152 of the winning number 7 corresponding to the bell replay to the upper limit value 1343 is extracted, BB1 is also determined as an internal winning combination at a rate of about 1/4. From the player's point of view, when “bell-replay-replay” is arranged along the active line, the expectation that BB is a winning combination can be enhanced.

  In addition, when “bell-replay-replay” is arranged along the active line, since the transition is made to the RT section, the probability that the replay becomes a winning combination becomes high. Therefore, by arranging “Replay-Replay-Replay” continuously along a plurality of games along the active line, it is possible to increase the expectation that BB is a winning combination. It is a role that can be obtained with a high probability of being inserted. Therefore, from the viewpoint of the player, even if it takes time to predict that BB is a winning combination, it is possible to suppress a decrease in the number of medals. Therefore, even a beginner who is not accustomed to predicting that BB is a winning combination from the display mode (stop appearance) on the active line can enjoy the game with peace of mind.

  In the carryover section, the number of lotteries is updated to 6 (step S53 in FIG. 24 to be described later), so that the winning numbers 7 and 8 are not determined. Therefore, in the carryover section, the bonus is not determined as the internal winning combination based on the internal winning combination determination table described later.

  Here, the general gaming state internal lottery table when the RT operating flag is off and the general gaming state internal lottery table when the RT operating flag is on are different tables. In the embodiment, when using the general gaming state internal lottery table when the RT operating flag is on, compared to using the general gaming state internal lottery table when the RT game number counter is off. Basically, the numerical range corresponding to the winning number 6 is wide (that is, the probability of winning the replay as an internal winning combination is high).

  In the embodiment, when the inserted number is 1, the numerical range corresponding to the winning number 6 is the same regardless of which internal lottery table is used. When using the general lottery state internal lottery table when the RT operation flag is on when the number of inserted games is 2, use the general lottery state internal lottery table when the RT game number counter is off. Compared to the case, the numerical range corresponding to the winning number 6 is widened. When using the general lottery state internal lottery table when the RT operation flag is on when the number of inserted games is 3, use the general lottery state internal lottery table when the RT game number counter is off Compared to the case, the numerical range corresponding to the winning number 6 is configured to be even wider. Thereby, a change can be given to the stop appearance of RT section based on the number of insertion, and the interest of a game improves.

  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 and the RB 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 cherry. When the winning number is 2 and the internal winning combination 2 is “00000010”, the internal winning combination is a bell.

  When the winning number is 3 and the internal winning combination 2 is “00000100”, the internal winning combination is watermelon. When the winning number is 4 and the internal winning combination 2 is “00001000”, the internal winning combination is a red 7 small combination. When the winning number is 5 and the internal winning combination 2 is “00010000”, the internal winning combination is a blue 7 small combination.

  When the winning number is 6 and the internal winning combination 1 is “00000001”, the internal winning combination is replay. When the winning number is 7 and the internal winning combination 1 is “00000010”, the internal winning combination is bell replay. When the winning number is 8 and the internal winning combination 1 is “00000100”, the internal winning combination is BB1. When the winning number is 9 and the internal winning combination 1 is “00001000”, the internal winning combination is BB2.

  The internal winning combination is basically information for identifying a stop control mode 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 8 of the stop select counter. The winning select number basically stores the winning number (step S84 in FIG. 20).

  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.

  Specifically, the stop table (not shown) is configured so that predetermined symbol combinations (corresponding symbol combinations) can be arranged along a predetermined display line (effective line). However, the stop table corresponding to the loss is configured such that the symbol combinations corresponding to the combination cannot be arranged along a predetermined display line.

  The stop table shows stop operation positions and stop control positions of the reels 3L, 3C, 3R. The stop operation position is the symbol (specifically, the symbol of the symbol) that is located on the center line 8c when the stop buttons 7L, 7C, 7R provided corresponding to the reels 3L, 3C, 3R are operated. The code number of a symbol whose center is located above the center line 8c and whose center is closest to the position of the center line 8c). The stop control position represents a code number of a symbol that is stopped and displayed at the position of the center line 8c when the reel on which the stop operation is performed stops.

  In the embodiment, the maximum number of so-called sliding frames is “4 frames”. For example, when the “watermelon” with the code number “09” reaches the position of the center line 8c while the right reel 3R is rotating, the “cherry” with the code number “13” is selected when the stop button 7R is operated. The right reel 3R can be controlled to stop so as to be stopped at the position of the center line 8c.

  An example of the replay stop table used when the internal winning combination is replay will be described with reference to FIG.

  The stop table is basically configured so that predetermined symbol combinations (corresponding symbol combinations) can be arranged along predetermined display lines (effective lines). However, the stop table corresponding to the loss is configured such that the symbol combinations corresponding to the combination cannot be arranged along a predetermined display line.

  Moreover, five stop tables are basically provided for each combination. The five stop tables corresponding to one role correspond to the cross-up line 8a, the top line 8b, the center line 8c, the bottom line 8d, and the cross-down line 8e, respectively.

  The stop table shows stop operation positions and stop control positions of the reels 3L, 3C, 3R. The stop operation position is the symbol (specifically, the symbol of the symbol) that is located on the center line 8c when the stop buttons 7L, 7C, 7R provided corresponding to the reels 3L, 3C, 3R are operated. The code number of a symbol whose center is located above the center line 8c and whose center is closest to the position of the center line 8c). The stop control position represents a code number of a symbol that is stopped and displayed at the position of the center line 8c when the reel on which the stop operation is performed stops.

  In the embodiment, the maximum number of so-called sliding frames is “4 frames”. For example, when the “BAR” of the code number “11” reaches the position of the center line 8c during the rotation of the central reel 3C, when the stop button 7C is operated, “replay” of the code number “14” is performed. The central reel 3C can be controlled to stop at the position of the center line 8c.

  In FIG. 15, the stop control position of the left reel 3L is one of the code numbers “03”, “06”, “11”, “15”, or “19”. In the symbol row shown in FIG. 4, the symbol corresponding to these is “replay”. Therefore, “Replay” is stopped and displayed at the middle symbol stop position of the left symbol display area 21L.

  In FIG. 15, the stop control position of the central reel 3C is one of the code numbers “02”, “05”, “09”, “14”, or “18”. In the symbol row shown in FIG. 4, the symbol corresponding to these is “replay”. Accordingly, “Replay” is stopped and displayed at the middle symbol stop position in the central symbol display area 21C.

  In FIG. 15, the stop control position of the right reel 3R is one of code numbers “01”, “05”, “10”, “14”, or “18”. In the symbol row shown in FIG. 4, the symbol corresponding to these is “replay”. Accordingly, “Replay” is stopped and displayed at the symbol stop position in the middle of the symbol display area 21R on the right.

  As described above, when the internal winning combination is replay, the stop table shown in FIG. 15 is used except when the automatic stop timer is activated (when YES is determined in step S16 in FIG. 21 described later). By doing so, regardless of the timing (stop operation position) and order (for example, forward pressing, irregular pressing, etc.) of the stop operation by the player, the replay is always performed on the center line 8c. The symbol combination “Replay-Replay-Replay” is stopped and displayed.

  With reference to FIG. 16, an example of the stop table for losing used when the internal winning combination is losing will be described. This loss stop table is also used when the automatic stop timer operates (when YES is determined in step S16 in FIG. 21 described later).

  In FIG. 16, the stop control position of the left reel 3L is one of the code numbers “01”, “05”, “08”, “09”, “12”, “17”, or “18”. In the symbol row shown in FIG. 4, the symbols corresponding to these are either “bell” or “blank”. Accordingly, either “bell” or “blank” is stopped and displayed at the symbol stop position in the middle of the symbol display area 21L on the left.

  In FIG. 15, the stop control position of the central reel 3C is any one of the code numbers “04”, “08”, “13”, “16”, “19”, or “20”. In the symbol row shown in FIG. 4, the symbols corresponding to these are either “blank”, “cherry”, or “watermelon”. Therefore, “blank”, “cherry”, or “watermelon” is stopped and displayed at the middle symbol stop position in the central symbol display area 21C.

  In FIG. 15, the stop control position of the right reel 3R is one of the code numbers “02”, “07”, “09”, “12”, “17”, or “19”. In the symbol row shown in FIG. 4, the symbols corresponding to these are any one of “cherry”, “blank”, “watermelon”, or “bell”. Therefore, “Cherry”, “Blank”, “Watermelon”, or “Bell” is stopped and displayed at the middle symbol stop position of the right symbol display area 21R.

  As described above, when the internal winning combination is lost, or when the automatic stop timer operates, the stop operation timing (stop operation position) by the player and the stop table shown in FIG. Regardless of the order (for example, forward pressing, irregular pressing, etc.), the symbol combination corresponding to the loss is always stopped and displayed on the center line 8c. Moreover, although description is abbreviate | omitted, the symbol combination corresponding to a loss is stopped and displayed by all the five display lines 8a-8e.

  In this way, when the automatic stop timer is activated, the symbol combination corresponding to the loss is stopped and displayed, so that the player can replay to the active line even when the number of inserted coins is 2 or 3 in the RT section. The display of the corresponding symbol combination can be avoided.

  With reference to FIG. 17, the pull-in priority table will be described.

  The pull-in priority table includes information on the relative priority of pulling in the symbol combination corresponding to the winning combination (internal winning combination). Priority 1 is replay and bell replay. Priority 2 is BB1, BB2. Priority 3 is cherry and bell. Priority 4 is watermelon, red 7 small combination, blue 7 small combination.

  The reason why priority 1 is set to replay, bell replay, and priority 2 is set as a bonus is to give priority to pulling in the bonus while keeping the player's joyfulness away. The reason why the priority of the bell is set higher than that of the watermelon is that the number of payouts corresponding to the bell is larger than that of the watermelon. If multiple internal winning combinations are determined, the internal winning combination with the highest priority is basically drawn. If the internal winning combination is not possible, the internal winning combination with the next highest priority is drawn. Done. In some cases, a stop table set in advance for reel stop control may be used.

  When a plurality of internal winning combinations are determined in one game, the priority order of each internal winning combination is different. For example, in the normal section, bell replay (priority 1) and BB1 (priority 2) may be determined as internal winning combinations, but the priorities are different. In the carryover section, both the bonus carried over and the combination determined by random number lottery (for example, cherry) are internal winning combinations, but the bonus is not internally won in the carryover section. Therefore, the priority order of each internal winning combination is also different in the carryover section.

  “Pull-in” is basically a symbol that constitutes a symbol combination corresponding to an internal winning combination under the condition of the maximum number of sliding symbols 4 at a symbol stop position (hereinafter referred to as “effective symbol stop position”) connected by an active line. This means that the reel that is the target of the stop control (the reel corresponding to the stop operation) is stopped so as to display (hereinafter referred to as “retraction target symbol”).

  In the case of the second stop operation, the symbol constituting the symbol combination corresponding to the internal winning combination is displayed at the effective symbol stop position together with the drawing target symbol in the second stop operation because the first stop operation is performed. If the symbol is present, displaying the drawing target symbol at the effective symbol stop position in the symbol display areas 21L, 21C, 21R corresponding to the second stop operation connected by the effective line connecting the effective symbol stop positions is referred to as “retraction”. .

  In the case of the third stop operation, the drawing target symbols are arranged along one of the effective lines in the two symbol display areas 21L, 21C, and 21R corresponding to the first stop operation and the second stop operation. (In the case of “Tempai”), displaying a drawing target symbol at an effective symbol stop position connected by the effective line is called “pulling”.

  With reference to FIG. 18, the bonus operation time table will be described.

  The bonus operating time table includes information on an operating flag updated to ON, a value set in the bonus end number counter, the number of games that can be played, and the number of times that a prize can be won, for each display combination. This bonus operating time table is referred to in the processing in step S33 in FIG. 22 and the processing in step S114 in FIG.

  The operating flag is information for identifying an operating gaming state (current gaming state). The operating flag includes a BB operating flag and an RB operating flag 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 BB operating flag is updated to on until it is updated to off.

  The internal winning combination 1, internal winning combination 2, carryover combination, and random value storage area (storage area) will be described with reference to FIG.

  (1) of FIG. 19 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 the bell replay.

  Bit 2 (third bit) is a storage area corresponding to BB1. Bit 3 (fourth bit) is a storage area corresponding to BB2. Bit 4 (fifth 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 bell replay.

  (2) of FIG. 19 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 cherry. Bit 1 (second bit) is a storage area corresponding to the bell.

  Bit 2 (third bit) is a storage area corresponding to a watermelon. Bit 3 (fourth bit) is a storage area corresponding to the red 7 small combination. Bit 4 (the fifth bit) is a storage area corresponding to the blue 7 small combination. Bit 5 (sixth bit) to 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 bell.

  (3) of FIG. 19 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 2 (third bit) is a storage area (storage area) corresponding to BB1. In the carryover combination storage area, bit 3 (fourth bit) is a storage area (storage area) corresponding to BB2. Bit 0 (first bit), bit 1 (second bit), bit 4 (fifth bit) to bit 7 (eighth bit) are unused storage areas. When there is a carryover combination (when it is a carryover section), 1 is stored in bit 2 (third bit) or bit 3 (fourth bit) corresponding to BB1 or BB2 in the carryover combination storage area (carryover combination) “00000100” or “00001000” is stored in the storage area).

  (4) in FIG. 19 shows a random value storage area (storage area). This random value storage area is provided in the RAM 33. In this random value storage area, numerical information relating to random numbers for lottery extracted in step S5 of FIG. 20 described later is stored. In step S5 in FIG. 20, any one of 0 to 65535 is extracted as a random number for lottery, and the extracted numerical information is stored in the random value 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 with reference to FIG. 22 described later is performed, and the process proceeds to step S4. In this process, when the BB operating flag is on, processing is performed to update the RB operating flag to on so that the RB gaming state continues even after the RB gaming state ends. In step S4, medal insertion / start check processing 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. Further, the information on the number of BETs is stored in a predetermined storage area of the RAM 33 (game value information storage means), for example. Here, in step S4, when a replay is established in the previous game, a BET number equivalent to the BET number in the previous game is automatically stored.

  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 with reference to FIG. 23 described later is performed, and the process proceeds to step S7. In step S7, an internal lottery process described with reference to FIGS. 24 and 25 described later is performed, and the process proceeds to step S8. In step S8, a reel stop initial setting process described with reference to FIG. 26 described later 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, 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 S12, and when NO, the process proceeds to step S11. In step S11, a game start waiting time digest process (wait) is performed, and the process proceeds to step S12. 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 S12, a game monitoring timer is set in the register of the CPU 31, and the process proceeds to step S13. This game monitoring timer includes an automatic stop timer for automatically stopping the reels 3L, 3C, 3R regardless of the stop operation of the player's stop buttons 7L, 7C, 7R. In step S13, the start of rotation of all reels is requested, and the process proceeds to step S14. In step S14, a reel stop permission command is set in the register of the CPU 31, and the process proceeds to step S15 in FIG.

  In step S15 in FIG. 21, it is determined whether or not the stop switch is “ON”, that is, whether any one of the stop buttons 7L, 7C, and 7R has been operated. When this determination is YES, the process proceeds to step S17, and when this determination is NO, the process proceeds to step S16. In step S16, it is determined whether or not the value of the automatic stop timer is “0”. When this determination is YES, the process proceeds to step S17, and when NO, the process proceeds to step S15.

  In step S17, the number of sliding frames is determined, and the process proceeds to step S18. In this process, based on the stop operation order (which stop operation is the stop operation) and the stop operation position, the slip is referred to the pull-in priority table and the stop table stored in the RAM 33 in step S86 of FIG. The number of frames is determined and set in the register of the CPU 31. In step S18, the process waits for the reels 3L, 3C, 3R corresponding to the stopped stop buttons 7L, 7C, 7R to rotate for the number of sliding frames determined in step S17, and then proceeds to step S19.

  In step S19, a reel stop command for requesting to stop the rotation of any of the reels 3L, 3C, 3R corresponding to any of the operated stop buttons 7L, 7C, 7R is transmitted to the motor drive circuit 39, and step Move on to S20. The motor drive circuit 39 stops the corresponding reels 3L, 3C, 3R based on the reel stop command transmitted from the CPU 31. In step S20, it is determined whether or not all reels have stopped. When this determination is YES, the process proceeds to step S21, and when NO, the process proceeds to step S15.

  In step S21, a display combination search process is performed, and the process proceeds to step S22. In this process, a flag for identifying a display combination (a winning combination) is set in the register of the CPU 31 based on the symbol stop mode of the symbol display areas 21L, 21C, and 21R.

  In step S22, a medal payout process is performed, and the process proceeds to step S23. In this process, based on the flag set in the register of the CPU 31 in the display combination search process, referring to the symbol combination table, the corresponding payout number of medals is stored (credit) or paid out. In step S23, the bonus end number counter is updated based on the payout number, and the process proceeds to step S24. If the bonus end number counter is 1 or more, the counter is subtracted according to the number of medals paid out.

  In step S24, it is determined whether or not the RB operating flag or the BB operating flag is on. When this determination is YES, the process proceeds to step S25, and when it is NO, the process proceeds to step S26. In step S25, a bonus end check process described with reference to FIG. 27 described later is performed, and the process proceeds to step S26. In step S26, a bonus operation check process described with reference to FIG. 28 described later is performed, and the process proceeds to step S27.

  In step S27, RT end processing described with reference to FIGS. 29 and 30 described later is performed, and the process proceeds to step S28. In step S28, RT operation processing described with reference to FIG. 31 described later is performed, and the process proceeds to step S2 in FIG.

  With reference to FIG. 22, the bonus operation monitoring process will be described.

  First, the CPU 31 determines whether or not the BB operating flag is on (step S31). When this determination is YES, the process proceeds to step S32, and when it is NO, the process proceeds to step S4 in FIG. In step S32, it is determined whether or not the RB operating flag is ON. When this determination is YES, the process proceeds to step S4 in FIG. 20, and when NO, the process proceeds to step S33.

  In step S33, RB operation processing is performed based on the bonus operation table (FIG. 18), and the process proceeds to step S4 in FIG. Specifically, the RB operating flag is updated to ON, and the possible game number and the possible winning number are stored in the RAM 33.

  With reference to FIG. 23, the gaming state monitoring process will be described.

  First, the CPU 31 determines whether or not the RB operation flag is on (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. In step S42, the identifier of the RB gaming state is stored, and the process proceeds to step S7 in FIG. In step S43, the general gaming state identifier is stored, and the process proceeds to step S7 in FIG. In this way, in the gaming state monitoring process, the gaming state is monitored based on the operating flag (RB operating flag), and in step S51 of FIG. 24 described later, the type of the internal lottery table determination table corresponding to the gaming state is changed. Information for selection is stored in the RAM 33 (game state storage area).

  The internal lottery process will be described with reference to FIGS.

  First, the CPU 31 determines the type and number of lotteries of the internal lottery table (FIG. 12) according to the gaming state based on the internal lottery table determination table (FIG. 11) (step S51), and proceeds to step S52. In step S52, 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 S54, and when it is NO, the process proceeds to step S53. Here, the case where the determination in step S52 is NO is a carryover section. In step S53, the number of lotteries is changed to 6, and the process proceeds to step S54.

  In step S54, 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 S55. As a result, in the general gaming state, the winning number is “9” in the normal section or the RT section, “5” in the RB gaming state, and “6” in the internal winning state (carry-over section). Will be set as In step S55, the internal lottery table determined in step S51 is referred to, a lower limit (L) is acquired based on the winning number and the number of inserted sheets, and the process proceeds to step S56. In step S56, 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 S57.

  In step S57, 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 S66 of FIG. 25, and when NO, the process proceeds to step S58. 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 S58, the internal lottery table determined in step S51 is referred to, an upper limit value (U) is acquired based on the winning number and the number of inserted sheets, and the process proceeds to step S59. In step S59, the upper limit value (U) is subtracted from the random value (R) stored in the random value storage area in the RAM 33 (RU), and the process proceeds to step S60.

  In step S60, it is determined whether or not the value obtained by the subtraction, specifically, the calculation result of RU is “0”. When this determination is YES, the process proceeds to step S62 in FIG. 25, and when NO, the process proceeds to step S61. 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 S61, it is determined whether or not a digit has been performed. Specifically, it is determined whether or not the calculation result of RU is negative. When this determination is YES, the process proceeds to step S62 in FIG. 25, and when this determination is NO, the process proceeds to step S66 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 S62 of FIG. 25, the winning number is stored in the internal lottery result information storage area of the RAM 33, and the process proceeds to step S63. In step S63, the internal winning combination determination table is referred to, internal winning combination 1 and internal winning combination 2 are determined based on the winning number, and the process proceeds to step S64. In step S64, the logical sum of the internal symbol combination 2 and the internal symbol combination 2 storage area ((2) in FIG. 13) determined in step S63 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 S65, 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 S66. Thereby, the determined bonus is stored in the carryover combination storage area. The bonus check data is “00001100”. In step S66, 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 S67.

  In step S67, the number of lotteries is decremented by 1, and the process proceeds to step S68. In step S68, it is determined whether the number of lotteries is zero. When this determination is YES, the process proceeds to step S69, and when NO, the process proceeds to step S54 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 the case of 5 times in the RB gaming state and 6 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 5 in the RB gaming state, and less than 6 in the internal winning state (carry-over section). It is.

  In step S69, with reference to the internal winning combination determination table (FIG. 13), the internal winning combination 1 and the internal winning combination 2 are determined based on the winning number, and the process proceeds to step S70. In step S70, the logical sum of the determined internal symbol combination 2 and the internal symbol combination 2 storage area ((2) in FIG. 19) is stored in the internal symbol combination 2 storage area. In step S71, a logical product of the internal winning combination 1 and bonus check data is calculated, 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 S72. As a result, the carryover combination is stored in the carryover combination storage area. In step S72, 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. 12 and Steps S62 to S65 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 determines whether or not the winning number is 0 (step S81). When this determination is YES, the process proceeds to step S82, and when it is NO, the process proceeds to step S84. In step S82, the logical product of the data of the internal winning combination 1 storage area and the operating combination check data (“00001111”) is obtained, and the process proceeds to step S83. In step S83, it is determined whether the logical product is 0 or not. When this determination is YES (when BB1, BB2, replay, and bell replay are not all included in the internal winning combination), the process proceeds to step S84, and when NO (BB1, BB2, replay, or bell replay is selected) Is included in the internal winning combination), the process proceeds to step S85.

  In step S84, the winning number is stored in the stop select counter, and the process proceeds to step S86. In step S85, data in the internal winning combination storing area is numbered, 5 is added, and the result is stored in the stop select counter, and the process proceeds to step S86. Specifically, when the data of the internal winning combination storing area indicates replay, bell replay, BB1, or BB2, 6, 7, 8, and 9 are stored in the stop select counter in each case. In step S86, a stop table is determined based on the reel stop initial setting table, stored in the RAM 33, and the process proceeds to step S9 in FIG.

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

  First, the CPU 31 determines whether or not the RB operation flag is on (step S91). If this determination is YES, the process moves to a step S94, and if NO, the process moves to a step S92. In step S92, 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 S93, and when NO, the process proceeds to step S26 in FIG. In step S93, bonus end time processing is performed, and the flow proceeds to step S26 in FIG. Specifically, the BB operating flag is cleared, the bonus end number counter is cleared, and the like.

  In step S94, it is determined whether or not a winning is achieved. When this determination is YES, the process proceeds to step S95, and when NO, the process proceeds to step S100. In step S95, it is determined whether or not the bonus end number counter is zero. When this determination is YES, the process proceeds to step S96, and when NO, the process proceeds to step S98. In step S96, processing at the end of RB is performed, and the process proceeds to step S97. Specifically, clearing the RB operating flag, clearing the number of possible winnings and the number of possible games are performed. In step S97, bonus end time processing is performed, and the flow proceeds to step S26 in FIG.

  In step S98, 1 is subtracted from the number of possible winnings, and the process proceeds to step S99. In step S99, it is determined whether the number of possible winnings is zero. When this determination is YES, the process proceeds to step S102, and when NO, the process proceeds to step S100. In step S100, 1 is subtracted from the possible number of games, and the process proceeds to step S101. In step S101, it is determined whether or not the possible number of games is zero. When this determination is YES, the process proceeds to step S102, and when this determination is NO, the process proceeds to step S26 in FIG. In step S102, RB end time processing is performed, and the process proceeds to step S26 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 or bell replay (step S111). When this determination is YES, the process proceeds to step S112, and when NO, the process proceeds to step S113. In step S112, the insertion number counter is copied to the automatic insertion counter, and the process proceeds to step S27 in FIG. Specifically, in step S112, the same number as the number inserted for the current game is set (automatic input) in the automatic input counter.

  In step S113, it is determined whether or not the display combination is BB1 or BB2. When this determination is YES, the process proceeds to step S114, and when NO, the process proceeds to step S27 in FIG. In step S114, BB operation processing is performed based on the bonus operation table, and the process proceeds to step S115. In the BB operation process, the BB operation flag is updated to ON, and 350 is set in the bonus end number counter. In step S115, the carryover combination is cleared, and the process proceeds to step S27 in FIG.

  The RT end process will be described with reference to FIGS. 29 and 30. FIG.

  First, the CPU 31 determines whether or not the RT operating flag is on (step S121). When this determination is YES, the process proceeds to step S122, and when NO, the process proceeds to step S28 in FIG. In step S122, it is determined whether or not the BB operating flag is on. When this determination is YES, the process proceeds to step S123, and when it is NO, the process proceeds to step S126 in FIG. In step S123, 0 is stored in the RT game number counter, and the process proceeds to step S124. In step S124, the RT operating flag is updated to OFF, and the process proceeds to step S125. In step S125, an RT end command is transmitted, and the process proceeds to step S28 in FIG.

  In step S126 of FIG. 30, “1” is subtracted from the value of the RT game number counter, and the process proceeds to step S127. The RT game number counter is a counting means for counting the number of times that the RT section can be continued. In step S127, it is determined whether the value of the RT game number counter is “0” or less. When this determination is YES, the process proceeds to step S128, and when NO, the process proceeds to step S28 in FIG.

  In step S128, 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 S130, and when it is NO, the process proceeds to step S129. In step S129, the carryover section command is transmitted to the sub-control circuit 72, and the process proceeds to step S28 in FIG. In step S130, the RT operating flag is updated to OFF, and the process proceeds to step S131. In step S131, an RT end command is transmitted to the sub-control circuit 72, and the process proceeds to step S28 in FIG.

  The RT operation process will be described with reference to FIG.

  First, the CPU 31 determines whether or not the general gaming state identifier is stored (step S141). When this determination is YES, the process proceeds to step S142, and when NO, the process proceeds to step S2 in FIG. In step S142, it is determined whether or not “bell-replay-replay” are arranged along the active line. When this determination is YES, the process proceeds to step S143, and when NO, the process proceeds to step S2 in FIG.

  In step S143, 3 is stored in the RT game number counter, and the process proceeds to step S144. By doing in this way, when a predetermined symbol combination is arranged in the general gaming state (when “bell-replay-replay” is arranged along the active line), it is possible to shift to the RT section.

  In step S144, it is determined whether or not the RT operating flag is ON. When this determination is YES, the process proceeds to step S2 of FIG. 20, and when NO, the process proceeds to step S145. In step S145, the RT operating flag is updated to ON, and the flow proceeds to step S146. The process in step S145 is performed when the determination in step S144 is NO, that is, in order to shift from a section different from the RT section to the RT section. In step S146, an RT start command is transmitted to the sub-control circuit 72, and the process proceeds to step S2 in FIG.

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

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

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

  First, the image control microcomputer 81 initializes the work RAM 84, the control RAM 87, the video RAM 89, and the like (step S151), and proceeds to step S152. In step S152, 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 S153. In step S153, a command input process described later with reference to FIG. 33 is performed, and the process proceeds to step S154. In step S154, a command output process for outputting a command to the sound / lamp control circuit (mSub) 72b is performed, and the process proceeds to step S155. In step S155, an image control process is performed, and the process proceeds to step S151.

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

  First, the image control microcomputer 81 determines whether or not there is data in the command buffer, that is, whether or not a command has been received (step S161). The command buffer is a storage area for storing commands transmitted from the main control circuit 71 (for example, the above RT start command, the above carryover command, the above RT end command, etc.). When the determination in step S161 is YES, the process proceeds to step S162. When the determination is NO, the process proceeds to step S154 in FIG.

  In step S162, it is determined whether or not the jump destination is OK. Specifically, it is determined whether or not the jump destination process corresponding to the received command can be executed. If this determination is YES, the process proceeds to step S163, and if it is determined that data that cannot be processed due to noise or the like is received, or if it is determined that the data is invalid from the history of previously received commands, this determination is NO. Thus, the process proceeds to step S154 in FIG.

  In step S163, a return address is set, and the process proceeds to step S164. The address set in step S163 is basically an address corresponding to the processing in step S165 described later. In step S164, the process jumps to the determined process. Specifically, based on the jump table, the jump destination process corresponding to the head data of the received command is performed, and the process proceeds to step S165. In step S165, the command buffer is cleared and the process proceeds to step S154 in FIG.

  Here, by performing the process of step S164, when the image control microcomputer 81 receives an RT start command in step S161, an image display as shown in FIG. 7 can be performed. The image display as shown in FIG. 7 continues until the image control microcomputer 81 receives an RT end command in step S161. Therefore, from when the image control microcomputer 81 receives the RT start command until it receives the RT end command, the image display as shown in FIG. 7 is performed even when the unit game is repeated a plurality of times. . Therefore, for the player, even when the unit game is repeated a plurality of times, the expectation that the BB is a winning combination can be continuously increased based on the image display. Can be improved.

  When the image control microcomputer 81 receives a carryover section command in step S161, an image display as shown in (1) of FIG. 8 can be performed. Thereby, when the image display as shown in (1) of FIG. 8 is performed when the RT section continues for three games, the expectation that the BB is a winning combination is further enhanced based on the image display. Can improve the interest of the game.

  Further, when the image display as shown in (1) of FIG. 8 is performed, the image display as shown in (2) and (3) of FIG. 8 can be performed by receiving the reel stop command. Thus, even during the same unit game, the player can change the sense of expectation that BB is a winning combination by operating the stop buttons 7L, 7C, and 7R, thereby improving the interest of the game. .

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

  In the embodiment, in the first winning combination determination information (the internal lottery table for the general gaming state when the RT operating flag is off), the second numerical value range corresponding to the second combination (for example, bell replay) is set. The first combination (for example, BB1) in a part (about ¼) of the numerical range (for example, the numerical range indicated by the lower limit value “1152” and the upper limit value “1343” corresponding to the winning number “7”) , BB2, etc.) (for example, a numerical range indicated by the lower limit “1295” and the upper limit “1390” corresponding to the winning number “8”, the lower limit “9” corresponding to the winning number “9”) 1391 ”and the upper limit value“ 1486 ”, etc.), but is not limited to this. For example, the numerical value range constituting the second numerical value range corresponding to the second combination (for example, bell replay) is set to about four times the first numerical range corresponding to the first combination (for example, BB1, BB2, etc.). You may comprise. Thereby, since the frequency which wins a 2nd combination can be raised, the opportunity with the expectation that a 1st combination is a winning combination can be increased. Further, the first winning combination determination information may be configured such that the numerical range constituting the second numerical range corresponding to the second winning combination includes all of the first numerical range corresponding to the first winning combination. . By doing in this way, it can be convinced that the 1st combination is a winning combination by winning the 2nd combination.

  In the embodiment, when the first winning combination determination information (general gaming state internal lottery table when the RT operating flag is off) is used, the first winning combination (for example, BB1, BB2, etc.) and the second The winning combination (for example, bell replay) is determined as a winning combination by one lottery, but is not limited to this. For example, a small combination such as cherry or bell and a second combination (for example, replay) may be determined as a winning combination by one lottery.

  In the embodiment, when the effect display as shown in FIG. 8 is performed, the first combination (for example, BB1, BB2, etc.) is always set to be the winning combination, but the present invention is not limited to this. . For example, an effect determination table for determining an effect identifier may be provided, and an effect identifier may be determined by random lottery based on the effect determination table. Thereby, the expectation degree that the first combination is a winning combination can be changed, and the interest of the game is improved.

  In the embodiment, the random number range (numerical value range) corresponding to the combination is a continuous value, but is not limited thereto. For example, the numerical range may include a plurality of values that are not continuous.

  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 the sub-control circuit of an Example. The figure which shows the example of a display of a display screen. The figure which shows the example of a display of a display screen. 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 stop table. The figure which shows a stop 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 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 bonus completion | finish check process. The flowchart which shows a bonus action check process. The flowchart which shows RT end process. The flowchart following FIG. The flowchart which shows RT operation processing. The flowchart which shows the reset interruption process for gSub. The flowchart which shows the command input process of a subcontrol circuit.

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 (6)

  1. A symbol display means for displaying symbols in a plurality of columns;
    Start operation detecting means for detecting a start operation of a unit game by a player;
    Random number values extracted by random lottery based on winning combination determination information having numerical value range information corresponding to each of a plurality of predetermined combinations on the condition that the start operation is detected by the start operation detecting means A winning combination determining means for determining as a winning combination a combination corresponding to a numerical range including
    Under the condition of detection of the start operation performed by the start operation detection unit, a symbol variation unit that varies symbols displayed in a plurality of columns 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;
    The winning combination determining means determines the first combination as a winning combination, and gives a predetermined profit to the player on condition that the symbol combination corresponding to the first combination is displayed by the symbol display unit. Profit granting means;
    On the condition that the winning combination determination means determines the second combination as a winning combination and the symbol combination corresponding to the second combination is displayed by the symbol display means, the winning combination determination information is displayed as the first winning combination. A winning combination determination information switching means for switching from the combination determination information to the second winning combination determination information different from the first winning combination determination information;
    Directing means for performing,
    On the condition that the winning combination determination information switching means switches the winning combination determination information from the first winning combination determination information to the second winning combination determination information, the presentation information for performing the effect by the producing means is the first. Effect information switching means for switching from 1 effect information to second effect information different from the first effect information;
    Production control means for controlling the production means based on production information switched by the production information switching means;
    With
    The first winning combination determination information is:
    Information of a first numerical range corresponding to the first combination;
    Information of a second numerical range corresponding to the second role and including all or part of the numerical range constituting the first numerical range;
    A gaming machine characterized by including:
  2. In the gaming machine according to claim 1,
    And a number counting means for counting the number of unit games on condition that the winning combination determination information switching means switches the winning combination determination information from the first winning combination determination information to the second winning combination determination information. ,
    The winning combination determination information switching means changes the winning combination determination information from the second winning combination determination information to the first winning combination determination information on condition that the count value of the number counting means is a predetermined count value. switching,
    The effect information switching means outputs the second effect information on condition that the winning combination determination information switching means switches the winning combination determination information from the second winning combination determination information to the first winning combination determination information. A gaming machine characterized by switching from production information to the first production information.
  3. The gaming machine according to claim 2,
    On the condition that the winning combination determining means determines the first combination as a winning combination, the first combination is displayed until the symbol combination corresponding to the first combination is displayed by the symbol display unit. With carry-over means to carry over as a winning role,
    The winning combination determination information switching means determines the winning combination on the condition that the count value of the number counting means is a predetermined count value and the carryover means does not carry over the first combination as a winning combination. A gaming machine, wherein information is switched from the second winning combination determination information to the first winning combination determination information.
  4. In the gaming machine according to any one of claims 1 to 3,
    Game value information storage means for storing game value information;
    On the condition that the winning combination determining means determines the third combination as a winning combination and the symbol combination corresponding to the third combination is displayed by the symbol display means, the information of the specific game value is stored in the game. Automatic storage means for storing in the value information storage means;
    With
    The symbol display means displays the symbols in a plurality of columns on the condition that the start operation detection means detects the start operation and game value information is stored in the game value information storage means,
    The first winning combination determination information includes information of a third numerical range corresponding to the third combination,
    The second winning combination determination information includes information of a fourth numerical range corresponding to the third winning combination and configured such that the numerical range is wider than the numerical range constituting the third numerical range. A gaming machine characterized by
  5. In the gaming machine according to claim 4,
    The automatic storage means is provided on the condition that the winning combination determining means determines the second combination as a winning combination, and a symbol combination corresponding to the second combination is displayed by the symbol display unit. A gaming machine characterized by storing game value information in the game value information storage means.
  6. In the gaming machine according to claim 4 or 5,
    Provided with a condition for detecting the start operation performed by the start operation detecting means, the timer means for measuring the time elapsed since the start operation was detected,
    The stop control means includes
    When the winning combination determining means determines the third combination and the first combination as winning combinations,
    The symbol changing means performs the symbols constituting the symbol combination corresponding to the third combination on the basis of the first stop control for stopping and displaying at a symbol stop position predetermined for each column of the symbol display means. A means for stopping the display of changes in the displayed symbols,
    The symbol corresponding to the first combination is selected on the condition that the symbol constituting the symbol combination corresponding to the third combination cannot be stopped and displayed at the symbol stop position by selecting the first stop control. Means for stopping the symbol variation display performed by the symbol variation means based on the second stop control for stopping and displaying symbols constituting the combination at the symbol stop position;
    The symbol combination corresponding to the winning combination determined by the winning combination determining means on condition that the stop operation performed by the stop operation detecting means is not detected when the timing means measures a predetermined time. Means for stopping the symbol variation display performed by the symbol variation means based on the third stop control for stopping and displaying symbols constituting a symbol combination different from the symbol stop position;
    Including
    Game value counting means for counting the number of game values stored in the game value information storage means;
    Numerical value range information switching means for switching information of a numerical value range included in the second winning combination determination information and corresponding to the third winning combination based on the count value of the gaming value counting means;
    Further comprising
    The second winning combination determination information is:
    Corresponding to the third role, including information on a fifth numerical range configured such that the numerical range is narrower than the numerical range constituting the fourth numerical range,
    The numerical range information switching means includes
    Means for switching the information of the numerical value range corresponding to the third combination to the information of the fourth numerical value range on the condition that the count value of the gaming value counting means is the first count value;
    Means for switching the information of the numerical value range corresponding to the third combination to the information of the fifth numerical value range on the condition that the count value of the game value counting means is the second count value;
    A gaming machine characterized by including:
JP2005346364A 2005-11-30 2005-11-30 Game machine Pending JP2007151573A (en)

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US11/378,875 US20070123349A1 (en) 2005-11-30 2006-03-17 Gaming machine

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