JP2008245893A - Game table - Google Patents

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Publication number
JP2008245893A
JP2008245893A JP2007090460A JP2007090460A JP2008245893A JP 2008245893 A JP2008245893 A JP 2008245893A JP 2007090460 A JP2007090460 A JP 2007090460A JP 2007090460 A JP2007090460 A JP 2007090460A JP 2008245893 A JP2008245893 A JP 2008245893A
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Japan
Prior art keywords
effect
production
game
mode
modes
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JP2007090460A
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Japanese (ja)
Inventor
Koichi Tajika
Teppei Takagi
Takeshi Yamamoto
岳 山本
公一 田鹿
鉄平 高木
Original Assignee
Daito Giken:Kk
株式会社大都技研
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Priority to JP2007090460A priority Critical patent/JP2008245893A/en
Publication of JP2008245893A publication Critical patent/JP2008245893A/en
Pending legal-status Critical Current

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Abstract

Provided is a game machine that can further enhance interest with respect to production.
A slot machine 100 has a plurality of presentation modes, and provides a real-time simultaneous progress effect (a continuous effect developed over a plurality of games) that makes it appear that the effects in the plurality of effect modes progress simultaneously. Execute. For example, in the production mode A in which the character A appears, the production mode B in which the character B appears, and the production mode C in which the character C appears, each continuous production proceeds independently according to each condition. When the predetermined condition is satisfied, a situation effect that shows the progress status of the continuous effects of character A, character B, and character C is executed.
[Selection] Figure 35

Description

  The present invention relates to a gaming machine represented by a slot machine (pachislot) and a pachinko machine.

  In recent years, game tables have been produced in a variety of production modes to entertain players. Such a game machine draws a role in the game machine. And an effect pattern is selected according to the lottery result of a combination, and an effect is performed according to the effect pattern. For example, the effect of notifying the player of a special role that triggers a transition from a normal gaming state, which is generally unfavorable to the player, to an advantageous state advantageous to the player, such as a big bonus, is provided by the player. Increases expectations.

  However, in many game machines, the production is uniformly selected by the production lottery, and the production which the player does not like may be performed. For this reason, some players do not like the selected effect and stop the game, causing a decrease in operation at the game store.

  To solve such a problem, a slot machine that allows the player himself to select an effect pattern has been proposed (see, for example, Patent Document 1).

JP 2003-290425 A

  The slot machine described in Patent Document 1 can change the bonus BGM by selecting a main character at the start of the bonus game. In recent years, even in normal games, a model that can select a character preferred by the player from a plurality of characters and change the effect at the normal time has also become prominent. Many of these effects have story characteristics by advancing or retreating the story, and the player's expectation has been changed according to the progress.

  However, when such an effect having a story corresponds to a plurality of characters and can be selected from a plurality of types, the story corresponding to the selected character will progress, Since the story corresponding to the character not selected does not progress, there is a problem that it is not interesting. Moreover, when developing a story, there is a problem that it is difficult to enhance the interest by directing one main character to limit the fun and variations of the production.

  The present invention has been made in view of the above circumstances, and an object of the present invention is to provide a game machine that can further enhance interest with respect to production.

  In order to achieve the above object, a game machine according to the present invention is configured as follows.

The game machine according to the present invention is, as one aspect thereof, a game machine provided with a plurality of effect modes having different effect modes, and provided with effect control means for controlling the effect progress of each of the plurality of effect modes. Each production in the production mode is composed of a series of productions that are developed over a plurality of games, and the production control means is a production progression means for advancing a series of productions in each of the plurality of production modes, When predetermined conditions are satisfied, there is provided an effect execution means for executing a situation effect that suggests the progress of a series of effects in each of the plurality of effect modes.

  Here, “a series of effects” is selected based on the result of the internal lottery and is a continuous effect (called a continuous effect) developed over a plurality of games, for example, a display effect in image display. This refers to an effect including changing a display color pattern (specifically, changing a background color in image display) and a continuous effect (called a state effect) developed over a plurality of games.

  In one aspect of the present invention, the effect control is performed to advance a series of effects in a plurality of effect modes, and the situation effects that indicate the progress of a series of effects in each of the plurality of effect modes are executed. The person feels that a series of effects in each effect mode is proceeding at the same time, and can further enhance the interest with respect to the effects.

  Further, the series of effects includes a continuous effect in which the effects are continuously developed over a plurality of games, and the effect executing means corresponds to at least one effect mode among the plurality of effect modes. It is characterized by having continuous production execution means for executing the continuous production. Thereby, the player can always see the progress of the continuous effect in at least one effect mode, and can grasp the story development of the effect mode being executed.

  In this case, information display means for displaying various information related to the game is further provided, and the continuous effect executing means divides the display screen of the information display means into a plurality of display modes, and the plurality of effect modes are divided into the divided display areas. Each continuous effect is displayed and output. Thereby, since the continuous production | presentation of several production modes can be seen on the display screen of one information display means, the story expansion | deployment of several production modes can be grasped | ascertained.

  Furthermore, the continuous production execution means executes the situation production using each of the divided display areas. Thereby, since the situation effect display with the list property is performed, it is possible to grasp the progress status of the continuous effects in each of the plurality of effect modes at a time.

  In addition, the continuous effects of each of the plurality of effect modes are story effects in which each character appears and the story is developed in stages, and the effect progression means advances the story effects simultaneously. Features. Thereby, since the continuous production | presentation of several production | presentation modes advances the story expansion corresponding to each character simultaneously, it can give interest by production.

The production control means includes
When the story effect of each of the plurality of effect modes has a predetermined effect condition, an effect in which all characters corresponding to each of the plurality of effect modes appear is executed. Thereby, a special feeling can be given to the continuous production which can usually see only one character.

  In this case, the predetermined effect condition is characterized in that the stage of the story effect in each of the plurality of effect modes is the same. Thereby, in a plurality of production modes, when the progress of each story production is the same, a special continuous production can be seen.

  Further, the continuous effect progressing means resets the progress of the story effect in each of the plurality of effect modes to an initial stage when a predetermined effect initialization condition is satisfied. As a result, the progress of the continuous performance not only advances, but may also return, so that the story development can have variations.

  In this case, the establishment of the effect initialization condition is a lottery result accompanied by a transition to a game state advantageous to the player in the lottery means for determining by lottery whether or not the internal winning of a plurality of types of predetermined roles is successful. In this case, at least one of a case where a power source is turned on, a case where a game is not performed for a predetermined time, and a case where a predetermined number of games have elapsed is included. As a result, the continuous performance can be reset more naturally without causing the player to feel uncomfortable.

  Further, the effect progression means is characterized in that the story effect is advanced to the next stage when the result of the series of effects does not suggest a transition to a gaming state advantageous to the player. Thereby, in the case of failure production, a story of a new development can be started, and a player can have a new sense of expectation.

  In the case where the continuous effect is an internal winning for a special role capable of starting a special game advantageous to a player in a lottery means for determining whether or not internal winning of a plurality of types of predetermined roles is determined by lottery. Includes a high expectation effect selected at a higher rate than when the special role is not won internally, and the probability that the high expectation effect is executed as the story effect progresses. Is set high. Thereby, a player's sense of expectation can be raised as the stage of a story production progresses.

  A plurality of rotatable reels provided with a plurality of types of symbols, a start switch for instructing start of rotation of the plurality of reels, and a lottery means for determining whether or not an internal winning of a plurality of types of predetermined roles is determined by lottery And a stop switch that is provided corresponding to each of the plurality of reels and that individually stops the rotation of the reels, a lottery result of the lottery means, and a stop operation of the stop switch. The combination of the reel stop control means for performing stop control related to the stop and the symbols displayed by the plurality of reels at the time of the stop is a winning combination to the winning combination depending on whether or not the winning combination is a winning combination of symbols. And determining means for determining. Thereby, an interest can be heightened further with respect to the effect of a slot machine.

  The game machine according to the present invention, as another aspect, has variable display means for variably displaying a plurality of pieces of identification information, and when a predetermined condition is satisfied, each of the plurality of pieces of identification information is changed. If the combination of the identification information is a lottery means for lottery whether or not to display a predetermined special result in a stopped manner, and the lottery means, the combination of the plurality of identification information causes the special result to be stopped and displayed. Is selected by the state control means for shifting to the jackpot state, which is a gaming state advantageous to the player, the effect mode selection means for selecting one of the effect modes from the plurality of effect modes, and the effect mode selection means. An effect execution means for executing an effect according to the effect information of the effect mode, wherein the effect execution means is configured to provide an effect advance for each of the plurality of effect modes. And an effect progress control means for controlling the effect and a condition effect execution means for executing a situation effect suggesting the progress of the effects in all the effect modes when a predetermined condition is satisfied. To do.

  In another aspect of the present invention, in the pachinko, while performing the production control to advance the production in each of the plurality of production modes, and execute the situation production suggesting the progress of the production of all the plurality of production modes, respectively, It feels as if the production in the production mode is progressing at the same time, and the entertainment can be further enhanced with respect to the production.

  According to the game stand of the present invention, it is possible to further enhance the interest with respect to the production.

  Hereinafter, embodiments of the present invention will be described with reference to the drawings.

  FIG. 1 is an external perspective view of a slot machine 100 according to an embodiment of the present invention. In the slot machine 100, a game is started when a medal is inserted, and a medal is paid out according to the result of the game.

<Overall configuration>
Inside the center of the main body 101 of the slot machine 100, there are three reels (left reel 110, middle) with multiple types of symbols (“bell”, “replay”, “cherry”, etc .: not shown) on the outer peripheral surface. The reel 111 and the right reel 112) are housed and can be rotated inside the slot machine 100. In this embodiment, an appropriate number of symbols are printed at equal intervals on the belt-like member, and the reels 110 to 112 are configured by affixing the belt-like member to a predetermined circular frame material. When viewed from the player, three symbols on the reels 110 to 112 are displayed in the vertical direction from the symbol display window 113 so that a total of nine symbols can be seen. Then, by rotating the reels 110 to 112, the combination of symbols that can be seen by the player varies. In the present embodiment, three reels are provided in the center of the slot machine 100, but the number of reels and the installation position of the reels are not limited to this.

  Further, a backlight (not shown) for illuminating each symbol displayed on the symbol display window 113 is disposed on the back surface of each reel 110 to 112. It is desirable that the backlight is shielded for each symbol so that the individual symbols can be illuminated evenly.

  In the slot machine 100, an optical sensor (not shown) including a light projecting unit and a light receiving unit is provided in the vicinity of each of the reels 110 to 112. The light projecting unit and the light receiving unit of the optical sensor are provided. During this time, the light-shielding piece of a certain length provided on the reel is configured to pass therethrough. Based on the detection result of the sensor, the position of the symbol on the reel in the rotation direction is determined, and the reels 110 to 112 are stopped so that the target symbol is displayed on the winning line 114.

  The winning line display lamp 120 is a lamp indicating the winning line 114 that is valid. An effective winning line is determined in advance by the number of medals inserted into the slot machine 100. Of the five winning lines 114, for example, when one medal is inserted, the middle horizontal winning line is valid, and when two medals are inserted, the upper horizontal winning line and the lower horizontal winning line are added. When three medals are valid and three medals are inserted, the five that are added with the right-down winning line and the upper-right winning line are valid as the winning line. Note that the number of winning lines 114 is not limited to five.

  The notification lamp 121 is a lamp for notifying the player that a specific winning combination (for example, bonus) is won internally in an internal lottery to be described later. The start lamp 122 is a lamp that informs the player that the reels 110 to 112 are in a state of being able to rotate. The re-playing lamp 123 is a lamp for notifying the player that the current game can be replayed (no medal insertion is required) when winning a re-playing role that is one of the winning roles in the previous game. is there. The medal insertion lamp 124 is a lamp that notifies that a medal can be inserted. The reel panel lamp 125 is an effect lamp.

  The medal insertion buttons 132 and 133 are buttons for inserting a predetermined number of medals stored electronically in the slot machine 100. In this embodiment, every time the medal insertion button 132 is pressed, a maximum of three is inserted one by one, and when the medal insertion button 133 is pressed, three are inserted. The medal slot 160 is an slot for a player to insert a medal when starting a game. That is, the medal can be inserted electronically by the medal insertion button 132 or 133, or an actual medal can be inserted from the medal slot 160, and the insertion means both.

  The stored number display 126 is a display for displaying the number of medals electronically stored in the slot machine 100. The display device 127 is a display device for displaying various internal information as numerical values. The payout number display 128 is a display for displaying the number of medals to be paid out to the player as a result of winning a winning combination.

  The start lever 130 is a lever-type switch for performing a game start operation. That is, when a desired number of medals is inserted into the medal insertion slot 160 or when the medal insertion buttons 132 and 133 are operated and the start lever 130 is operated, the reels 110 to 112 start rotating, and the game is started. Be started. The stop button unit 131 is provided with stop buttons 131a to 131c. The stop buttons 131a to 131c are button-type switches for individually stopping the reels 110 to 112 that have started rotating by operating the start lever 130. Note that a light emitter may be provided inside each of the stop buttons 131a to 131c. When the stop buttons 131a to 131c can be operated, the light emitter can be turned on to notify the player.

  The medal return button 134 is a button that is pressed to remove a medal when the inserted medal is clogged. The adjustment button 135 is a button for adjusting the medals electronically stored in the slot machine 100 and the bet medals and discharging them to the medal tray 156 from the medal payout outlet 161. The door key 136 is a hole into which a key for unlocking the front door 102 of the slot machine 100 is inserted. The operation button 137 is a button used when the player performs various selection operations. The medal payout port 161 is a payout port for paying out medals. The medal tray 156 is a container for collecting medals paid out from the medal payout outlet 161. In this embodiment, the medal tray 156 employs a tray that can emit light, and may be referred to as a tray lamp 156 hereinafter.

  The ashtray unit 170 is a container for storing cigarette butts, and is screwed inside the medal tray 156. The sound hole 171 is a hole for outputting the sound of a speaker provided inside the slot machine 100 to the outside. The upper lamp 151, the side lamp 152, the center lamp 153, the waist lamp 154, the lower lamp 155, and the saucer lamp 156 are decorative lamps for exciting the game, and are turned on / off / flashing according to the game state. The title panel 140 is a panel on which the model name of the slot machine and various designs are drawn, and the reel panel 141 is a panel having a symbol display window 113. A production unit A is provided at the top of the slot machine 100. A panel 180 that protects the effect unit A is provided in front of the effect unit A. Hereinafter, the configuration of the rendering unit A will be described.

<Directing unit>
Next, the configuration of the rendering unit A will be described. 2 is an external view of the effect unit A, and FIG. 3 is an exploded perspective view of the effect unit A. The effect unit A includes an image display unit 1 and a shutter unit 50 that is detachably mounted on the front surface of the image display unit 1, and constitutes a kind of information display unit. The effect unit A is detachably attached to the back side of the front door 102 by engaging with a panel 180 fixed to the front door 102. As shown in FIG. 2, the panel 180 is formed by fixing a transparent plate 180b to a frame body 180a, and an engagement piece engaged with a hook-shaped engagement portion 52 formed on the shutter unit 50 on the upper portion of the frame body 180a. Are formed substantially uniformly in the left-right direction. By engaging the engaging portion 52 with the engaging piece, the rendering unit A is attached to the panel 180 in a suspended state and attached to the back side of the front door 102.

  Thereafter, the effect unit A is fixed to the panel 180 by screwing screws through holes provided at the four corners of the shutter unit 50 and screwed bosses provided at the four corners of the frame body 180a. It will be fixed to the back side. Further, as shown in FIG. 3, the image display unit 1 has hook-shaped engaging portions 1 b ″ and 1 c ″, and the shutter unit 50 is engaged with the back side of the shutter unit 50, so that the shutter unit 50 is connected to the image display unit 1. Is mounted against. Thereafter, screws are passed through holes provided at the four corners of the image display unit 1 (two at each of the bent portions 1b ′ and 1c ′) and screwed into four screw holes provided at the frame 53 of the shutter unit 50, respectively. Thus, the shutter unit 50 and the image display unit 1 are fixed.

<Image display unit>
Next, the configuration of the image display unit 1 will be described. The image display unit 1 includes a liquid crystal display device (hereinafter referred to as LCD) 10 that is an image display device, and a half mirror 20. As will be described later, the LCD 10 and the half mirror 20 are movable in conjunction with each other. FIG. 3 shows a state where the display screen 11 of the LCD 10 is exposed in front of the image display unit 1. A state in which a part of the half mirror 20 is exposed on the front surface of the image display unit 1 is shown.

  The LCD 10 is an image display device capable of displaying an electronic image on the display screen 11. In this embodiment, an LCD is used, but other types of image display devices may be used. The control circuit and the like of the LCD 10 are disposed above the top plate 1a and are protected by being covered with a cover member 1a '. The half mirror 20 is, for example, a mirror having a light transmittance of about 50%.

  The image display unit 1 has a hollow, substantially rectangular parallelepiped-shaped accommodation portion having a front surface that includes a top plate 1a, a pair of side plates 1b and 1c, a back cover 1d, and a bottom plate 1e. The LCD 10 and the half mirror 20 are accommodated in the housing. The shutter unit 50 functions as a shielding unit that can shield a display image by the LCD 10 and the half mirror 20 that can be seen from the front of the housing portion from a viewer. As shown in FIG. 3, each side plate 1 b, 1 c is bent 90 degrees at the front end thereof to constitute bent portions 1 b ′ and 1 c ′, and a part of the side plates 1 b, 1 c is projected without being bent. Hook-like engaging portions 1b "and 1c" are formed.

<Drive mechanism>
Next, a drive mechanism that moves the LCD 10 and the half mirror 20 in conjunction with each other will be described. FIG. 4A is a right side view of the image display unit 1. A drive source unit 31 is attached to the side plate 1b. The driving source unit 31 has a fixing plate 31a for fixing the driving source unit 31 to the side plate 1b. The fixing plate 31a has a driving mechanism for moving the LCD 10 and the half mirror 20 in conjunction with each other. A motor 32 serving as a drive source is supported. The motor 32 is, for example, a DC motor. In this embodiment, the motor 32 is used as a single drive source to drive the drive mechanism. Although the two configurations of the LCD 10 and the half mirror 20 are moved, by using a single drive source, the cost can be reduced and the control of the LCD 10 and the half mirror 20 is facilitated.

  A worm gear 33 supported by a fixing plate 31 a is connected to the output shaft of the motor 32, and rotates with the rotation of the motor 32. A worm wheel 34 is attached to the side plate 1b so as to be rotatable around a shaft 34a. The worm wheel 34 is engaged with the worm gear 33, and thus rotates around the shaft 34a as the worm gear 33 rotates. A small-diameter spur gear 34b is integrally provided on the inner side surface of the worm wheel 34, and the spur gear 34b rotates around the shaft 34a together with the worm wheel 34.

  A rotating plate 30 that is a spur gear is disposed at a substantially central portion of the side plate 1b, and the rotating plate 30 is rotatably attached around a shaft 30a supported by the side plate 1b. The rotating plate 30 is rotated with the rotation of the spur gear 34b by meshing with the spur gear 34b. That is, the rotating plate 30 is rotated by the driving force of the motor 32 via the spur gear 34 b, the worm wheel 34 and the worm gear 33. The rotating plate 30 is a main configuration of a driving mechanism that moves the LCD 10 and the half mirror 20. By using the worm gear mechanism described above to transmit the rotational force of the motor 32 to the rotating plate 30, the rotating plate 30 has a compact configuration. A large ratio can be obtained, and even a low output motor can obtain a larger torque. In addition, since the motor 32 is arranged in the tangential direction of the worm wheel 34 and the width between the motor 32 and the worm gear mechanism can be reduced, the side plate 1b is provided on the side plate 1b as in the present embodiment, compared to the case where a spur gear mechanism is employed. It can arrange | position without extending too much along.

  A cam groove 30 b is formed on the outer side surface of the rotating plate 30. The cam groove 30b is a cam groove for detecting the rotational position of the rotating plate 30. Specifically, a pair of sensors 41 a and 41 b are disposed on the fixing plate 31 a of the drive source unit 31. In the case of the present embodiment, the sensors 41 a and 41 b are optical sensors and detect the presence or absence of the detected piece 40 b provided at one end of the sensor arm 40. The sensor arm 40 is a plate-like member that is rotatably supported by a shaft 34a, and a pin-like sliding portion 40a is provided at the other end. When the rotating plate 30 rotates, the sliding portion 40a slides in the cam groove 30b, and is guided by the cam groove 30b to rotate the sensor arm 40 around the shaft 34a. The sensors 41a and 41b are respectively arranged so as to correspond to two positions (first and second positions described later) of the LCD 10, and the position of the detected piece 40b is moved by the rotation of the sensor arm 40. When detected by the sensor 41a, it is detected that the LCD 10 is present at the second position, and when detected by the sensor 41b, it is detected that the LCD 10 is present at the first position. That is, the sensors 41a and 41b function as sensors that detect the position of the LCD 10.

  Next, a spur gear 35 that meshes with the rotating plate 30 is provided on the side plate 1b. The spur gear 35 is fixed to a shaft 35a penetrating between the side plates 1b-1c. The shaft 35a is rotatably supported by the side plates 1b and 1c and is disposed substantially horizontally. The spur gear 35 and the shaft 35a are for transmitting the driving force of the motor 32 to the driving mechanism on the side plate 1c side. FIG. 4B is a left side view of the image display unit 1. Except for the drive source unit 31, the side plate 1c side is provided with the same mechanism as the side plate 1b side, and the rotational force of the shaft 35a is transmitted to the side plate 1c side rotating plate 30 via the side plate 1c side spur gear 35. Will be. In FIG. 4B, the same reference numerals are given to the configurations corresponding to the configuration of FIG. In this embodiment, the design is reduced and the types of parts are reduced by adopting the same configuration on both side plates except for the drive source unit 31 in this way. In addition, since it is the same structure on the both-sides board side, below, a drive mechanism is demonstrated by the structure by the side board 1b side.

  Returning to FIG. 4A, an arm member 22 is rotatably attached to the side plate 1b. The arm member 22 constitutes a part of a mechanism for moving the half mirror 20. An arm member 14 is rotatably attached to the side plate 1b. The arm member 14 constitutes a part of a mechanism for moving the LCD 10. The arm member 14 has a locking portion 14b to which one end of a spring 15 is locked, and the other end of the spring 15 is locked to a locking portion 1a "formed on the top plate 1a. When the member 14 rotates in one direction, it assists the rotation, and when it rotates in the other direction, it functions as an elastic member that resists the rotation. The LCD 10 moves (rotates) between the first position and the second position. At this time, the load of the motor 32 increases due to the weight of the LCD 10, and the movement from the first position to the second position occurs. In this case, the spring 15 assists the rotation of the arm member 14, and the spring 15 resists the rotation of the arm member 14 when the LCD 10 moves from the second position to the first position. This adjusts the load on the motor 32. It is possible to become.

  Next, the drive mechanism will be described with reference to FIG. 5A in addition to FIG. FIG. 5A is a view showing a mode in which the drive unit 31 is removed from the side plate 1b. Moreover, in the same figure, the rotating plate 30 is shown by a broken line and cam grooves 30c and 30d carved on the inner side surface thereof are shown. That is, the cam groove 30b is formed on the outer side surface of the rotating plate 30, and the cam grooves 30c and 30d are formed on the inner side surface. The cam groove 30 c is a cam groove for guiding the movement of the LCD 10, and the cam groove 30 d is a cam groove for guiding the movement of the half mirror 20.

  The arm member 14 is rotatably arranged around a shaft 14a supported by the side plate 1b, and a sliding portion 14d that slides in the cam groove 30c is seen at one end as viewed from the shaft 14a. A sliding portion 14c is provided at the end. The sliding portion 14d is a shaft and protrudes from the arm member 14 toward the rotating plate 30 side. When the rotary plate 30 rotates, the arm member 14 is guided by the cam groove 30c and rotated about the shaft 14a by the sliding portion 14d sliding along the cam groove 30c. The sliding portion 14c protrudes toward the side plate 1b and slides in an arcuate guide hole 16 provided in the side plate 1b.

  The arm member 22 is disposed so as to be rotatable around a shaft 22a supported by the side plate 1b, and a sliding portion 22c that slides on a cam groove 30d at one end when viewed from the shaft 22a is provided on the other side. An engaging portion 22b is provided at the end. The sliding portion 22c is a shaft body and protrudes from the arm member 22 toward the rotating plate 30 side. When the rotating plate 30 rotates, the arm member 22 is guided by the cam groove 30d and rotated about the shaft 22a by the sliding portion 22c sliding along the cam groove 30d. The engaging portion 22 b engages with a shaft body 23 a supported on one end portion of the auxiliary plate 23. The engaging portion 22b is formed in a long hole shape whose end is open so that the arm member 22 can be rotated around the shaft body 23a and the parallel movement of the shaft body 23a within the engaging portion 22b is allowed. .

  A shaft body 23b is supported at the other end of the auxiliary plate 23, and the auxiliary plate 23 is a plate-like member that supports the shaft bodies 23a and 23b at both ends thereof. Each shaft body 23a and 23b slides in guide holes 24a and 24b provided in the side plate 1b. Moreover, the front ends of the shaft bodies 23a and 23b are formed with a small diameter, and the front end portions thereof are inserted into holes of the support frame 21 of the half mirror 20 described later.

  FIG.5 (b) is a figure which shows the aspect which removed the mechanism on the side plate 1b. In the figure, the arm members 14 and 22 and the auxiliary plate 23 are indicated by broken lines, and the shapes of the guide holes 16, 24 a and 24 b and the positional relationship with the arm members 14 and 22 and the auxiliary plate 23 are shown. Holes 14a ', 22a', 30a 'and 35a' indicate holes for the shafts 14a, 22a, 30a and 35a, respectively. FIG. 6A is a view showing a state in which the side plate 1b is removed (more specifically, the other side plates 1a, 1d, and 1e are omitted, and the arm members 14, 22 and the auxiliary plate 23 are added), FIG. 4 is a right side view of the inside of the image display unit 1.

  As shown in FIG. 6A, the LCD 10 is supported by a bracket 13. The bracket 13 is a frame member that includes a back plate portion 13b to which the back surface of the LCD 10 is attached, and a side plate portion 13a that is formed integrally with the back plate portion 13b and is spaced from the side surface of the LCD 10. A shaft 12 serving as a rotation center of the LCD 10 is attached above the side plate portion 13a. The shaft 12 is supported by the side plate 1b, and an end thereof is connected to a stopper 12a (see FIGS. 4 and 5) provided outside the side plate 1b through the side plate 1b. The axis of the shaft 12 is set to the horizontal direction, and the LCD 10 is supported so as to be rotatable about a horizontal axis defined by the shaft 12.

  The side plate portion 13a is provided with a long hole-shaped guide portion 13c extending vertically. The guide portion 13c is for guiding the movement of the LCD 10, and the slide portion 14c of the arm member 14 slides in addition to the guide portion 16 of the side plate 1b. That is, the sliding portion 14c passes through the guide portions 16 and 13c and penetrates the side plate 1b and the side plate portion 13a.

  Next, a half mirror 20 is disposed behind the LCD 10. Support frames 21 that support the half mirror 20 are attached to both sides of the half mirror 20. The support frame 21 is provided with four holes. The ends of the shaft bodies 23a and 23b of the auxiliary plate 23 are inserted into any two of the four holes, and the support frame 21 and the auxiliary plate 23 are integrally attached with the side plate 1b interposed therebetween.

<Movement operation>
Next, a movement mode of the LCD 10 and the half mirror 20 by the above drive mechanism will be described. 6 and 7 are explanatory views of the movement mode of the LCD 10 and the half mirror 20, and are views of main structures of the LCD 10, the half mirror 20, and the above drive mechanism as viewed from the right side. First, in FIG. 6A, the LCD 10 is in a state where the display screen 11 is substantially vertical and is exposed to the front of the image display unit 1. This is called the first position. This first position is a position where the half mirror 20 is hidden behind the LCD 10 when the image display unit 1 is viewed from the front, and the display surface of the image display unit 1 is the display screen 11 of the LCD 10. In other words, the LCD 10 becomes a direct display subject. The LCD 10 rotates about 90 degrees around the axis 12 in the rear direction as will be described. For this reason, in the state of FIG. 6A, the half mirror 20 is located at a position (retracted position) on the farther side of the image display unit 1 in order to avoid interference with the LCD 10.

  FIG. 6B is a diagram showing a state in which the rotating plate 30 is rotated approximately 90 degrees counterclockwise. As the rotating plate 30 rotates, the sliding portion 14d slides along the cam groove 30c, and the arm member 14 rotates clockwise around the shaft 14a by the guide of the cam groove 30c. The position of the sliding portion 14c is moved by the rotation of the arm member 14, and the sliding portion 14c slides on the guide portion 16 of the side plate 1b and the guide portion 13c of the bracket 13. Since the sliding portion 14c moves in an arc around the shaft 14a, the bracket 13 rotates counterclockwise around the shaft 12 by the sliding of the bracket 13 to the guide portion 13c. The LCD 10 supported by the bracket 13 also rotates counterclockwise. Although not shown, when the LCD 10 is in the first position, the spring 15 is extended beyond the natural length, and the contraction force urges the LCD 10 to rotate counterclockwise. .

  In the state of FIG. 6B, the half mirror 20 hardly moves. As can be seen from the shape of the cam groove 30d, the shape of the cam groove 30d is set so that the distance between the sliding locus of the sliding portion 22c and the rotation center (the shaft 30a) of the rotating plate 30 is substantially constant. Because.

  FIG. 7A is a view showing a state in which the rotating plate 30 is further rotated approximately 90 degrees counterclockwise. The clockwise rotation of the arm member 14 further proceeds, and the LCD 10 is rotated to a position where the orientation of the LCD 10 is substantially horizontal. In this state, although not shown, the spring 15 is close to the natural length, and the biasing force of the counterclockwise rotation of the LCD 10 due to the contraction force is also small. In the state of FIG. 7A, the movement of the half mirror 20 is also progressing. As the rotating plate 30 rotates, the sliding portion 22c slides along the cam groove 30d, and the arm member 22 rotates clockwise around the shaft 22a by the guide of the cam groove 30d. The position of the locking portion 22b is moved by the rotation of the arm member 22, and presses the shaft body 23a.

  The auxiliary plate 23 moves together with the support frame 21 by being biased by the pressing of the shaft body 23a, and as a result, the half mirror 20 moves. The shaft bodies 23a and 23b are guided by the guide portions 24a and 24b of the side plate 1b to move the half mirror 20 to the front side of the image display unit A. At this time, in this embodiment, since the two guide portions 24a and 24b are provided and the shaft bodies 23a and 23b are slid, respectively, the posture of the half mirror 20 can be changed instead of simply moving. . That is, the posture when the half mirror 20 is moved is defined by the guide portions 24a and 24b. In the state of FIG. 7A, it can be seen that the posture of the half mirror 20 lies down compared to the state of FIG.

  FIG. 7B is a diagram illustrating a state in which the rotating plate 30 is further rotated counterclockwise by approximately 90 degrees, and illustrates a state in which the movement of the LCD 10 and the half mirror 20 is completed. The arm member 14 is directed substantially vertically, and the posture of the LCD 10 is substantially horizontal as compared with the posture shown in FIG. This position of the LCD 10 is referred to as a second position. The display screen of the LCD 10 is substantially horizontal and faces directly below. In this state, a line connecting the rotation center of the arm member 14 (the shaft 14a) and the axis of the sliding portion 14c is oriented in a substantially vertical direction. Therefore, the rotational moment received by the arm member 14 due to the weight of the LCD 10 is substantially zero, and the arm member 14 makes it easier to maintain the stationary state of the LCD 10. Although not shown, the spring 15 has a substantially natural length, and the rotational moment received by the arm member 14 by the spring 15 is also substantially zero.

  Between FIG. 7A and FIG. 7B, the movement amount of the LCD 10 is small. As can be seen from the shape of the cam groove 30c, the shape of the cam groove 30c is set so that the distance between the sliding locus of the sliding portion 14d and the rotation center (the shaft 30a) of the rotating plate 30 is substantially constant. Because. That is, when the LCD 10 is moved from the first position to the second position, the movement amount of the LCD 10 is increased in the first half, and the movement amount of the half mirror 20 is increased in the second half, thereby preventing interference between the two. It is.

  In the state of FIG. 7B, the half mirror 20 is moved to the front side of the image display unit 1 larger than the retracted position, and is positioned almost directly below the LCD 10. Also, the posture is more slanted than in the retracted position, and has an inclination of approximately 45 degrees with respect to the horizontal plane. The position of the half mirror 20 is referred to as a display position. When in this display position, the half mirror 20 is exposed to the front of the image display unit 1. The LCD 10 in the second position projects an image on the half mirror 20, and the half mirror 20 becomes a display surface of the image display unit 1. In other words, the LCD 10 is an indirect display subject, and the half mirror 20 is a direct display subject.

  In this manner, when the LCD 10 is in the first position, the half mirror 20 is moved to the retracted position, and when the LCD 10 is in the second position, the half mirror 20 is moved to the display position. Become. When returning from the state shown in FIG. 7B to the state shown in FIG. 6A, the motor 32 is reversely rotated to rotate the rotating plate 30 in the reverse direction (clockwise), and the LCD 10 is moved from the second position to the first position. The half mirror 20 moves in conjunction with the position from the display position to the retracted position. At this time, since the spring 15 is gradually extended, it resists the counterclockwise rotation of the arm member 15. As a result, the load of the motor 32 can be made closer to a constant value when the LCD 10 is raised from the first position to the second position and when the LCD 10 is lowered from the second position to the first position.

  That is, since the LCD 10 is relatively heavy, the load on the motor 32 increases when the LCD 10 is moved from the first position to the second position, and conversely, when the LCD 10 is moved from the second position to the first position. Get smaller. On the other hand, the spring 15 acts in a direction to bias the LCD 10 when it moves from the first position to the second position, and acts in a direction to resist it when it moves from the second position to the first position. become. Therefore, the load of the motor 32 can be adjusted by the spring 15, and the load of the motor 32 is further increased when moving from the first position to the second position and when moving from the second position to the first position. Can be close to constant. This has the merit that the movement speed can be easily controlled.

  Further, in the present embodiment, as the half mirror 20 moves from the display position to the retracted position, the half mirror 20 is moved so that the posture thereof stands (inclination angle increases) (reversely, the retracted position from the display position to the retracted position). As the user moves to the position, the posture is moved to sleep (so that the inclination angle becomes smaller). Although the half mirror 20 may be moved in parallel, the length of the image display unit 1 in the depth direction can be further shortened by preventing the interference between the LCD 10 and the half mirror 20 by tilting the half mirror 20 at the retracted position. There is an effect, and the amount of movement of the half mirror 20 in the depth direction can be reduced.

<Image display mode>
Next, an image display mode of the image display unit 1 will be described with reference to FIG. FIG. 8 is an explanatory diagram of the principle of displaying a three-dimensional image by the image display unit 1, and the diagram on the right side of FIG. 8 is a diagram of the main part of the image display unit 1 as viewed from the side. Indicates a display image that is visible to the player when the LCD 10 is in the second position. In the example of the figure, a three-dimensional object X is disposed behind the half mirror 20. The three-dimensional object X is a model simulating a mountain.

  When the LCD 10 is in the position of the broken line (first position) in the figure, as described above, the display screen 11 of the LCD 10 is exposed to the front of the image display unit 1 and the player can see the display screen 11. However, the half mirror 20 is in the retracted position (indicated by a broken line) and is hidden behind the LCD 10 and cannot be seen. From the image display unit 1, a two-dimensional image by the LCD 10 is presented to the player.

  On the other hand, when the LCD 10 is at the solid line position (second position) in the figure, the LCD 10 is substantially horizontal, so the player cannot directly see the display screen 11. And the half mirror 20 exists in the display position shown as a continuous line, and the image (virtual image) projected on the half mirror 20 from LCD10 is shown to a player. As seen from the player, this virtual image appears to be floating behind the half mirror 20 and becomes a three-dimensional image with a three-dimensional feeling. The position of the virtual image is determined by the distance (L1, L2) between the LCD 10 and the half mirror 20 and the angle between the LCD 10 and the half mirror 20 (approximately 45 degrees in this example). A virtual image can be seen at a position away from 20 by L1 and L2 in the depth direction.

  In the example of FIG. 8, the three-dimensional object X is arranged behind the half mirror 20 and behind the virtual image position in the player's visual recognition direction. The three-dimensional object X passes through the half mirror 20 as a real image and is visible to the player. For this reason, in the display image shown on the left side of the figure, a virtual image (UFO) and a three-dimensional object X are combined and are viewed in the order of virtual image (UFO) → three-dimensional object X when viewed from the player. looks like. The presence of the three-dimensional object X enhances the sense of depth, resulting in a further three-dimensional image.

  As described above, according to the image display unit 1 of the present embodiment, an effect mode for displaying a two-dimensional image and an effect mode for displaying a three-dimensional image can be selected as an effect mode, and an image display that surprises the viewer is realized. can do. In particular, since the half mirror 20 is disposed behind the LCD 10 at the first position, when the image display unit 1 is viewed from the front, the image display area of the LCD 10 at the first position and the image display area by the half mirror 20 are The two-dimensional image and the three-dimensional image are exchanged by the movement of the LCD 10. In addition, by moving the LCD 10 between the first and second positions, it is possible to display both a two-dimensional image and a three-dimensional image on one LCD 10, and it is not necessary to use a plurality of image display devices. Reduction can be achieved.

<Shutter unit>
Next, the configuration of the shutter unit 50 will be described with reference to FIGS. 2 and 3. The shutter unit 50 includes a left door 51a and a right door 51b (hereinafter, both are collectively referred to as the door 51). The left door 51a and the right door 51b are provided on the front surface of the image display unit 1 so as to be freely opened and closed. When the left door 51a and the right door 51b are closed, the display image by the LCD 10 and the half mirror 20 is shielded from the player. It constitutes a member.

  2 and 3 show a case where the left door 51a and the right door 51b are opened and the display image by the LCD 10 and the half mirror 20 is located at a position (non-shielding position) visible to the player. When they move inward and are in the closed position (shielding position; see FIG. 1), the display image by the LCD 10 and the half mirror 20 is shielded from the player. The display image may be shielded by configuring the left door 51a and the right door 51b from opaque members so that the back of the left door 51a and the right door 51b cannot be seen at all, or from a member that is slightly transparent such as ground glass. Although it does not mean that the back of the left door 51a and the right door 51b cannot be seen at all, the display content of the display image may be difficult to visually recognize.

  The shutter unit 50 has a frame 53 having an opening 53a at the center. The hook-like engaging portion 52 described above is formed in which a part of the upper end portion of the frame 53 is bent in a U shape and engages with an engaging piece on the upper portion of the frame body 180a. A hollow projection 53b (not shown) is formed on the back surface of the frame 53, and a slit 53b '(not shown) is formed in the projection 53b. The slits 53b 'are formed corresponding to the engaging portions 1b "and 1c" of the image display unit 1, and the engaging portions 1b "and 1c" are inserted and engaged therewith. To release the engagement, the engaging portions 1b "and 1c" may be moved slightly upward and extracted from the slit 53b '. Thereby, the image display unit 1 and the shutter unit 50 are detachably attached to each other. By making them both detachable, the image display unit 1 and the shutter unit 50 can be individually designed, manufactured and assembled later, so that productivity is excellent and maintenance is facilitated.

  The frame 53 is provided with two pairs of upper and lower guide rail members (58a, 58b). Each of the guide rail members 58a and 58b has a U-shaped cross section, and the lower end portion and the upper end portion of the door 51 are fitted into the guide rail members 58a and 58b, respectively, and guide the parallel movement of the door 51 in the left-right direction. The guide rail member 58a guides the door 51a, and the guide rail member 58b guides the door 51b.

  Next, driving means for moving the door 51 will be described. In this embodiment, a belt transmission mechanism is employed. By adopting the belt transmission mechanism, the door 51 can be moved quietly and smoothly. Although the left door 51a and the right door 51b are independently driven, since the drive means and the like have the same configuration, only the configuration of the drive means and the like of the right door 51b will be described here.

  The shutter unit 50 includes an endless belt 56b wound between a pair of pulleys 55b and a motor 54b that travels the endless belt 56b. The pulley 55b is a rotating body that is rotatably supported by the frame 53. One pulley 55b is connected to the output shaft of the motor 54b as a driving pulley. The motor 54 b is a stepping motor, for example, and is fixed to the back side of the frame 53. The right door 51b is attached to the endless belt 56b, and moves as the endless belt 56b travels. A pair of sensor units 57b for detecting the position of the right door 51b are attached to the frame 53 apart from each other in the moving direction of the right door 51b. When the right door 51b is detected by each sensor unit 57b, the endless belt 56b is driven by a predetermined amount by the motor 54b and then stopped, so that the right door 51b can be stopped at a predetermined position.

  By providing such a shutter unit 50, in this embodiment, the LCD 10 and the half mirror 20 can be moved while the door 51 is in the shielding position. In this way, the movement of the LCD 10 or the like can be made invisible to the player, and the player feels that the switching between the two-dimensional image and the three-dimensional image is suddenly performed by opening and closing the door 51. It is possible to give a feeling that the two-dimensional image and the three-dimensional image have been exchanged. In this embodiment, like the shoji, the left door 51a and the right door 51b are configured to move in parallel in the left-right direction so as to oppose each other. Further, other configurations may be used as long as the display images of the LCD 10 and the half mirror 20 are difficult for the player to visually recognize.

<Control unit>
Next, the circuit configuration of the control unit of the slot machine 100 will be described in detail with reference to FIGS. The slot machine 100 controls the central part of the game, that is, the main control unit 300 that executes processing related to the game progress of the slot machine 100, and various devices according to signals (control commands) transmitted from the main control unit 300. The control unit 400 includes a sub-control unit 400 that controls, and an effect unit control unit 500 that controls the effect unit A in accordance with a signal transmitted from the sub-control unit 400. The sub-control unit 400 and the rendering unit control unit 500 execute processing related to rendering.

  In this embodiment, there is no configuration for transmitting a control command or the like from the sub control unit 400 to the main control unit 300, and data communication between the main control unit 300 and the sub control unit 400 is performed from the main control unit 300. This is one-way communication in which data is transmitted only to the sub-control unit 400. Similarly, there is no configuration for transmitting a control command or the like from the production unit control unit 500 to the sub control unit 400, and data communication between the sub control unit 400 and the production unit control unit 500 is performed from the sub control unit 400 to the production unit control. One-way communication in which data is transmitted only to unit 500.

<Main control unit>
First, the main controller 300 of the slot machine 100 will be described with reference to FIG. The main control unit 300 includes a CPU 310 that is an arithmetic processing unit for controlling the entire main control unit 300, a data bus and an address bus for the CPU 310 to transmit and receive signals to and from each IC and each circuit, It has the structure described below. The clock correction circuit 314 is a circuit that divides the clock oscillated from the crystal oscillator 311 and supplies it to the CPU 310. For example, when the frequency of the crystal oscillator 311 is 12 MHz, the divided clock is 6 MHz. The CPU 310 operates by receiving the clock divided by the clock correction circuit 314 as a system clock.

  The CPU 310 is connected to a timer circuit 315 for setting a timer interrupt processing cycle for constantly monitoring the state of sensors and switches, which will be described later, and a motor drive pulse transmission cycle, via a bus. When the power is turned on, the CPU 310 transmits the frequency dividing data stored in the predetermined area of the ROM 312 to the timer circuit 315 via the data bus. The timer circuit 315 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 310 at each interrupt time. In response to this interrupt request, the CPU 310 executes monitoring of each sensor and transmission of drive pulses. For example, when the system clock of the CPU 310 is set to 6 MHz, the frequency division value of the timer circuit 315 is set to 1/256, and the data for frequency division of the ROM 312 is set to 44, the reference time for this interrupt is 256 × 44 ÷ 6 MHz = 1. 877 ms.

  In addition, the CPU 310 stores a program for controlling each IC, a lottery data used for the internal lottery of a winning combination, various data such as a reel stop position, and a ROM 312 for storing temporary data. A RAM 313 is connected. Other storage means may be used for these ROM 312 and RAM 313, and this is the same in the sub-control unit 400 and the rendering unit control unit 500 described later. The RAM 313 is configured so that the stored contents are not lost even when the power of the slot machine 100 is cut off by a battery backup circuit (not shown).

  The CPU 310 is connected to an input interface 360 for receiving an external signal. The medal acceptance sensor 320, the start lever sensor 321, the stop button sensor 322, and the medal insertion button are connected via the input interface 360 every interrupt time. The state of the sensor 323, the settlement switch 324, the reset switch 326, and the power supply voltage monitoring circuit 327 is detected, and each sensor is monitored.

  Two medal acceptance sensors 320 are installed in the passage inside the medal slot 160 and detect whether or not a medal has passed. The start lever sensor 321 is installed on the start lever 130 and detects a start operation by the player. The stop button sensor 322 is installed in each of the stop buttons 131a to 131c, and detects the operation of the stop button by the player. The medal insertion button sensor 323 is installed in each of the medal insertion buttons 132 and 133, and detects an insertion operation when a medal electronically stored in the RAM 313 is inserted as a game medal.

  The settlement switch 324 detects an operation on the settlement button 135, and when the settlement button 135 is pressed once, a medal that can be settled is paid out. In this embodiment, the medals that can be settled are both the stored medals and the bet medals, but only the stored medals may be used.

  The reset switch 326 is for initializing various information stored in the RAM 313. The power supply voltage monitoring circuit 327 monitors the power supply voltage of the slot machine 100 and outputs a signal when the voltage drops below a certain voltage. The power supply voltage monitoring circuit 327 is used to perform processing for backing up information in the RAM 313 and the like before the voltage drops completely when the power of the slot machine 100 is turned off.

  The CPU 310 further has an input interface 361 and output interfaces 370 and 371 connected to an address bus via an address decoding circuit 350. The CPU 310 exchanges signals with external devices via these interfaces. An index sensor 325 is connected to the input interface 361. The index sensor 325 is installed at a predetermined position on the mounting base of each of the reels 110 to 112, and becomes H level each time the light shielding piece provided on the reel passes through the index sensor 325. When detecting this signal, the CPU 310 determines that the reel has made one rotation, and resets the rotational position information of the reel to zero.

  The output interface 370 includes a reel motor driving unit 330 that controls a motor for driving the reel, and a motor for a hopper (a device for paying out medals accumulated in the bucket from the medal payout port 161, not shown). A hopper motor drive unit 331 for driving the game, a game lamp 340 (specifically, a winning line display lamp 120, an announcement lamp 121, a start lamp 122, a re-game lamp 123, a medal insertion lamp 124, etc.), and 7 segments A (SEG) indicator 341 (stored number indicator 126, indicator 127, payout number indicator 128, etc.) is connected.

  A random number generation circuit 317 is connected to the CPU 310 via a data bus. The random number generation circuit 317 is an increment counter capable of incrementing a value within a certain range based on a clock oscillated from the crystal oscillator 311 and the crystal oscillator 316 and outputting the count value to the CPU 310, which will be described later. Used for various lottery processes, including internal lottery for winning positions. The random number generation circuit 317 in the present embodiment includes two random number counters. An output interface 371 for transmitting a control command to the sub control unit 400 is connected to the data bus of the CPU 310.

<Sub control unit>
Next, the sub control unit 400 of the slot machine 100 will be described with reference to FIG. The sub-control unit 400 is a CPU 410 that is an arithmetic processing unit that controls the entire sub-control unit 400 based on a control command or the like transmitted from the main control unit 300, and the CPU 410 transmits and receives signals to and from each IC and each circuit. The data bus and the address bus are provided, and the configuration described below is provided. The clock correction circuit 414 is a circuit that corrects the clock oscillated from the crystal oscillator 411 and supplies the corrected clock to the CPU 410 as a system clock. Further, a timer circuit 415 is connected to the CPU 410 via a bus. The CPU 410 transmits the frequency dividing data stored in the predetermined area of the ROM 412 to the timer circuit 415 via the data bus at a predetermined timing. The timer circuit 415 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 410 at each interrupt time. The CPU 410 controls each IC and each circuit based on the interrupt request timing.

  In addition, the CPU 410 temporarily stores a ROM 412 in which commands and data for controlling the entire sub-control unit 400, backlight lighting patterns and data for controlling various displays, and the like are stored. The RAM 413 is connected via each bus. The RAM 413 is configured so that the stored contents are not lost even when the power of the slot machine 100 is cut off by a battery backup circuit (not shown).

  The CPU 410 is connected to an input / output interface 460 for transmitting and receiving external signals. The input / output interface 460 includes a backlight 420 for illuminating the symbols of the reels 110 to 112 from the back, a front surface. A door sensor 421 for detecting opening / closing of the door 102, a reset switch 422 for initializing information stored in the RAM 413, and a power supply voltage monitoring circuit 423 are connected. The power supply voltage monitoring circuit 423 is the same as the power supply voltage monitoring circuit 327 described above, and monitors the power supply voltage of the slot machine 100 and outputs a signal when the voltage drops below a certain voltage. The power supply voltage monitoring circuit 423 is for performing processing for backing up information in the RAM 413 and the like before the voltage is completely dropped when the power of the slot machine 100 is turned off.

  An input interface 461 for receiving a control command from the main control unit 300 via a data bus is connected to the CPU 410, and an effect process that excites the entire game based on the control command received via the input interface 461. Etc. are executed. A sound source IC 480 is connected to the data bus and address bus of the CPU 410. The sound source IC 480 controls sound according to a command from the CPU 410. The sound source IC 480 is connected to a ROM 481 that stores sound data. The sound source IC 480 amplifies the sound data acquired from the ROM 481 by the amplifier 482 and outputs the sound data from the speaker 483.

  The CPU 410 is connected to an address decoding circuit 450 for selecting an external IC, similar to the main control unit 300, and the address decoding circuit 450 has an input for receiving a control command from the main control unit 300. An output interface 472 for outputting signals to the interface 461, the clock IC 423, and the 7-segment display 440 is connected.

  The CPU 410 can acquire the current time by connecting the clock IC 423. The 7-segment display 440 is provided inside the slot machine 100, and for example, a store clerk can check predetermined information set in the sub-control unit 400. Further, a demultiplexer 419 is connected to the output interface 470. The demultiplexer 419 distributes the signal transmitted from the output interface 470 to each display unit and the like. That is, the demultiplexer 419 flashes the upper lamp 151, the side lamp 152, the center lamp 153, the waist lamp 154, the lower lamp 155, the reel panel lamp 125, and the medal payout outlet 161 from the inside according to the data received from the CPU 410. The outlet strobe 159 and the saucer lamp 156 that are illuminated are controlled. The CPU 410 performs signal transmission to the rendering unit control unit 500 via the demultiplexer 419.

<Direction unit control unit>
Next, the rendering unit control unit 500 of the slot machine 100 will be described with reference to FIG. The rendering unit control unit 500 includes a CPU 510 that is an arithmetic processing unit, a data bus and an address bus for transmitting and receiving signals to and from each IC and each circuit, and has a configuration described below. The clock correction circuit 514 is a circuit that corrects the clock oscillated from the crystal oscillator 511 and supplies the corrected clock to the CPU 510 as a system clock.

  A timer circuit 515 is connected to the CPU 510 via a bus. The CPU 510 transmits the frequency dividing data stored in the predetermined area of the ROM 512 to the timer circuit 515 via the data bus at a predetermined timing. The timer circuit 515 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 510 for each interrupt time. The CPU 510 controls each IC and each circuit based on the interrupt request timing. The CPU 510 receives a signal from the CPU 410 output via the output interface 470 and the demultiplexer 419 of the sub-control unit 400 via the input interface 520 and the bus, and controls the effect unit control unit 500 as a whole.

  The ROM 512 stores a program and data for controlling the production unit control unit 500 as a whole. The RAM 513 includes a work area for programs processed by the CPU 510. The ROM 512 and RAM 513 are connected to the CPU 510 via a bus. The CPU 510 also has a CPU 530, a motor driver 562 for driving the motor 32, a motor driver 542 for driving the motor 54a, a motor driver 552 for driving the motor 54b, a sensor 57a ′, 57b ', 41a and 41b are connected. Although not shown, two sensors 57a 'and 57b' are provided. Further, a ROM 531, a RAM 532, and a VDP (video display processor) 534 are connected to the CPU 530 via a bus.

  On the other hand, the ROM 531 stores a program processed by the CPU 530. The RAM 532 has a work area for programs processed by the CPU 530 and the like. A crystal oscillator 533 is connected to the VDP 534, and further a ROM 535 and a RAM 536 are connected via a bus. The ROM 535 stores a plurality of types of image data of the LCD 10. The CPU 530 reads out the image data in the ROM 535 based on the signal from the CPU 510, generates an image signal using the work area of the RAM 536, and displays the image on the display screen of the LCD 10 via the D / A converter 537. indicate.

<Pattern arrangement>
FIG. 12 is a diagram in which the arrangement of symbols applied to each of the reels 110 to 112 is developed in a plane. As shown in the figure, each reel 110-112 has a plurality of types of symbols arranged in a predetermined number of frames (here, 21 frames). A frame is a unit of a region where one symbol is arranged. In the symbol display window 113, three frames out of 21 frames are displayed.

  Numbers 0 to 20 shown at the left end of FIG. 12 indicate at which position on the reel each symbol is arranged, that is, an arrangement number (an identifier for identifying each frame, and the rotation position of the reel is Managed by this arrangement number). There is a one-to-one correspondence between the arrangement number and the symbol. For example, a replay symbol is assigned to the number 0 frame of the left reel 110, a chance symbol is assigned to the number 1 frame of the middle reel 111, and a number 2 of the right reel 112 is assigned. Seven white symbols are arranged in each frame.

<Type of winning prize>
Next, the types of winning combinations of the slot machine 100 will be described with reference to FIG. The figure shows the types of winning combinations, symbol combinations corresponding to each winning combination, and the operation or payout of each winning combination.

  The winning combination of this embodiment includes a big bonus (BB1, BB2), a regular bonus (RB1), a shift regular bonus (SRB), a small role (watermelon, bell, cherry), and a replay (replay) 1 There are ~ 9.

  In the present embodiment, the “winning combination” means not only a combination with a medal payout (watermelon, bell, cherry) but also an operation combination without a medal payout (BB1, 2, RB1, SRB, replay 1 9). Therefore, the “winning” in the present embodiment includes the case where the symbol combination of the actuating role is displayed on the activated winning line 114. For example, in the case of a replay winning or a BB winning. It means that the symbol combination of replay and the symbol combination of BB are displayed on the activated pay line 114.

  “Big Bonus (BB1, 2)” is a special role (operating role) in which a big bonus game (BB game) which is a special game is started by winning. In the case of the present embodiment, the corresponding winning symbol combinations are BB1 “white 7-white 7-white 7” and BB2 “blue 7-blue 7-blue 7”. In the present embodiment, the flag carryover is performed for BB1 and BB2. That is, when BB1 to BB2 are won internally, a flag indicating this is set (stored in a predetermined area of the RAM 313 of the main control unit 300), but even if BB1 and BB2 are not won in the game, a prize is won. The state where the flag is kept is maintained until the next game, and it is assumed that BB1 and BB2 are being internally won even after the next game.

  The “regular bonus (RB1)” is a special combination (operating combination) in which a regular bonus game (RB game) is started by winning. In the present embodiment, the corresponding winning symbol combination is RB1 of “white 7-white 7-blue 7”. In the present embodiment, flag carryover is performed for RB as well as BB described above.

  The “shift regular bonus (SRB)” is a special combination (operating combination) in which a regular bonus game (RB game) is performed by winning in a big bonus game. The corresponding winning symbol combination is “replay-bell-replay” in the present embodiment.

  The “small role (watermelon, bell, cherry)” is a winning combination in which a predetermined number of medals are paid out by winning, and in the case of this embodiment, the corresponding winning symbol combination is “watermelon-watermelon-watermelon”, bell Is “bell-bell-bell” and cherry is “any-cherry-any”. The corresponding payout numbers are 6 for watermelons, 9 for bells and 3 for cherries, as shown in FIG. In the case of “any-cherry-any”, the symbol of the middle reel 111 may be “cherry”, and the symbol of the left reel 110 and the right reel 112 may be any symbol.

  “Replay (Replay) 1 to 9” is a winning combination (operating role) that allows a game to be played without a medal (game medium) being inserted in the next game by winning, and the medal is paid out. Absent. In the case of this embodiment, the corresponding winning symbol combinations are “replay-replay-replay” for replay 1, “replay-replay-chance” for replay 2, and “watermelon-watermelon-chance” for replay 3. Replay 4 is “Chance-Bell-Bell”, Replay 5 is “Chance-Replay-Cherry”, Replay 6 is “Chance-Chance-Chance”, Replay 7 is “White 7-Chance-Chance”, The replay 8 is “blue 7-chance-chance” and the replay 9 is “watermelon chance-chance”.

  Needless to say, the type of winning combination is not limited to the winning combination shown in FIG.

  The gaming state of the slot machine 100 is broadly classified into a normal game (including a replay high probability game state and a replay high probability game transition preparation state) and a bonus game (including a BB game and an RB game). A gaming state as shown in FIGS. 14 to 17 is set. In the slot machine 100, the above winning combination is adopted for each gaming state, and a plurality of RT modes having different winning probabilities of the re-gaming combination are adopted.

<Normal game>
FIG. 14 is a diagram showing an internal winning type, an internal winning probability, and the number of medals paid out when winning a prize in a normal game (normal game RT0 mode).

  To outline the internal lottery of the winning combination, the range of random values (for example, 0 to 65535) acquired at the time of the internal lottery is divided in advance into several regions (regions corresponding to the size of each winning probability) Each region is associated with a winning or a loss (for example, 0 to 13 is BB1, 14 to 27 is BB2,..., 20179 to 63535 is lost). These pieces of information are stored in the ROM 312 as a winning combination lottery table. In the internal lottery of the winning combination, whether or not the internal winning of the winning combination is determined according to which range the acquired random number value belongs. The internal winning probabilities shown in FIGS. 14 to 17 are numerical values obtained by dividing the range of random value assigned to each winning combination by all random numbers. The same method can be adopted for various lottery processes other than the internal lottery.

  There are two types of internal winning types: single, one winning a single winning combination in an internal lottery, and multiple winning winnings in one internal lottery at the same time. . The internal winning state is managed by turning ON / OFF an internal winning flag whose storage area is set in the RAM 313. The internal winning flag is valid only for one game, except when the flag is carried over, and is turned OFF when the game ends.

  The internal winning probability is generally set so as to be within a predetermined payout rate range, and can be set in six stages from setting 1 to setting 6 according to the business of the amusement store. 14 to 17 exemplify an arbitrary stage (setting N), and other settings are omitted. As a result of the internal lottery process, when any winning combination is won internally, there is a possibility that the symbol combination corresponding to the winning combination won internally stops on the winning line 114 in which the symbol combination is activated.

  In addition to the above-mentioned single roles, such as big bonus (BB1, BB2), RB1, small role (bell, watermelon, cherry), replay 1-2, There is a winning role.

  In this embodiment, BB1 & watermelon, BB2 & watermelon, BB1 & cherry, BB2 & cherry, RB1 & cherry, BB1 & replay 1, BB2 & replay 1, RB1 & replay 1, replay 1 & replay 2, replay 1 & Replay 3, BB1 & Replay 2, BB2 & Replay 2, RB1 & Replay 2, Replay 2 & Replay 3, BB1 & Replay 2 & Replay 3, BB2 & Replay 2 & Replay 3, RB1 & Replay 2 & Replay 3, Replay 1 & Replay 2 & Replay 3, BB1 & Replay 1 & Replay 2 & Replay 3, BB2 & Replay 1 & Replay 2 & Replay 3, RB1 & Replay 1 & Replay 2 & Replay 3, Replay 1 & Replay 2 & Re Game 3 & Replay 4, BB1 & Replay 1 & Replay 2 & Replay 3 & Replay 4, BB2 & Replay 1 & Replay 2 & Replay 3 & Replay 4, RB1 & Replay & Replay 2 & Replay 3 & Replay 4, Replay 1 & Replay 4 & Replay 5 & Replay 6 & Replay 7 & Replay 8 & Replay 9, Replay 1 & Replay 2 & Replay 4 & Replay 5 & Replay 6 & Replay 7 & replay 8 & replay 9, replay 1 & replay 3 & replay 4 & replay 5 & replay 6 & replay 7 & replay 8 & replay 9. For example, the simultaneous winning combination (BB1 & replay 1) is a winning combination capable of simultaneously winning both BB1 and replay 1, and the winning symbol combination “white 7-white 7-white 7” corresponding to BB1 is selected. When the game is complete, the game shifts to BB game, and when the winning symbol combination “replay-replay-replay” corresponding to replay 1 is prepared, the game is played without inserting medals in the next game. Can do.

  FIG. 15 is a diagram showing an internal winning type, an internal winning probability, and a payout number of medals at the time of winning in the re-game high probability transition preparation state (normal game RT1 mode).

  The winning combination in the re-game high probability transition ready state (normal game RT1 mode) is the same as the normal game (normal game RT0 mode) for both the single combination and the simultaneous winning combination. However, replays (specifically, replay 2 & replay 3, replay 1 & replay 2 & replay 3, replay 1 & replay 2 & replay 3 & replay 4, replay 1 & replay 3 & replay 4 & replay 5 & The internal winning probability of replay 6 & replay 7 & replay 8 & replay 9) is set higher than that of normal game (normal game RT0 mode), and is more advantageous than normal game (normal game RT0 mode). It has become.

  FIG. 16 is a diagram showing an internal winning type, an internal winning probability, and a payout number of medals when winning a prize in a re-playing high probability gaming state (normal game RT2 mode, normal game RT3 mode).

  The winning combination in the replay high probability gaming state (normal game RT2 mode, normal game RT3 mode) is the same as the normal game (normal game RT0 mode) in both the single role and the simultaneous winning combination. However, replay (specifically, replay 1, replay 2, replay 1 & replay 2, replay 2 & replay 3, replay 1 & replay 2 & replay 3, replay 1 & replay 2 & replay 3 & re The internal winning probability of the game 4) is set higher than that of the normal game (normal game RT0 mode), which is higher than that of the normal game (normal game RT0 mode) and the re-game high probability transition ready state (normal game RT1 mode). This is an advantageous state, that is, the most advantageous gaming state in the normal game.

<Bonus game>
FIG. 17 (a) shows the types of winning combinations, types of single / simultaneous winning combinations, internal winning probabilities, corresponding winning symbol combinations, and medals at the time of BB games by BB winning (BB gaming RT4 mode) and SRB. It is a figure which shows the payout number of sheets (payout). In the winning combination at the time of BB game, there is an RB having a high internal winning probability as a single combination, and the winning combination at the time of SRB is a bell having a winning probability of 100% as a single combination.

  In the present embodiment, the BB game ends when the number of medals paid out during the BB game exceeds 360. The SRB game ends when 12 games are played or when the winning combination is won 8 times.

  FIG. 17B shows the types of winning combinations, types of single / simultaneous winning combinations, internal winning probabilities, corresponding winning symbol combinations, and the number of medals to be paid out in an RB game with RB winning (BB game RT4 mode). It is a figure which shows (payout). In the BB game, there are watermelons, cherries, and bells that are single roles. During RB games, be sure to win an internal prize for either a watermelon, cherry or bell.

  Next, with reference to FIGS. 18 and 19, the type of RT state and the transition transition of the gaming state will be described. Here, FIG. 18 is a diagram showing the types of RT states, the trigger for transitioning to each RT state, and the corresponding gaming states, and FIG. 19 is a state transition diagram showing how the gaming states transition. .

  In the normal game, as described above, there are four types of RT modes: the normal game RT0 mode, the normal game RT1 mode, the normal game RT2 mode, and the normal game RT3 mode.

  The normal game RT0 mode is a game state that is initially set at the start of the normal game. The normal game RT1 mode is set after the end of the RB game, and the normal game RT1 mode is continued for 24 games after the setting. After the end of the normal game RT1 mode, the mode shifts to the normal game RT0 mode. As shown in FIGS. 14 and 15, the re-game synthesis probability in the normal game RT1 mode is higher than the re-game synthesis probability in the normal game RT0 mode.

  The normal game RT2 mode is set after the end of the BB game, and the normal game RT2 mode is continued for 100 games after the setting. After the end of the normal game RT2 mode, the mode shifts to the normal game RT0 mode. As shown in FIG. 15 and FIG. 16, the re-game synthesis probability in the normal game RT2 mode is higher than the re-game synthesis probability in the normal game RT1 mode, which is the most advantageous state in the normal game.

  The normal game RT3 mode is set by winning one of the replays 5, 6, 7, 8, and 9 in the normal game RT1 mode or the normal game RT2 mode, and the normal game RT3 mode is set for 100 games after the setting. Will continue. After the end of the normal game RT3 mode, the mode shifts to the normal game RT0 mode. As shown in FIG. 15 and FIG. 16, the re-game synthesis probability in the normal game RT3 mode is the same as the re-game synthesis probability in the normal game RT 2 mode, which is the most advantageous state in the normal game. As described above, in this embodiment, if one of the replays 5, 6, 7, 8, or 9 is won in the normal game RT1 mode in which 24 games continue, the transition to the more advantageous normal game RT3 mode is made. It has a playability that can be used.

  The BB game RT4 mode is set by winning a BB and shifting to a BB game, and is continued during the BB game. Also, the RB game RT4 mode is set by winning an RB and shifting to the RB game, and is continued during the RB game. In the RT4 mode, as shown in FIG. 17, the re-game player is not won.

<Reel stop control>
Next, stop control of the reels 110 to 112 will be described. The reel stop control is performed based on the selected reel stop control data by selecting any one of a plurality of predetermined reel stop control data based on a predetermined condition. If multiple types of reel stop control data are set for the same condition, one of them is selected by lottery. The selection condition includes at least an internal lottery result in the game. In addition, whether or not a bonus flag is carried over is also included in the selection conditions.

  In this embodiment, so-called pull-in control (frame slip control) is performed. The pull-in control is a control for shifting the stop positions of the reels 110 to 112 within a certain number of frames (maximum of 5 frames in this case) after the player operates the stop buttons 131a to 131c. The reel stop control data is stored in the ROM 312 of the main control unit 300. Each reel stop control data is an allowable control that allows a combination of symbols of a predetermined winning combination to be displayed on the winning line 114, and a symbol combination of any winning combination is not displayed on the winning line 114. It is roughly divided into prohibition control.

  An example of the admissible control is, for example, when a winning combination is won internally, or when BB or RB is won internally (flag carryover), and each stop button 131a to 131c is operated by the player. Even if the timing is bad, control is performed so that the symbol combinations of winning combinations are displayed together within the range of the number of frames. However, since it is only “permitted”, there are cases where the symbol combinations are not aligned depending on the timing of operating each of the stop buttons 13a to 131c.

  An example of the prohibition control is, for example, a case where the internal lottery result is lost and the BB or RB is not being won internally (flag carryover), and the timing at which the player operates the stop buttons 131a to 131c. At best, control is performed so that the symbol combinations of winning combinations are not displayed together within the range of the number of frames.

<Basic control of games>
Next, the operation of the slot machine 100 will be described.

  FIG. 20 is a flowchart of the main process of the main control unit showing the basic control of the game. This process is performed mainly by the CPU 310 of the main control unit 300, and the process (steps S102 to S112) in FIG. Although not particularly described except for a part, the main control unit 300 transmits a player's operation on the slot machine 100 and a control command indicating a processing result of each process to the sub-control unit 400 as needed. The sub-control unit 400 stores the status information of the slot machine 100 in the RAM 413 and can always grasp the state of the slot machine 100.

  In step S101, first, when power is turned on, initialization processing is executed.

  In step S102, medal insertion / start operation acceptance processing is executed. Here, it is checked whether or not a medal has been inserted, and whether or not the start lever 130 has been operated is checked. If there is an operation of the start lever 130, the process proceeds to step S103.

  In step S103, the number of inserted medals is determined, and an effective winning line 114 is determined.

  In step S104, the random number generated by the random number generation circuit 317 is acquired.

  In step S105, an internal lottery process is performed for determining whether or not each winning combination is won by an internal lottery by lottery using the acquired random number value and the winning combination lottery table stored in the ROM 312. As a result of the internal lottery, when any winning combination is won internally, the winning combination flag set in the RAM 313 is set to ON. In step S105, an internal winning result command is transmitted to the sub-control unit 400. The sub-control unit 400 grasps the result of the internal lottery by receiving this internal winning result command.

  In step S106, reel stop control data is selected.

  In step S107, reel rotation start processing for starting rotation of all reels 110 to 112 is performed.

  In step S108, a production input button reception process is performed. The effect input button reception process will be described later in detail. Note that the effect insertion button in the present embodiment specifically means the medal insertion buttons 132 and 133, and after the start lever 130 is operated, the medal insertion buttons 132 and 133 are used again for the effect. And so on.

  In step S109, the stop buttons 131a to 131c can be received. When any one of the stop buttons is pressed, the reel stop control in which one of the reels 110 to 112 corresponding to the pressed stop button is selected in step S106. Stop based on data. When all the reels 110 to 112 are stopped, the process proceeds to step S110.

  In step S110, a winning determination is performed. Here, it is determined that the winning combination is won when the symbol combination corresponding to the winning combination in the internal winning or the winning combination with the flag carried over is displayed on the activated winning line 114. For example, if “Bell-Bell-Bell” is aligned on the winning line 114 activated in the normal gaming state, it is determined that the bell is won, and the flag corresponding to the bell is reset. In addition, the flag indicating the internal winning of each winning combination is reset. However, as described above, when BB and RB are not won, the internal winning flag is kept ON and it is carried over after the next game.

  In step S111, if any winning combination with payout is won, the number of medals corresponding to the winning combination is paid out.

  In step S112, a game state control process is executed. In the game state control process, control for changing the game state is performed. For example, in the case of a bonus winning such as BB or RB, preparation is made so that the corresponding BB game or RB game can be started from the next time. In the final game, preparations are made so that the normal game can be started from the next time. In step S111, a state command indicating a gaming state is transmitted to the sub-control unit 400. The sub-control unit 400 grasps the current gaming state by receiving this state command. The gaming state control process in step S112 will be described later in detail.

  As described above, one game is completed, and the game progresses by repeating this thereafter.

<Direction input process for production>
FIG. 21 is a flowchart showing in detail the effect input button accepting process in step S108 of FIG.

  In step S201, it is determined whether or not the third stop reel (the third stop reel) is waiting to be stopped. In this embodiment, since the operation of the effect input button is received after the reel rotation until the stop operation of the second stop reel (reel to be stopped second), this determination is made. When the third stop reel is not waiting for the stop reception, that is, until the stop operation of the second stop reel, the process proceeds to step S202, waiting for the stop of the third stop reel, that is, after the stop operation of the second stop reel. In the case of, the production input button acceptance process is terminated.

  In step S202, it is determined whether or not an effect input button has been received. When the effect insertion buttons (medal insertion buttons 132 and 133) are received, that is, when the operation of the effect insertion button is received before the stop operation of the second stop reel after the reel rotation, step S203. Proceed to, and send an effect input button reception command indicating that the effect input button has been received to the sub-control unit 400. Thereby, the sub-control unit 400 recognizes that the effect input button has been operated, and executes a predetermined effect corresponding to the effect input button operation. On the other hand, when there is no reception of the production input button, the production input button reception processing is terminated.

  In the present embodiment, the period from the reel rotation to the stop operation of the second stop reel is set as the period for accepting the effect insertion button. However, the present invention is not limited to this, and broadly, from the reel rotation to the reel stop. It is only necessary to receive the effect insertion button. For example, the period until the stop operation of the first stop reel may be set as the period for receiving the effect insertion button.

<Game state control processing>
Next, the gaming state control process will be described with reference to FIG. Here, FIG. 22 is a flowchart showing in detail the gaming state control process of step S112 of FIG.

  In step S301, it is determined whether or not the current gaming state is a BB game. If the current game state is a BB game, the process proceeds to step S302. If the current game is not a BB game, the process proceeds to step S304.

  In step S302, a counter for counting the number of medals paid out during the BB game is updated. This counter is a software counter set on the RAM 313. The counter may be updated based on the number of medals actually paid out in step S111 shown in FIG.

  In step S303, it is determined whether or not the count value updated in step S302 exceeds a predetermined value (BB game end condition). If the BB payout number exceeds a predetermined value, the process proceeds to step S315, and a normal game is set. This ends the BB game. If the BB payout number does not exceed the predetermined value, the process proceeds to step S304.

  In step S304, it is determined whether or not the current gaming state is an RB game. If the current gaming state is RB gaming, the process proceeds to step S305, and if the current gaming state is not RB gaming, the process proceeds to step S306.

  In step S305, the information on the number of RB games and the number of winnings is updated, and the end condition of the RB game is determined. When the RB game end condition is satisfied, the normal game is set and the RB game is ended.

  In step S306, it is determined whether or not RB is won in the current game. If the RB is won in this game, the process proceeds to step S307, the game state is set to RB game, and various information related to the RB game is initialized. Thereafter, the process proceeds to step S312. On the other hand, if the RB is not won in this game, the process proceeds to step S308.

  In step S308, it is determined whether or not BB is won in this game. If the BB is won in this game, the process proceeds to step S309, the game state is set to BB game, and various information related to the BB game is set. Thereafter, the process proceeds to step S312. On the other hand, if the BB is not won in this game, the process proceeds to step S310.

  In step S310, it is determined whether or not any of the replays 2 to 4 has been won in the current game. Here, the replays 2 to 4 are winning combinations having the possibility of simultaneous winning with a bonus combination (BB or RB). If any of the replays 2 to 4 is won in the current game, the process proceeds to step S311. If none of the replays 2 to 4 is won in the current game, the process proceeds to step S313.

  In steps S311 and S312, a process for setting a waiting time is performed.

  Here, the setting of the waiting time will be described.

  In the production unit A of this embodiment, the production mode can be switched between the production mode for displaying a two-dimensional image and the production mode for displaying a three-dimensional image. Since this switching involves mechanical movement of the constituent elements of the rendering unit A, such as movement of the LCD 10, a switching time of about 2 seconds is required. In this embodiment, the main control unit 300 and the sub control unit 400 are one-way communication, and the main control unit 300 cannot grasp the state of the sub control unit 400. Therefore, there is a case where processing related to the game progresses during the switching of the effect mode, and in this case, the effect after the switching may be an effect with a bad timing.

  Therefore, in this embodiment, a waiting time related to the progress of the game is set in a fixed case.

  The waiting time is set at the time of winning a prize for BB, RB, and replay. That is, the waiting time is set at the beginning of the game next to the winning game. The waiting time varies depending on the type of prize. FIG. 23A and FIG. 23B are diagrams showing the length of the waiting time corresponding to each winning combination.

  For example, the waiting time in the case of BB or RB winning is about 6 seconds, and the waiting time in the case of replay winning is about 2 seconds or about 4 seconds depending on the winning combination. The waiting time at the end of the BB game is about 4 seconds, and the waiting time at the end of the RB game is about 2 seconds.

  In step S313, it is determined whether or not any of replays 5 to 9 has been won. When any of the replays 5 to 9 is won, transition control to the normal game RT3 mode is performed, and the process proceeds to step S314.

  In step S314, RT mode control processing is performed.

  In step S316, a state command indicating the current gaming state is transmitted at the end of one game, and other processing is executed.

  In step S317, waiting time processing is executed. The waiting time process is a process executed during the above-described waiting time.

<Processing of sub-control unit>
Next, processing of the sub control unit 400 will be described. FIG. 24 is a flowchart showing interrupt processing and main processing of the sub-control unit 400 of the slot machine 100.

  First, interrupt processing will be described with reference to FIG. The CPU 410 of the sub-control unit 400 performs the process of FIG.

  In step S401, it is determined whether a control command from the main control unit 300 has been received. If a control command is received from the main control unit 300, the process proceeds to step S402. If a control command is not received from the main control unit 300, the process ends.

  In step S402, control commands received from the main control unit 300 are sequentially stored without overwriting a predetermined area (referred to as a command storage area) of the RAM 413.

  Next, the main process will be described with reference to FIG. The CPU 410 of the sub-control unit 400 repeatedly executes the processing in the same figure (steps S502 to S504) unless it detects a power failure or the like.

  In step S501, initialization processing is performed. Here, processing at the time of power-on is mainly performed.

  In step S502, it is determined whether or not at least one control command is stored in the command storage area. If the control command is stored, the process proceeds to step S503. If the control command is not stored, the process returns to step S502.

  In step S503, a control command is acquired from the command storage area, and its content is determined. The acquired control command is deleted from the command storage area.

  In step S504, an effect process is performed according to the determination result in step S503. The effect process in step S504 will be described later in detail.

  First, with reference to FIG. 25, the setting of the content of the effect performed with the slot machine 100 is demonstrated. FIG. 25 is an explanatory view showing the basic setting of effect contents. The effect contents are set by the sub-control unit 400 according to the control command transmitted from the main control unit 300. Hereinafter, a basic setting method will be described. In addition to what will be described below, corresponding production contents are set according to a control command (for example, a command indicating an error) from the main control unit 300.

  The contents of the effect are divided into a plurality of groups (the effect state shown in FIG. 25), and any one is selected according to the type of control command from the main control unit 300. In the present embodiment, depending on an effect selection command (information determined in consideration of an internal lottery result, a game state, presence / absence of BB or RB flag carryover), etc., from the main control unit 300 The production state is selected. Each effect group is for each control command from the main control unit 300 (in the example shown in the figure, operations for the stop buttons 131a to 131c (first to third stop operations, reel stop (first to third reel stop)). , And is determined for each winning determination result (winning determination), and when the individual control command is received, the corresponding effect data is selected.

  The effect data is set for each device for effect and is stored in the ROM 412. When the sub control unit 400 receives an individual control command from the main control unit 300, the sub control unit 400 reads out the corresponding effect data and sets the data in each device. In addition, a control command necessary for controlling the rendering unit A is transmitted to the rendering unit control unit 500. The effect unit control unit 500 controls the effect unit A according to the received control command.

  Next, a configuration example of effects in the slot machine 100 centered on the effect unit A will be described. FIG. 26A is a schematic diagram showing a configuration example of effects in the slot machine 100. The effects can be broadly classified into normal effects in normal games (normal game RT0 mode), bonus effects in bonus games, and replay high probability effects in replay high probability states (including preparatory states; normal games RT1 to 3 modes). Consists of three effects. In addition, a plurality of production modes (production modes having different main characters and different stories; story A, B, and C in FIG. 26) are prepared for the normal production, and the player is selected. You can enjoy story production in any production mode.

  Here, with reference to FIG.26 (b), the production in a re-game high probability state (a preparation state is also included) is demonstrated. FIG. 26 (b) is a diagram showing the effect mode, the setting condition, and the release condition of the effect in the replay high probability state (including the preparation state).

  The preparation mode effect is an effect executed at the end of the RB, that is, in the normal game RT1 mode, and the effect mode of the effect unit A is an effect mode of two-dimensional image display. The preparation mode effect ends with a predetermined number of games (24 games).

  Further, the replay high probability game RT2 effect is an effect executed at the end of the BB, that is, in the normal game RT2 mode, and the effect mode of the effect unit A is an effect mode of 3D image display. The replay high probability game RT2 effect ends with a predetermined number of games (100 games).

  Further, the replay high-probability game RT3 effect is an effect that is executed in any one of the replays 5 to 9, that is, in the normal game RT3 mode, and the effect mode of the effect unit A is an effect of displaying a three-dimensional image. It is an aspect. The replay high-probability game RT3 effect ends with a predetermined number of games (100 games).

<Processing of production unit control unit>
Next, processing of the rendering unit control unit 500 will be described. FIG. 27 is a flowchart showing the interrupt process and main process of the rendering unit control unit 500 of the slot machine 100.

  First, interrupt processing will be described with reference to FIG. The CPU 510 of the effect unit control unit 500 performs the process shown in FIG.

  In step S601, it is determined whether a control command from the sub-control unit 400 has been received. If a control command is received from the sub-control unit 400, the process proceeds to step S602. If no control command is received from the sub-control unit 400, the process ends.

  In step S602, the control commands received from the sub control unit 400 are sequentially stored without being overwritten in a predetermined area of the RAM 513 (referred to as a command storage area).

  Next, the main process will be described with reference to FIG. The CPU 510 of the effect unit control unit 500 repeatedly executes the process shown in FIG.

  In step S <b> 701, it is determined whether or not at least one control command is stored in the command storage area of the RAM 513. If the control command is stored, the process proceeds to step S702. If the control command is not stored, the process returns to step S701.

  In step S702, a control command is acquired from the command storage area of the RAM 513, and the content is determined. The acquired control command is deleted from the command storage area.

  In step S703, effect data is acquired according to the determination result in step S1002, and the effect data is sequentially set in each device driver of the effect unit A. The production unit A executes the production according to the data by setting the data.

  Here, with reference to FIG. 28, the setting of the control content of the rendering unit A will be described. FIG. 28A is a diagram showing control data of the rendering unit A stored in the ROM 512, and FIG. 28B is a diagram showing display control data of the LCD 10 stored in the ROM 531. When the production unit control unit 500 receives the control command described above from the sub control unit 400, the production unit control unit 500 executes a process corresponding to the number indicated by the control command ("No." in FIG. 28A).

  In the control data shown in FIG. 28 (a), “processing order”, control details of the left door 51a (“left door”), and control details of the right door 51b (“right” are indicated according to the number indicated by the control command. Door ") and the control content of the LCD 10 (" liquid crystal display ") are set. For example, from the sub-control unit 400, No. When the control command 1 is received, the rendering unit control unit 500 first causes the LCD 10 to display the contents of the display control data 1 in the “processing order” 1. In detail, as shown in FIG. 1 display control data is acquired and a corresponding image is displayed on the LCD 10. Subsequently, in the “processing order” 2, the door 51 is fully opened.

  Further, for example, from the sub-control unit 400, No. When the control command 5 is received, the rendering unit control unit 500 first closes the door 51 in “processing order” 1. Subsequently, in the “processing order” 2, the LCD 10 is moved downward (first position). Further, for example, from the sub-control unit 400, No. When the control command 10 is received, the rendering unit control unit 500 first closes the door 51 in “processing order” 1. Subsequently, in the “processing order” 2, the LCD 10 is moved upward (second position). Further, for example, from the sub-control unit 400, No. When the control command 21 is received, the rendering unit control unit 500 first closes the door 51 in “processing order” 1. Subsequently, in the “processing order” 2, the LCD 10 is moved upward (second position). Then, the content of the display control data 2 is displayed on the LCD 10 in “processing order” 3. This becomes a three-dimensional image. In “processing order” 4, the door 51 is fully opened and a three-dimensional image is presented to the player. In this way, the operation of the rendering unit A is controlled.

  FIG. 29 shows a case where the RB game is finished, the game is shifted to the normal game RT1 mode, the replay 6 is won in the normal game RT1 mode, the game is shifted to the normal game RT3 mode, and the BB1 is won in the normal game RT3 mode. The state of the production of the production unit A is shown. When the RB game is finished and the mode is changed to the normal game RT1 mode, the LCD 10 is in the first position, and the effect mode of the effect unit A is the effect mode of the two-dimensional image display. By doing so, since it shifts to the normal game RT3 mode, the LCD 10 shifts to the second position, and the effect mode of the effect unit A becomes the effect mode of the ternary image display. Further, by winning BB in this state, the LCD 10 remains in the second position, and the effect mode of the effect unit A is maintained as the effect mode of the ternary image display.

<Real-time simultaneous presentation processing>
Before describing the effect processing according to the present embodiment, an outline of a real-time simultaneous progress effect that is characteristic of the effect according to the present embodiment will be described. The real-time simultaneous progress effect is an effect in which each effect in a plurality of effect modes progresses simultaneously, and is executed in the form of a continuous effect developed over a plurality of games in a normal game. Note that the effect executed (displayed on the LCD 10) in the real-time simultaneous effect is any one of a plurality of effect modes, and the player basically has any one effect mode. You can see the progress of the production.

  FIG. 30 shows an example of the effect configuration of the real-time simultaneous progress effect. In the example shown in FIG. 30, three production modes are provided, and a main character is prepared for each production mode. For example, in the production mode A in which the character A (dono) is the main character, a story on production that the character A exterminates the bad guy is set, and the production is executed along this story. Specifically, the continuous production in the production mode A with the character A (dono) as the main character is composed of a plurality of scenes (three scenes in FIG. 30), and there is a theme in which the above-described story is subdivided for each scene. In each scene, an effect in line with this theme (for example, searching for the location of the villain in scene 1) is executed.

  FIG. 31 is a diagram showing a state of simultaneous progress of the real-time simultaneous progress effect. It shows how the continuous effects in each effect mode proceed independently. As shown in FIG. 31, at present, the effect mode A in which the character A appears is the scene scene 2, the effect mode B in which the character B appears is the samurai scene 3, and the effect mode C in which the character C appears is the princess scene The progress is controlled to 2. Here, since the continuous effect of any one of the three effect modes is displayed on the LCD 10, the player can enjoy the displayed continuous effect. In addition, as shown in FIG. 31, the continuous effects in each effect mode are not the same in progress (speed) (for example, character A is scene 2, character B is scene 3, and the current scene is different). .

  In addition, as shown in FIG. 31, the real-time simultaneous progress effect is executed as a scene reset effect at a predetermined opportunity. The scene reset effect is an effect that resets the effect in each effect mode to the initial state, that is, the scene 1. When the scene reset effect is executed, the progress of the effect is initialized and the effect is resumed from the scene 1 in all effect modes. Here, the predetermined trigger for executing the scene reset effect is, for example, the elapse of a predetermined number of games, winning (or internal winning) a predetermined advantageous winning combination (bonus combination, etc.), power-on, demonstration, etc. It may be. Alternatively, a lottery (reset effect lottery) may be performed under the above-described conditions, and a scene reset effect may be executed when the lottery is won. In this way, in the real-time simultaneous progress effect, not only the story progresses but also returns to the initial state as appropriate.

  Further, in the scene development of the real-time simultaneous progress effect, it is advantageous that a predetermined condition is satisfied and a failure effect (an effect that causes the character's action to end in failure; for example, fighting against bad guys) An effect that does not suggest a transition to a gaming state (bonus state) is executed. When the failure effect is executed, the scene ends and is advanced to the next scene. For example, when the failure effect is executed in the scene 1, the scene is advanced to the scene 2 and the continuous effect is started from the scene 2. However, when a failure effect is executed in scene 3 (the last stage scene; scene 3 when the continuous effect is composed of three scenes), it is reset to scene 1 in the same manner as the scene reset effect. The

  FIG. 32 is a diagram for explaining a situation effect appropriately executed in the real-time simultaneous progress effect. The status effect is an effect that displays the progress of each effect in each of the plurality of effect modes so that the situation of all characters can be grasped. For example, as shown in FIG. 32 (a), when the character A (dono) is in the scene 2, the character B (爺) is in the scene 3, and the character C (princess) is in the scene 3, the situation effect is executed. As shown in FIG. 32 (b), the display screen of the LCD 10 is divided into three parts, and each character in the current scene is rendered on the divided screens, that is, if the character A, the scene 2 If it is character B, the effect of scene 3 is displayed. If character C, the effect of scene 2 is displayed. Thus, a player who can normally grasp only the progress of the performance of one character can normally grasp the progress of the performance of the three characters. The condition for executing the situation effect may be, for example, for every predetermined number of elapsed games or for every predetermined effect time. Further, a lottery (situation production lottery) may be performed, and the situation production may be executed when the lottery is won.

  In addition to displaying the status of each character on the above-described plurality of divided screens, there is also a status effect that causes all characters to appear in one scene. This is a special situation effect that is executed when a special condition is established. For example, when the character A and the character B exist at the same point in the effect, the character A and the character A in the scene are displayed. An effect that causes both characters B to appear may be executed.

  FIG. 33 is a diagram for explaining a special situation effect that causes each character in a plurality of effect modes to appear in the same scene when such a special condition is satisfied. In the example shown in FIG. 33, when the scenes of the continuous effects in the respective effect modes are in the same stage, a special situation effect is executed. As shown in FIG. When continuous effects of A, effect mode B, and effect mode C are proceeding to scene 3, a special situation effect in which three characters appear in the same scene as shown in FIG. 33B is executed.

  FIG. 34 shows a plurality of effect patterns of continuous effects, taking character B (爺) as an example. Specifically, in addition to the continuous effect of the normal effect pattern, an image example of the continuous effect of the development effect pattern is shown. In the case of the continuous production of the development production pattern, the production suggests that the winning combination (bonus combination) advantageous to the player is internally won. In this way, in the same production mode, a plurality of production patterns for continuous production are prepared, the story is different for each production pattern, and the production of each scene is different. In addition, failure effects (for example, do not suggest a transition to an advantageous gaming state (bonus state)) and success effects (for example, suggest a transition to an advantageous gaming state (bonus state)) as a result of the continuous performance. The effect images are configured differently.

  In the real-time simultaneous production described above, as the stage of the continuous production progresses, a high expectation degree production (in the case where the bonus combination is won internally, than in the case where the bonus combination is not won internally) Since the performance selected at a high rate is selected and executed, the player can improve the expectation of the game as the stage of the continuous performance progresses.

  FIG. 35 is another specific example for explaining the progress status of the real-time simultaneous progress effect. In this case, if a failure effect occurs in the continuous effect, only the effect mode in which the failure effect has occurred moves to the next stage scene, and the other effect modes are not affected (next) Do not move to the next stage). As shown in FIG. 35A, in the production mode C in which the character C (princess) is the main character, the failure production has occurred twice, so the current progress is scene 3. Also, in the production mode A in which the character A (dono) is the main character, the failure production has occurred once, so the current progress is scene 2. On the other hand, in the production mode B in which the character B (爺) is the main character, no failure production has occurred once, so the current progress is scene 1. In this way, the continuous effects in each effect mode are independently controlled in progress, and the scene is developed based on unique elements.

<Direction processing>
Next, with reference to FIG. 36, an effect process according to this embodiment for executing the above-described real-time simultaneous effect will be described. FIG. 36 is a flowchart showing in detail the effect process in step S504 of FIG.

  In step S801, it is determined whether the received control command is a status command. If the received control command is a status command, the process proceeds to step S802. If the received control command is not a status command, the process proceeds to step S807.

  In step S802, by receiving the control command, the sub-control unit 400 grasps the end of one game together with the current game state, so the story information update process is performed. The story information update process will be described in detail later.

  In step S803, it is determined whether or not the current RT state is any of the RT1 to RT3 modes. If the current RT state is any of the RT1 to RT3 modes, the process proceeds to step S804. If the current RT state is not any of the RT1 to RT3, the process proceeds to step S807.

  In step S804, it is determined whether or not the current RT state is the RT1 mode. When the current RT state is the RT1 mode, the process proceeds to step S806, and a control command for executing a countdown effect is transmitted to the effect unit control unit 500. As a result, the effect unit control unit 500 executes a countdown effect. When the RT state is RT1 (normal game RT1 mode), only 24 games can stay in the RT1 mode when the RT state is RT1. This is an effect of prompting a prize for games 5 to 9 (transition to the normal game RT3 mode).

  On the other hand, when the current RT state is not the RT1 mode, the process proceeds to step S805, and RT notification mode setting processing is performed. In the RT notification mode setting process, an effect process (notification effect) in each RT state (normal game RT2 mode, normal game RT3 mode) is set.

  In step S807, it is determined whether or not the received control command is an effect selection command reflecting the internal lottery result of the winning combination. If the received control command is an effect selection command, the process proceeds to step S808. If the received control command is not an effect selection command, the process proceeds to step S809.

  In step S808, an effect selection process for selecting an effect (effect data) according to the received effect selection command is executed. The effect selection process will be described later in detail.

  In step S809, effect processing according to other control commands is executed.

<Story information update process>
FIG. 37 is a flowchart showing in detail the story information update process in step S802 of FIG. The story information update process is a process of updating the story of each production mode as the game progresses.

  In step S901, the scene of each story is confirmed. For example, in the case of the specific example shown in FIG. 32 (a), scene 2 in the effect mode A in which the character A (dono) appears, scene 3 and character C in the effect mode B in which the character B (キ ャ ラ ク タ) appears. In the production mode C in which (Princess) appears, the scene 3 becomes each scene.

  In step S902, the scene information of each production mode is updated according to the progress (speed) of each production mode. For example, in the character B (爺) shown in FIG. 32A, the scene information 3-5 is updated to the scene information 3-6. This progress may be set differently depending on each production mode, and does not need to be updated at the same speed at the same time, and a control command including updated scene information of each production mode is sent to the production unit controller 500. The effect unit control unit 500 transmits the real-time simultaneous effect based on the updated scene information.

<Direction selection process>
FIG. 38 is a flowchart showing in detail the effect selection process in step S808 of FIG.

  In step S1001, the current scene information of each effect mode is confirmed.

  In step S1002, an effect is selected according to the internal lottery result of the winning combination and the above-described scene information.

  In step S1003, it is determined whether or not the selected effect is a real-time simultaneous effect. When it is a real-time simultaneous progress effect, it progresses to step S1004, and when it is not a real-time simultaneous progress effect, it progresses to step S1012.

  In step S1004, it is determined whether the selected effect is a situation effect in the real-time simultaneous effect. If it is a situation effect, the process proceeds to step S1005, and a control command for executing an effect (situation effect) indicating the progress status of the effect at each current time in each effect mode is transmitted to the effect unit control unit 500. As a result, the effect unit control unit 500 executes the situation effect via the effect unit A (see FIG. 32B). On the other hand, when it is not a situation effect, it progresses to step S1006.

  In step S1006, it is determined whether the selected effect is a scene reset effect in the real-time simultaneous effect. If it is a scene reset effect, the process proceeds to step S1009. If it is not a scene reset effect, the process proceeds to step S1007.

  In step S1007, it is determined whether or not the selected effect is a failure effect in the real-time simultaneous effect. When it is a failure effect, it progresses to step S1008, and when it is not a failure effect, it progresses to step S1011.

  In step S1008, it is determined whether or not the current scene information is scene 3. That is, it is determined whether or not the current scene information is a final stage scene. When the current scene information is scene 3, the process proceeds to step S1009, and when the current scene information is not scene 3, the process proceeds to step S1010.

  In step S1009, the scene information is reset to scene 1. That is, when a scene reset effect is selected, or when the current scene information is scene 3 and a failure effect, scene 1 is set as the scene information.

  In step S1010, one piece of scene information is given. That is, when it is a failure effect and the current scene information is not 3, the scene information is increased by one. For example, when the scene information is scene 1, scene 2 is set.

  In step S <b> 1011, scene information update setting processing is performed, and a control command including the updated scene information is transmitted to the rendering unit control unit 500. As a result, the rendering unit control unit 500 performs a real-time simultaneous execution rendering based on the updated scene information via the rendering unit A.

  In step S1012, other effect selection processing is executed.

  As described above, according to the real-time simultaneous progress effect of the slot machine 100 of the present embodiment, a plurality of stories corresponding to a plurality of characters progress independently of each other, and the progress status of each of the plurality of stories is suggested as appropriate. Since the situation effect is executed, the interest can be further enhanced with respect to the effect. In other words, since a plurality of mutually related stories are produced at the same time, a variety of characters and story development can be given, and the player's expectation for the production can be improved. Further, since the story progress of all characters can be grasped, the entire story development can be understood.

<Other Embodiments; Pachinko>
As mentioned above, although embodiment of this invention has been described, various deformation | transformation and change can be performed with respect to embodiment of this invention in the range which does not deviate from the summary of this invention.

  For example, in the above embodiment, the present invention is applied to a slot machine using medals, but the present invention is not limited to this, and is applicable to a pachinko gaming machine using game balls or a slot machine using game balls. Is also applicable. That is, the game ball is directed to the game area based on the game board in which the game area is formed, the launch handle device (operation knob) that accepts an operation for launching the game ball, and the operation accepted by the launch handle device. In a pachinko machine equipped with a projectile launching device, each of the effects in a plurality of effect modes (effect modes each having a main character and a different story of the effect corresponding to each character) is progress-controlled, You may make it perform the situation production | presentation which suggests the progress condition of each production | presentation of several production modes.

  FIG. 39 is an external perspective view of a pachinko gaming machine 100A to which the present invention is applied. The pachinko gaming machine 100A includes an effect unit A1 having an LCD 10 in the center of the pachinko gaming machine. Specifically, the pachinko gaming machine 100A is configured by a liquid crystal display or the like, and includes a variable display device (LCD 10) that variably displays a predetermined symbol (identification information), and a game ball is placed at a start winning opening (not shown). In response to entering and winning a prize, the variable display device displays a stop after the symbols are changed to notify the game state transition. That is, when a game ball enters the start winning opening, a lottery is performed, and it is determined whether or not the lottery result is a win. When winning the jackpot in this lottery, the variable display device displays a combination (a jackpot symbol; for example, 777) based on a specific symbol and shifts to a jackpot state. In the big win state, for example, the big winning opening (not shown) is kept open for a predetermined time or a predetermined number of times, so that the game ball is easy to enter and a state advantageous to the player is realized. It has become.

  The pachinko gaming machine 100A has a plurality of production modes, and the production mode can be selected by operating the chance button 20 provided on the pachinko gaming machine 100A. The story development in the three production modes is set differently depending on the character.

  The pachinko gaming machine 100A capable of selecting such an effect mode advances an effect in each effect mode, and executes a situation effect that appropriately displays the progress of each effect mode on the LCD 10, that is, Real-time simultaneous production is performed. As a result, in the pachinko gaming machine 100A, the interest can be further enhanced with respect to the production.

  FIG. 40 is a diagram illustrating a circuit configuration of a pachinko gaming machine 100A centering on a main control unit 1100 that performs basic control of a game.

  The main control unit 1100 detects a basic circuit 1110 that controls a pachinko gaming machine according to a program, various switches 1102 (for example, a gate switch that detects a winning ball that has entered a gate (not shown), and a winning ball that has entered a start winning opening. The basic circuit 1110 is supplied with signals from a start opening switch, a count switch for counting winning balls, a winning opening switch for detecting winning balls and a clear switch for clearing data stored in the RAM. A solenoid circuit 1105 that drives a switch circuit 1103 and a solenoid 1104 (for example, a solenoid that opens and closes a start winning opening (not shown), a solenoid that opens and closes a large winning opening that is opened in a big hit state) according to a command from the basic circuit 1110. And has.

  Further, the main control unit 1100, in accordance with the data given from the basic circuit 1110, jackpot information indicating the occurrence of the jackpot, effective start information indicating the number of starting winning balls used to start variable display of the symbols in the variable display device, probability An information output circuit 1107 is provided that outputs an information output signal such as probability variation information indicating that fluctuation has occurred to an external device such as a hall computer.

  Specifically, the basic circuit 1110 includes a ROM 1111 for storing a game control program and the like, a RAM 1112 as storage means used as a work memory, a CPU 1113 for performing a control operation according to the program, and an I / O port 1114.

  A ball hitting device that hits and launches a game ball is driven by a drive motor 901 that is controlled by a circuit on the launch control unit 1500. The driving force of the drive motor 901 is adjusted according to the operation amount of the operation knob (hit ball handle) 902. That is, the circuit on the launch control unit 1500 is controlled so that the game ball is launched at a speed corresponding to the operation amount of the hitting ball handle 902.

  The effect control unit 1300 controls display of various lamps 1301 (for example, various decorative lamps) provided on the game board and displays of various displays 1302 (for example, variable display devices that variably display symbols). In addition to performing control, sound output control through the speaker 1303 is performed.

  The payout control unit 12000 receives detection signals from various sensors (for example, a full tank switch (not shown), a ball break switch to be detected, a single shot switch, a payout count switch, etc.). The payout control unit 1200 stops the ball payout process when the detection signal from the ball break switch indicates a ball shortage state or when the detection signal from the full tank switch indicates a full tank state. When there is a win, the main control unit 1100 issues a REQ signal (prize ball request signal) for making a prize ball payout request and a payout quantity signal indicating the number of prize balls to be paid out as a payout command signal (payout control command). Is output. When the REQ signal and the payout number signal are input, the payout control unit 1200 performs control to drive the ball payout device 1230 to pay out the number of game balls indicated by the payout number signal.

It is a perspective view showing the appearance of the slot machine according to one embodiment of the present invention. FIG. 44D is an exterior diagram of a rendering unit for the slot machine according to the embodiment of the present invention. FIG. 3 is an exploded perspective view of the effect unit shown in FIG. 2. (A) is a right side view of the image display unit in the effect unit, and (b) is a left side view. (A) is a figure which shows the aspect which removed the drive unit from the side plate, (b) is a figure which shows the aspect which removed the mechanism on a side plate. It is a figure explaining the movement aspect of LCD and a half mirror of an image display unit with FIG. It is a figure explaining the movement aspect of LCD and a half mirror of an image display unit with FIG. It is explanatory drawing of the display principle of the three-dimensional image by an image display unit. FIG. 10 is a block diagram showing a main control unit of the slot machine according to the embodiment of the present invention. FIG. 10 is a block diagram showing a sub-control unit of the slot machine according to the embodiment of the present invention. It is a block diagram which shows the presentation unit control part of the slot machine which concerns on one Embodiment of this invention. FIG. 5 is a view showing an arrangement of symbols applied to each reel of the slot machine according to the embodiment of the present invention. FIG. 4 is a diagram showing types of winning combinations, symbol combinations corresponding to each winning combination, and operation or payout of each winning combination in the slot machine according to the embodiment of the present invention. FIG. 10 is a diagram showing types of winning combinations, types of single / simultaneous winning combinations, internal winning probabilities, and the number of medals to be paid out (dividends) in the normal game (normal game RT0 mode) of the slot machine related to one embodiment of the present invention. is there. In the slot machine according to an embodiment of the present invention, the type of winning combination, the type of single / simultaneous winning combination, the internal winning probability, and the number of medals to be paid out (dividend) in the re-game high probability transition ready state (normal game RT1 mode) ). In the slot machine according to the embodiment of the present invention, the type of winning combination, the type of single winning combination / simultaneous winning combination, the internal winning probability, and the medal of the replay high probability gaming state (normal game RT2 mode, normal game RT3 mode) It is a figure which shows the payout number (payout). (A) is a type of winning combination, a type of winning combination in a single role / simultaneous winning combination, an internal winning probability, and a corresponding winning in the BB game (BB game RT4 mode) of the slot machine according to one embodiment of the present invention. It is a figure showing a symbol combination and the number of payouts (payout) of medals, (b) is a type of winning combination, type of single combination / simultaneous winning combination, internal winning probability in RB game (RB game RT4 mode), It is a figure which shows the corresponding winning symbol combination and the number of medals paid out (payout). It is a figure which shows the kind of RT state of the slot machine which concerns on one Embodiment of this invention, the transition opportunity to each RT state, and a corresponding game state. FIG. 38 is a state transition diagram showing a state of transition of gaming state in the slot machine related to one embodiment of the present invention. 10 is a flowchart showing main processing of the main control unit of the slot machine according to the embodiment of the present invention. FIG. 21 is a flowchart showing in detail the effect insertion button acceptance process in step S108 of FIG. 20; FIG. FIG. 21 is a flowchart showing in detail a gaming state control process in step S112 of FIG. It is a figure which shows the length of waiting time corresponding to each winning combination of the slot machine which concerns on one Embodiment of this invention. 4 is a flowchart showing a sub-control unit interrupt process and a sub-control unit main process of the slot machine according to the embodiment of the present invention. FIG. 52 is an explanatory diagram showing a basic setting of the contents of effects in the slot machine according to the embodiment of the present invention. (A) is a schematic diagram showing a configuration example of effects in the slot machine according to an embodiment of the present invention, (b) is a replay high probability game (RT1 mode to RT3 mode) effect mode, setting conditions and release conditions FIG. It is a flowchart which shows the presentation unit control part interruption process of the slot machine which concerns on one Embodiment of this invention, and a presentation unit control part main process. It is a figure which shows an example of the control data of the presentation unit of the slot machine which concerns on one Embodiment of this invention, and the display control data of LCD. FIG. 52 shows an example of progress of the effects of the slot machine related to the embodiment of the present invention. It is a figure which shows the example production structure of the real-time simultaneous progress effect of the slot machine which concerns on one Embodiment of this invention. It is a figure which shows the mode of the simultaneous progress of the real-time simultaneous progress effect of the slot machine which concerns on one Embodiment of this invention. It is a figure explaining the situation effect in the real-time simultaneous progress effect of the slot machine which concerns on one Embodiment of this invention. It is a figure explaining the special situation effect of the slot machine which concerns on one Embodiment of this invention. It is a figure explaining the some production pattern of the continuous production of the slot machine which concerns on one Embodiment of this invention. It is a figure explaining the specific example of the real-time simultaneous progress effect of the slot machine which concerns on one Embodiment of this invention. It is a flowchart which shows in detail the effect process of step S504 of FIG. It is a flowchart which shows in detail the story information update process of step S802 of FIG. It is a flowchart which shows in detail the effect selection process of step S808 of FIG. It is a perspective view which shows the external appearance of the pachinko game machine which concerns on other embodiment of this invention. It is a block diagram which shows the control part of the pachinko game machine which concerns on other embodiment of this invention.

Claims (13)

  1. A gaming machine comprising a plurality of production modes having different production modes, and comprising production control means for controlling the production progress of each of the plurality of production modes,
    Each effect in the plurality of effect modes is composed of a series of effects developed over a plurality of games,
    The production control means includes
    Production progression means for advancing a series of productions for each of the plurality of production modes,
    When a predetermined condition is established, an effect execution means for executing a situation effect that suggests the progress of a series of effects in each of the plurality of effect modes;
    A game table characterized by comprising:
  2. For the series of productions,
    Includes a continuous production where the production is continuously developed across multiple games,
    The production execution means
    2. The game table according to claim 1, further comprising a continuous effect executing means for executing a continuous effect corresponding to at least one effect mode among the plurality of effect modes.
  3. It further comprises information display means for displaying various information related to the game,
    The continuous production execution means includes
    3. The game table according to claim 2, wherein the display screen of the information display means is divided into a plurality of parts, and the continuous effects of the plurality of effect modes are displayed and output in the divided display areas.
  4. The continuous production execution means includes
    4. The game table according to claim 3, wherein the situation effect is executed using each of the divided display areas.
  5. Continuous production of each of the plurality of production modes,
    It is a story production where characters corresponding to each production mode appear and the story is developed in stages.
    The production progress means
    The game table according to any one of claims 2 to 4, wherein the story effects are simultaneously advanced.
  6. The production control means includes
    6. The effect in which all the characters corresponding to each of the plurality of effect modes appear when the story effect of each of the plurality of effect modes has a predetermined effect condition. Amusement stand.
  7. The predetermined performance conditions are:
    The game stand according to claim 6, wherein the stage of the story effect in each of the plurality of effect modes is the same.
  8. The production progress means
    8. The gaming table according to claim 5, wherein when a predetermined effect initialization condition is satisfied, the progress of the story effect in each of the plurality of effect modes is reset to an initial stage. .
  9. The establishment of the production initialization condition is as follows:
    In the lottery means for determining whether or not internal winning of a plurality of types of predetermined roles is determined by lottery, if the result is a lottery accompanied by a transition to a gaming state advantageous to the player, when the power is turned on, it is predetermined. 9. The game table according to claim 8, wherein the game table includes at least one of a case in which no game is played and a predetermined number of games have elapsed.
  10. The production progress means
    10. The story production according to any one of claims 5 to 9, wherein the story production is advanced to the next stage when the result of the series of production does not suggest a transition to a gaming state advantageous to the player. The listed game table.
  11. The continuous production is
    In the lottery means for determining whether or not internal winnings of a plurality of types of predetermined roles are determined by lottery, if a special role that can start a special game advantageous to a player is won internally, Includes a high expectation level that is selected at a higher rate than if you did not win
    The game table according to any one of claims 5 to 10, wherein a probability that the high expectation effect is executed is set higher as the story effect stage progresses.
  12. Multiple types of designs, multiple reels that can rotate,
    A start switch for instructing rotation start of the plurality of reels;
    Lottery means for determining whether or not internal winning of a plurality of types of predetermined roles is determined by lottery;
    A stop switch which is provided corresponding to each of the plurality of reels and individually stops the rotation of the reels;
    Reel stop control means for performing stop control related to the stop of rotation of the reel based on the lottery result of the lottery means and the stop operation of the stop switch;
    Determining means for determining whether or not a winning combination is determined based on whether a combination of symbols displayed by the plurality of reels at the time of stoppage is a symbol combination of an internal winning combination by the lottery means;
    The game table according to claim 1, further comprising:
  13. Variable display means for variably displaying a plurality of identification information;
    When a predetermined condition is satisfied, each of the plurality of identification information is changed, and lottery means for lottery whether or not a combination of the plurality of changed identification information stops and displays a predetermined special result;
    When the combination of the plurality of pieces of identification information stops and displays the special result by the lottery means, state control means for shifting to a jackpot state that is a gaming state advantageous to the player;
    Production mode selection means for selecting any production mode from a plurality of production modes;
    An effect execution means for executing an effect according to the effect information of the effect mode selected by the effect mode selection means;
    A game machine equipped with
    The production execution means
    Production progress control means for controlling production progression of each of the plurality of production modes;
    If the predetermined condition is satisfied, the situation effect execution means for executing the situation effect suggesting the progress status of the effects in all the plurality of effect modes,
    A game table characterized by comprising:
JP2007090460A 2007-03-30 2007-03-30 Game table Pending JP2008245893A (en)

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JP2011110322A (en) * 2009-11-30 2011-06-09 Kyoraku Sangyo Kk Pachinko game machine
JP2012110432A (en) * 2010-11-22 2012-06-14 Heiwa Corp Game machine
JP2013116370A (en) * 2013-03-15 2013-06-13 Sankyo Co Ltd Game machine
JP2013144131A (en) * 2013-03-15 2013-07-25 Sankyo Co Ltd Game machine
JP2013220323A (en) * 2012-04-19 2013-10-28 Sankyo Co Ltd Slot machine
JP2015024330A (en) * 2014-11-06 2015-02-05 タイヨーエレック株式会社 Reel type game machine
JP5706988B1 (en) * 2014-05-09 2015-04-22 山佐株式会社 Game machine
JP2015163146A (en) * 2014-02-28 2015-09-10 株式会社大一商会 Game machine
JP2016163802A (en) * 2016-06-15 2016-09-08 株式会社大一商会 Game machine
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JP2011110322A (en) * 2009-11-30 2011-06-09 Kyoraku Sangyo Kk Pachinko game machine
JP2012110432A (en) * 2010-11-22 2012-06-14 Heiwa Corp Game machine
JP2013220323A (en) * 2012-04-19 2013-10-28 Sankyo Co Ltd Slot machine
JP2013116370A (en) * 2013-03-15 2013-06-13 Sankyo Co Ltd Game machine
JP2013144131A (en) * 2013-03-15 2013-07-25 Sankyo Co Ltd Game machine
JP2015163146A (en) * 2014-02-28 2015-09-10 株式会社大一商会 Game machine
JP5706988B1 (en) * 2014-05-09 2015-04-22 山佐株式会社 Game machine
JP2015024330A (en) * 2014-11-06 2015-02-05 タイヨーエレック株式会社 Reel type game machine
JP2016163802A (en) * 2016-06-15 2016-09-08 株式会社大一商会 Game machine
JP2017094042A (en) * 2016-06-24 2017-06-01 山佐株式会社 Game machine

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